works

Recent works on this page are pinkSofa productions – see page links on the right.

2013: Data Visualisation 2

Work in progress. The second data visualisation project builds on the earlier work but is designed to allow participants to distort the data itself. Data becomes ANECDATA

Colour tracking and Open CV libraries

data tracking materials

The amount of data produced by human (and non human) interaction with our world of designed technological objects is exploding. We live in a world of ‘Big data’, an ecosystem of massive data sets, which commentators both applaud and denounce for their potential predictive opportunities. Design practice explores new ways of collecting data, both serendipitous and formal; it explores new ways of presenting data collected in order to offer opportunity for meaning making. The form of this meaning making ranges from those projects which intend to make sense of data for formal purposes, the effects of climate change, consumer behaviour, contemporary mobilities and what have you, to those projects which re-present data as critical design, aesthetic work or – like the 48hr V1 – opportunity for playful exploration.

Production team: truna

2013: 2 hour Game Jam as performance

truna aka j.turner, Owen, Cameron, & Moyes, Gordon (2013) 2 Hour game jam at SLQ Garage Gamer – Live performance with crowd participation. [Performance]

2012: Stories into Games

In the summer of 2012 – 2013, the State Library of Queensland invited us to run a number of workshops for younger participants as part of the Garage Gamer program. The brief was very much about the local games industry and the SLQ community, the core concept was about participant contribution.

The ‘Stories into Games’ series of workshops ran across three Saturdays (January 5 – March 2). The workshops were aimed at younger audiences (ages 6-12) and the concept was to engage this group with games as game makers and designers, rather than players.

Each session saw a group of participants create a shared story, illustrate the story and then make game assets and objects out of their illustrative work. These were then put into a raw framework created in the Unity Game Engine so that the stories could be played.

http://www.igdabrisbane.org/stories-into-games/

Production team: truna & Cameron Owen

2011 – 12: Data Visualisation as game 1

Site-evolution

The Land Of Ludos is a proposal or a design concept for a game that re-imagines the recorded Bluetooth device movements from the 2011 48 Hour Game Making Challenge as an interactive narrative experience. As game developers, the most interesting elements of the 48 Hour challenge data visualisation project is not measurement or analysis of process, but the relationships and narratives created during the experience.

48H-Land-of-Ludos-PreVis-06

[exerpt truna aka j.turner, Thomas & Owen, 2013]

See: truna aka j.turner, Thomas & Owen (2013) Living the indie life: mapping creative teams in a 48 hour game jam and playing with data, in proc IE’2013, 9th Australasian Conference on Interactive Entertainment, September 30 – October 01 2013, Melbourne, VIC, Australia

2008: little grey cat engine – flex – the greyCat offers story tellers a simple interface which enables them to turn their own photos into explorable game worlds [more >> ]

2007: nQuumbar – TGE add-on – the nQuumbar engine allows the player to explore a TGE game world and leave marks of their presence and passing on the landscape. Images are taekn from Graffiti-engine – Torque Game Engine participant tool, Next Level Festival, Brisbane, Australia using the wayfing world produced by redback games [more >>]

2006: tabernacle – HL2 Mod – tabernacle places the interactor in a hallucinatory medieval world where the only way out is an epiphany: there is no story, there is no game, there is no real … tabernacle explores the manner in which the map is a representation of the embodied self in place … [more >>]

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2008: ADAM – mobile based LBG made for cipher cities. ADAM is explores the way a person leaves memories in a place. You play as somone returning to the valley in Brisbane, remembering a lost love. The work layers two stories on the site: the original memory and the remembering of the memory. It was an invited piece, made in honour of some departed friends – vale Adam, Gerard and Helena – cipher cities: ADAM

“ADAM is not a game, it is a story about a girl who met a boy one steamy December in Brisbane, treat it like a conversation …. if you don’t understand what the story teller is trying to say, ask her questions.” — grey cat

2005: digital songlines – written in TGE – ethnographer and design research on cultural interfaces and game design. the digital songlines project was an Australasian CRC for Interaction Design project [ACID]

2005: flowers in the snow – written in the world – alternate reality game design as experiment in production of traditional narratives

2005: history’s purchased page – design and research on visualisation of dramatic worlds – aspect of ACID research project media station [website]

2004: ipskay – alternate reality game – lead architect and conceptual design on CI funded creative town project – a simulated environment for project generation for creative industries unit – aspect of ACID project media station [website] The Ipskay ARG was part of a CI T&L project. It consisted of a town council site, a university virtual site, a citezen’s blog and a train enthusiast’s virtual world (built in TGE)

2002: angel of the north – adventure role-playing game concept for culture & educational purposes – written in MOO

2001: cyberama – the theme park – written in MOO – narrative world constructs to create game worlds and explore philosophies of design and culture.

2000: lost cities – written in MOO – narrative world constructs to create game worlds. Lost Cities is currently in its third iteration as a game design space.

1998: virtual brighton – written in MOO – narrative world construct for players own stories

1997: jaarptown – written in MOO – open spatial worlds as places for players to construct stories

1993: stories to construct stories – written in hypercard – visual fictions created to instigate player stories

1986: interactive – reactive fiction – written in BASIC – further experiments in the IF genre as agency potential educational games spaces

1985: interactive domestic fiction – written in BASIC – experiments in educational games spaces produced for the British Council, Las Palmas

1981: botanical worlds –  alternate reality adventure based in botanical garden environments

1980: board game: cambridge scores – a hand drawn semi-role playing game that occupied both real and game space