Design a site like this with
Get started

One Pager

intro  For the new game I am developing, I am creating a played soundscape and AV experience, which allows the player to abstractly conduct the sounds they are listening to, through movement, interaction and exploration. I have been making adventurous instruments for sound and visualization before and I really wanted to make a more playful … Continue reading One Pager


The Gameful World: Approaches, Issues, Applications

Edited by Steffen P. Walz, Sebastian Deterding In this text they explore the early uses and growth of using characteristics of games and play in other areas of design to form mechanisms with actions in real life. Early modes getting you to interact with campaigns through goals, virtual medals and leader boards. Each stage of us adopting it into advertising, politics and a huge variety of apps leads us further towards … Continue reading The Gameful World: Approaches, Issues, Applications

M-D-A Framework

The MDA is a three-tier framework for designing, understanding and critiquing games or any other interactive experiences. It structures games into Mechanics, Dynamics and Aesthetics, the designer being able to form a bottom up approach. Mechanics being the foundations, choosing a few basic rules or movements that form the characteristic of the game. One of the examples they give is tig, when you are it you try to touch … Continue reading M-D-A Framework

Don Norman – Emotional Design

Emotional design as Norman articulates it, is the preemptive design of an object, the design of a gateway that opens into the function. He explores the relation between aesthetics and function, how the aesthetic may have no actual benefit to the functionality of the object but will still make it easier/better to use. Explaining that the emotional aspect of design had been ignored for quite a long time due to the … Continue reading Don Norman – Emotional Design

Games, Design, and play; chapter1

Games Design and play chapter1  This chapter explored games and the design of an experience/narrative, but not directly. Through mazes, objects and missions we form experiences, we can create hours of captivation through webs of these element inducing any spectrum of emotion and transformation of knowledge. The difference, I feel is that played and games often have a clear set of communications and meta-communications. … Continue reading Games, Design, and play; chapter1

ATP (Approaches to Play) 1

Quotes I have started a new class called approaches to play, it explores lots of game design and game mechanics concepts and theories. So far it’s been great, the first class was an intro to the subject area, covering a few key players through quotes and brief introductions. Some of my favorites where Gregory Baterson’s communication/simulation of phenomena and Robin Hunicke’s mechanics of religion, science and belief, to our … Continue reading ATP (Approaches to Play) 1

Cultural Imaginaries Simulated

In an earlier blog post I talked about Lucy Suchman’s ‘Cultural Imaginaries ‘, in that context it was discussing how the cultural and societal perceptions of AI and Robots taints the trajectory of research into these areas, turning their goals into those technologies imagined in Sci-Fi and media. Surprisingly Suchman notes it doesn’t just depict the aspired goals, but the imaginaries distorted … Continue reading Cultural Imaginaries Simulated

Bodies in technology

In this book Ihde explores ideas of virtual bodies and their place in computers and around reality. He manly explores it through the human body, talking about virtual reality, a sensory reality and a here-body/virtual-body comparison. The here-body is explored through the ideas of Merleau-Ponty, looking at it phenomenologically he peals back the layers of the … Continue reading Bodies in technology


Graham Harman talks of Object Oriented Ontology as anthropomorphic in its nature opposed to anthropocentric approaches of philosophy. The anthropocentric approaches state that the universe is a figment of consciousness, especially Derrida explains the world as signs and signifiers, an endless melee and cycle of the mind, with the majority of his questions exploring the in between, for … Continue reading O O O