Screen Capture of the Game Where

Where: Gameplay that Connects Players to Game Environments

Screencap of Where: Bud looks out over the landscape
Navn
Neil Robert McGuiness
Uddannelsesgrad
Kandidat
Fagfelt
Design
Institut
Visuelt Design
Program
Visual Game and Media Design
År
2024

With the development of the video game Where I set out to explore how gameplay as a medium can be used to facilitate interesting experiences of and interactions with virtual nature. Inspired by Game Theory ideas such as 'Regenerative Play' and the movement of 'Slow-Gaming', I suffused Where with several Affective Gameplay Systems that communicate a relationship between the player and their environment. This layer of reflective gameplay fits within and around Where's core novel gameplay of navigating the world using a static map and compass without the player position indicated and no other navigation aids, ultimately aiming to create a cohesive game experience in which the game environment is a foreground feature and not simply a beautiful backdrop to action.

 

 

Project Overview

The way in which nature, and our relationship with it, is represented can impart tacit ecological lessons that can shape how we as people view these domains in reality. 

An increasingly present ‘lesson’ or theme in mass media (games being no exception) is that of an impending ecological and societal collapse. Though many of these games deal with this subject artfully, particularly with regards to the games’ narratives, there tends to be an unfortunate lack of imagination in designing the other more distinctive affordances of the medium to engage with these ideas. In other words, these game’s formal systems of gameplay and spatial design tend to continue to reflect anthropocentric and individualistic attitudes towards ecologies and environments - attitudes based on dominance or manipulation.

With Where the team and I set out to create a game that offered a glimpse of a different, more considered relationship with the environment.

Core Gameplay

Where gameplay

Affective Gameplay Systems

I made it my goal to add to the core gameplay a fluid interactive experience in which the player’s moment-to-moment choices of gameplay would be responded to with sublime sound and visuals which would represent the character’s subjective, sensory experience within the game world. The hope with this approach is two fold: Both to ground the player in the character’s shoes but also to artfully clue the player to their place in the world with respect to the different biomes in a less overt way than is perhaps typical in other video games. 

To achieve this, the first step was to create systems in the game’s code which would track these various states:

  • Which Biome the player is currently in.
  • How the Player is moving in the world.
  • What is the Player doing? (i.e which Interactions, if any are they engaging in)
  • The Player’s Progression in the Game’s Story

These parameters were then mapped to 3 Key Adaptive Systems which continuously adjust to the player’s journey:

  1. A Generative, Dynamic Soundscape
  2. Evolvable Environments
  3. Responsive Visual Effects

Det Kongelige Akademi understøtter FN’s verdensmål

Siden 2017 har Det Kongelige Akademi arbejdet med FN’s verdensmål. Det afspejler sig i forskning, undervisning og afgangsprojekter. Dette projekt har forholdt sig til følgende FN-mål
CV

Innovative and technically skilled Game Designer and Programmer with a Master's degree in Visual Media and Game Design. With a strong focus on Game Programming, my academic journey emphasized Game Design, Narrative Design, and Interaction Design, culminating in a final project that showcased my ability to create unique interactive experiences with advanced navigation and exploration mechanics. Passionate about Music and Sound Design, I have integrated these elements into most of my projects to enhance the player experience.

My professional background as a Lead Software Developer involved designing and developing complex interactive systems, particularly mobile apps for healthcare and educational purposes. This experience has equipped me with robust skills in project management, system architecture, and bridging the gap between creative design thinking and technical implementation. I am eager to leverage my comprehensive programming expertise and creative vision to continue to develop captivating, expressive games.

Konkurrencer, publikationer og priser
Uddannelse og relevante kurser
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Visual Game and Media Design (MA)

2 Year study at The Royal Academy of Denmark in which I explored all aspects of Game Design and Development.

- Gameplay and Design
- Level and Spatial Design
- Art Direction in Games
- World Building
- Story and Narrative in Games
- Game Programming
- Music and Sound Design in Games

My final Thesis Project had a particular focus on programming and systems creation as I took the role of the only programmer. This was a huge task to do all of the technical implementation for a fairly complex 3rd person open world game. In this project I also focused on creating affective gameplay that could connect players to the sublime game world through responsive music and soundscapes and a dynamic lively world.
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Audio and Music Technology (BSc)

This degree was something that i thoroughly enjoyed and thrived within. I feel that the curriculum was very well matched to my interdisciplinary interests and managed to balance both the creative and scientific aspects of music and audio technology quite perfectly. And although programming and software development was not something that i was familiar with upon starting my studies, it soon became my favorite area of study, resulting in my main dissertation project being mostly built around software modelling of a real-world acoustic system and signal processing of sensor data.
Erhvervserfaring
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Lead Software Developer (Prevas A/S)

Since 2019 I have been the Lead Developer in a project creating a pair of Mobile applications to be used in conjunction with electronic CPR training dolls to facilitate the teaching and learning of crucial first-aid practices. The apps were released publicly in 2021 and I have since then been present in maintaining and updating the software alongside my Master's Education.

The projects were written in Typescript / React Native Framework, and I was also responsible for creating the graphical components of the apps - SVGs, animations created in After Effects and so on.

This project also gave me experience with working to client specifications and also aiding the client in creating these documents to manage the production of the project.
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Lead Game Designer (No Table Interactive)

As part of the DADIU program during my 3rd Semester of my Master's Program, I served as the Lead Game and Level Designer for the temporary Game Development Company that we created.

In this role, I oversaw a small Design team of 3 and focused on weaving together Gameplay, Narrative, and the overall direction of the game into a coherent playable experience.
IT-kompetencer
Unity
C# Programming
C++ Programming
Javascript / Typescript Programming
Sound Design
Digital Music
Audio Engineering
Unreal Engine (Beginner)
Blender (Beginner)
Sprog
English (Mother Tongue)
Danish (PD2)