Defining My Practice
A recurring theme this past week, both in supervisor meetings, and in discussion with colleagues, is the question of my practice. Iāve decided to perform an audit of my practice as it stands right now, as I slowly but surely approach my confirmation. I hope that through this exercise I will be able to concisely and confidently answer these two questions:
What do you make?
How do you make it?
Before I begin I think itās important to acknowledge that I am at best an emerging practitioner. I have roughly five and a half years experience in making video games, four and a half of those spent at university. Unlike many who attempt a PhD, I do not have an established practice and decades of experience (though this seems to be the majority in games academia, at least at my university). I suspect this will work in my favour in some areas (less underlying assumptions or bad habits to break out of), and work against me in others (little-to-no industry/development/life experience in the field).
So I set up a corkboard and a bunch of post-its, and placed all of the projects I have completed straight onto the board. I left out projects in which I didnāt have a significant say in the design or aesthetics of the work, so that meant no group assignments from university (burn, but also true).
Six works so far. So much for myĀ āgame-a-monthā idea last year. To fill out the board, I also added projects I am either currently working on, or have started and intend to finish at some point in the near future.
I also added a handful of projects from my undergraduate degree.
My next step was to organise these projects into distinct groups, so I could begin to note down any thematic, conceptual, or structural patterns. Thereās a few ways I could do this.
2D versus 3D:
Exploration-Based versus Non-Exploration-Based:
Adaptation versus Original:
While these strict binaries might not seem productive, they enable me to notice some broad trends and patterns across my work.
Overwhelmingly, I prefer 3D to 2D. I donāt think itās a coincidence that the group projects I decided not to include on the board were 2D games.
Thereās a roughly even split between works which unfold through non-linear exploration, and works which lead the player down a single path or unfold in a more structured manner.
Although most of my work is from personal experience, I do have an interested in critically engaging with the work of others through adaptation. Unsurprising that my interest in criticism and academia extends to making!
With these broad strokes, I re-grouped the projects based on their structure:
Top left: First-person, linear.
Bottom left: First-person, non-linear, focusing on multiple points of interest.
Top right: Genre games (shootĀ āem ups, RPGs).
Bottom right: First-person, non-linear, focusing on a single point of interest.
Centre: My Honours project, comprised of several small digital experiments.
I like the constant classification and re-classification of this process. It reminds me of Burroughsā cut-up technique in the way it severs the automatic associations I see between the different projects. By arranging them into a few different groupings, I can start to see connections and motifs which I might not have before. I stuck pins in the post-its and began to materialise those connections. I used string because it was quick and easy, and made me feel like I was solving a murder or piecing together a conspiracy.
First I connected the projects that investigated virtual space in some way, whether itās explicitly through a research project, or implicitly through aesthetics.
Then I linked works which dealt explicitly with memory. This is a motif Iām pretty aware of in my work so far.
Then I was in unfamiliar territory. I began to look around the board as a whole, and tried to find some more connections that could be made. I tried to think in terms of process, and link the projects which utilised design documents, as opposed to making design decisions as they came up during the production process. Interestingly, it was exclusively university assignments which were designed using documents. Is this something I have been neglecting? Or a natural evolution of my practice?
At this point I found it useful to attempt to connect projects which seemed to have no commonalities whatsoever; I felt this would be an effective way to uncover characteristics of my practice I might not be able to explicate otherwise. How can I connect āBy Moonlightā and āWe Live Inside a Dreamā? And which other projects share that connection? My goal now is to have every project on the board connected to at least one another.
So next I connected the projects that attempt to produce a specific affect. In most of these works my approach was to arrange a collection of formal elements (sound, colour, lighting, movement, A.I.) to form an impression. Iām starting to realise at this point that the connections Iām drawing between these different projects are how I am going to come to define my practice. As such, Iāve gone back through this post and rendered these connections in bold.
Finally, I connected the works which centred some kind of critical reflection as a central design goal. Iām going to leave it there for now, but Iāll keep the corkboard as it currently is in my workspace. Iām going to let it stew over the next few days, and see if any additional connections or insights come to me.
This rough GIF shows the spread of this ecology. I donāt see this as the final word on my practice. I havenāt had the time to fully consider the implications, and of course my practice will change over time. Before I wrap up, some initial reflections:
Much of my post-university work features exploration as a major mechanic. I am fine with this, given how much I like exploration in virtual environments and the physical world. I also like the idea of letting the user loose in an open space, and letting them build up an impression over time.
These same projects also utilise a first-person perspective. I am less comfortable with this. I donāt like the idea of restricting myself to a single perspective, particularly one so prevalent in mainstream game design and production. I would like to experiment with different perspectives (third-person, non-bodily (i.e floating/flying rather than walking), multiple simultaneous perspective, fixed, etc).
I seem to focus on grounded, sometimes personal experiences and memories, though I have dipped my toe into more critical works which investigate some aspect of the medium or the nature of virtual environments. I think moving forward I would like to combine the two, or at least hold each in equal esteem.
I would like to balance out my use of formal elements in my work. Until now I have favoured 3D models, colour, and the layout of space over sound and music in the composition of my projects. I would like to bring these elements into equal consideration.
Many of my environments explicitly encourage or make room for reflection, stillness, and non-action. This is a trend I am very interested in and would like to continue.
A conceptual interest lurking at the edges of my conscious practice seems to be myths or urban legends, as in Heikegani, The Visitors, and We Live Inside a Dream.
Since university, my use of design documents and planning has dramatically decreased. I tend to design āon-the-flyā, or entirely in my mind without moving those thoughts to paper. I would like to return to proper, organised, level design documentation and planning, even if my design goals may differ to those common in the industry (multiplayer shooter map design, side-scrolling platformer level design).
Finally, Iāll attempt to answer the two questions from the beginning of this post, including some mention of how I would like to consider my practice moving forward.Ā
What do you make?
I make short form, 3D, first-person, exploration-based, digital virtual environments. They deal with memory, myth, and the nature of virtual spaces. They utilise reflection, non-linear layouts, and limited agency to create a single, affective impression on the user.
How do you make it?
I utilise the Unity engine to combine 3D models, textures, materials, sound, and scripting to form each environment. Through an iterative cycle of design, production, and virtual exploration, I slowly develop my work across design documentation, blocking out, digital prototyping, and playtesting.
















