Creating a video game experience for the exhibition at the Barbican Center for DVTK agency. Our time on earth is an exploration of radical ideas for the way we live
Professor Henrietta Moore Founder and Director of the Institute for Global Prosperity and the Chair in Culture Philosophy and Design at University College London (UCL) worked on the concept of Radical Solidarity
There are many ways in nature to
co-operate rather than compete.
Humans currently extract Earth’s limited natural resources and distribute them unequally. Globally, we continue to consume more than we need to generate profits.
Current economic systems en- courage the idea that nature is separate from us and is a free resource for us to exploit. Look deeper into the complex interactions of the natural world and begin to imagine a dif- ferent approach.
Imagine a ‘relational economy’ that is that is built on positive connections and enables us to appreciate the value of all aspects of our living planet. Human and planetary health and well-being are interconnected. A future in which all species can flourish depends on collabo- ration, not competition.
DVTK had already come up with the primary creative and narrative ideas for the game; my duty was to progress from conceptualization to a more practical experience (game mechanics, processes, etc.).
The equipment that the visitors will used was already set up by the Barbican and DVTK :
The installation was made of 3 stations with the middle station closer to the ground for people with disabilities and childrens
Before embarking on the design phase, it was essential to consider where and how this experience interacted with visitors overall.
The experience map proved invaluable in designing the experience and knowing precisely each touchpoint.
As the devices (TV and iPad) had already been chosen, careful thought was necessary to decide what would appear on screen before visitors entered the main experience and how the piece should work with its environment, including sound and projection screen.
In order to appreciate the game mechanism to the fullest I made the choice to prototype it roughly in order to first be able to understand the level and density of interactions needed
We wanted to minimize eye movements between the Ipad and the TV so that muscular discomfort and multiple interruptions in discovering the game are lessened