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Video: The value of making games with artists from other fields
May 16, 2014 | By Staff

"[Our] group of players really surpassed all expectation in getting something deep and meaningful out of a 80 by 60 resolution video game."
- Digital Marina Abramovic Institute developer Pippin Barr explains how developers can make more meaningful games by collaborating with artists from other fields during GDC 2014.

Game developer and educator Pippin Barr gave a thought-provoking talk earlier this year about what game makers can learn from collaborating with artists in other fields, citing examples drawn from Barr's own experience creating a game -- Digital Marina Abramovic Institute -- as a virtual facsimile of the real Marina Abramovic Institute performance art space.

Barr took time to walk attendees through the ways in which he tried to replicate the body and the spirit of performance artist Abramovic's work in a game, and how that experience helped him better understand himself and his own work, in a 15-minute presentation given during the GDC 2014 Independent Games Summit as part of an hour-long session titled "Creatrilogy: Three Talks Exploring Indie Game Creativity."

We've taken the liberty of embedding the free video of Barr's 15-minute talk "The Game Designer is Present: Collaborating with Mariana Abramovic" above, but you can also watch it here on the GDC Vault.

About the GDC Vault

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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Daniel Rasmussen
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I should make an art game. To communicate thoughts unseen

I feel "art games" are important. It's a source of enlightenment for enthusiasts and game developers alike. A place where you're forced to look beyond the surface. Where "dMAI" succeeds at this is keeping a slow phase, but demanding the shift key to be held. Keeping your full attention to the exercise and more importantly everything around the exercise. You'll seek meaning and purpose.

"To walk a mile in another man shoes"

Perspective is something so "error'sly" understood, it's almost like a hard wired and programmed fault in our brain. One might see a few details of "opponent" perspective, but clouded by a view of "winning" or being "correct". One only sees Ones own details at this very moment. Understanding perspective is complex. But it's possible to question your own perspective and drawing comparison to others life experience.

Art games crafts a perspective filled with blank. Blank for you to fill in with your perspective. And some minute details for you to learn a new perspective.

You will still walk these miles alone, in your own shoes.
But I'll create a world for you to see, from my shoes.

Dave Hoskins
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Interesting. The feedback is in that artistic pinch-of-salt world of whimsical commentary where people say what they think they should say, being a part of the art. But I don't go for performance art, so maybe I'm not allowed to comment.
I do like the idea of connecting with the user, almost as if it's the worlds first interactive experience. Rather than just broadcasting outward, which a lot of games do now in an attempt to woo advertisers and publishers instead of the interactive experience which is the heart of all of this.

Andrew Sturgeon
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