Game Log 4 "Create"
Game Log 4: Create
Materials
- Role Cards + Method: "Empowered Participation" (Roles & Responsibilities)
- Chosen Create Methods
- Transition Tool: Log & Pitch + Expo
- Pitch: (Your 'Description' on your Itch.io Team's Game Page)
- Promo: (Your 'Game video or trailer' on your Itch.io Team's Game Page)
- Plaque Expo: (Your Itch.io Team's Game Page)
- Game for Culture: (Your uploaded prototype on your Itch.io Team's Game Page)
Itch.io Submission: Team's Game Page (Edit game)
- Complete the description of your game on your Team's Game Page.
- Follow the "Itch.io Submission Checklist – Teams" and the itch.io submission dummy page for instructions.
- Use Game Logs 1-3 to update the description of your team's Cultural Game Jam submission.
- Once your Team's Game Page and Game Logs 1-4 are complete, and your Game for Culture is ready for submission, notify the facilitators for a final check before showcasing it at the EXPO.
- The EPIC-WE team will collect the game for publication on the EPIC-WE Resource Website.
Instructions (1/2)
You can use the Team’s Game Page to pitch and showcase your game at the Expo.
- Game Title (max. seven words): What is your ‘game for culture’ title, and how does it highlight your game’s heritage, value, and theme?
Game Title: The CoRRidoR
We chose this title because our game is centered around a long, dystopian corridor, inspired by the installation at ARoS. The setting creates a feeling of isolation, uncertainty, and tension, reinforcing the game's theme.
The core theme of our game is "It's not fair", which reflects how players make decisions without knowing the full consequences. Just like in real-life societal structures, choices can have unexpected outcomes, even if the intention behind them was different.
- Team Name: What is your team's name, and how does it reflect your identity or purpose?
Our team name is Panorama, which can symbolize a broad view or perspective. In our game, we explore different viewpoints on choice, consequence, and fairness in a dystopian setting. The name reflects how we aim to create an immersive experience that makes players reflect on societal structures and the hidden impacts of their decisions.
- Short Description:
- Describe your game in 1-2 sentences.
- Highlight how it represents a ‘game for culture’ by integrating cultural heritage and values into its design.
- Explain the experience it offers: Why should the player play your game? Why is it important?
The Corridor is a dystopian game that explores choice, consequence, and the uncertainty of decision-making. Inspired by an ARoS installation, the game places players in a long, oppressive corridor where they must make symbolic choices between objects, reflecting themes of democracy, freedom, and control.
By integrating EU values, especially democracy, the game challenges players to reflect on fairness and the unseen consequences of their actions. Through atmosphere, sound, and narrative design, The CoRRidoR immerses players in a tense experience that mirrors real-world societal dilemmas.
- Cover Image:
- Choose an image that captures the essence of your game as a Game for Culture.
- Recommended size: 630x500 pixels.
- Game Video or Trailer (Promo):
- Upload your created ‘Games for Culture Promo’.
MANGLER
- Release Status:
- Set to Prototype.
- Pricing:
- Set to No payments.
- Description of Your Game as a Game for Culture:
- List, describe, and reflect on the team’s chosen cultural heritage, values, and cultural/societal theme.
Our game is inspired by the dystopian atmosphere of Jonah Freeman & Justin Lowe’s installation at ARoS. We focus on EU values, particularly democracy, and how freedom and control shape society. The theme “it’s not fair” highlights how decisions can have unintended consequences, just as in real life. The game creates an experience where players feel the pressure of making choices without knowing the full outcome, reflecting how power structures and societal rules influence people.
- Describe the gameplay experience:
The Corridor places players in a long, dystopian hallway where they must choose between two objects, each symbolizing different societal values. These choices influence their path but often have unexpected consequences, reinforcing the theme of control and limited freedom. The game creates psychological pressure through its dark atmosphere, eerie sounds, and minimal guidance, making players feel trapped and uncertain—just like in real-world oppressive systems.
- Describe the gameplayer’s experience:
Players experience a sense of isolation and powerlessness as they navigate the corridor, making choices without knowing their full impact. The tense atmosphere, unknown consequences, and lack of clear guidance create a feeling of being controlled, reflecting real-world dilemmas about freedom and authority. This experience pushes players to reflect on democracy, fairness, and the limits of choice, making them question how much control they truly have.
- How did you work with aesthetics, story, design, and interaction roles?
We focused on minimalistic yet oppressive aesthetics, using dark lighting, a long corridor, and a distant figure to create unease. The sound design enhances tension, making players feel trapped.
Instructions (2/2)
Team
Artist: Julian- Designer: Lin and Rebeca - Storyteller: Astrid and Frederik- Crafter: Astrid, Rebeca and Julian- Gamemaster: Everyone Epic-WE reflections
Our view on games has evolved a lot. We have learned how complex the game development is, and that many steps are needed in order to create a game that is both entertaining and manages to meet the official expectation of both the game jam description and a potential employer. Our understanding of culture and cultural heritage has changed in numerous ways. It is not a term that is predefined, and working with cultural heritage can be a lot of different things. The cultural heritage that we chose to work with takes direct inspiration from James Turrell's work, and at the beginning we would have thought that cultural heritage was a much bigger theme or picture that we found to belong to a different group or country. An interesting experience from working with European values is that we can work with these by doing the contrary of what their meaning is. Like taking away a player's freedom is one way of highlighting the importance of it.
Panoramos
Video.Game
Status | In development |
Author | ILuvBoolean |
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- Game Log 1 - Experience1 day ago
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