Following on my "games for change" post, I've been fiddling around lately with a little gem called 3rd World Farmer. The player takes on the role of a farmer in, I would imagine, sub-Saharan Africa.
According to the developers:
In the game, the player gets to manage an African farm, and is soon confronted with the often difficult choices that poverty and conflict necessitate. We find this kind of experience efficient at making the issues relevant to people, because players tend to invests their hopes in a game character whose fate depends on him. We aim at making the player "experience" the injustices, rather than being told about them, so as to stimulate a deeper and more personal reflection on the topics.
Continue reading "Feel the pain" »
Yeah, so I'm late to the party and the bandwagon left. Theme high schools came into vogue in the 80's and have been building up steam and cache ever since. I suppose considering the general swing towards specialization in the workplace, it's not such a strange concept. But here we go, New Yorkers.
According to reports from NPR and others, the MacArthur Foundation (yes, the same MacArthur of the "genius" awards) has pledged $1.1 million in support of a theme high school in New York to teach video game development.
Continue reading "Fragged and Confused" »
Lately, a group of us at work have been looking through submitted portfolios. The major industry shows are done, and HR has a few boxes of DVDs and CDs for us to go through. And we go through them all. Having gone through a lot lately, I have some advice for would-be game artists, and this is as good a place as any to impart it. It's fresh in my mind, and since I've been away from technology lately, fly fishing for salmon in the middle of nowhere, I'm not good for au courant industry news.
Continue reading "Getting into the industry: artist edition" »