Browsing by Author "Flusk, Timothy"
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Item A Beginner’s Guide to Puzzle Design: Creating an applied guide for effective puzzle design in videogames(University of the Witwatersrand, Johannesburg, 2023-06) Prinz, Erik; Flusk, Timothy; Reid, KieranWhile a vast collection of information exploring effective puzzle design exists, it is riddled with conflicting opinions and inconsistent formats, making it arduous to engage with. This research aims to curate this collection, organizing its knowledge into an applied guide for puzzle design in videogames. This will be accomplished through an amalgamation of design principles offered by selected works of oundational literature, and the insights contained within the design philosophies of three industry professionals (Jonathan Blow, Kim Swift, and Arvi ‘Hempuli’ Teikari). The synthesis of these two families of information will be aided by the simultaneous development of a puzzle platforming videogame. Through a process of iteration and playtesting, this game will be used to assess the value and accuracy of the developing guide. With careful consideration of useful structures present in the foundational literature, the plethora of existing information can be reformatted to be user-friendly and appliable by novel puzzle designers.Item The Intersection of Systemic Racism and Technology and the Consequences for Video Games(University of the Witwatersrand, Johannesburg, 2023-08) Flusk, Timothy; Reid, KieranThe paper documents and reviews the process by which consequences of systemic racism is found in video games through the medium of technology. The principal idea of technology is used broadly to accommodate all media produced by society as tools for wielding and enforcing capitalist ideology. This is used as a means of revealing and mapping the cultural epistemic domain that dominates the West and its former colonies. The principal methodology is drawn from D. Fox Harrel’s Phantasmal Media: An Approach to Imagination, Computation and Expression. The process focuses on using the idea of the phantasmal generation within media, by individuals within systems. As such the process of these phantasm expressing or revealing themselves in various media is tracked and studied from both sides of the process: where they come from and how they are expressed. The principal approach situates the discussion of developing video games within the West, specifically the United States of America. The case studies used to illustrate and apply the methodology include Grand Theft Auto: San Andreas, The Elder Scrolls V: Skyrim and NBA2K17. These are placed in context along side their appropriate phantasmal sibling and representation. Grand Theft Auto: San Andreas is interrogated through the lens of capitalism and the representation of Black criminals in media. The Elder Scrolls V: Skyrim is placed in context of fantasy genre and colonialism. NBA2k17 is placed in context of traditional racist perspectives of Black, athleticism and sport. All case studies utilise the principal twin approach of separating phantasms into hegemonic teleological expectation and ontological racist assertions. This allows the encapsulation of ludic systems as well narrative and character representation within the games.