Dark Feathers / Beginning

Dark Feathers / Beginning

DARK FEATHERS / BEGINNING

DARK FEATHERS is a web-based interactive invitation to an experiential role-play. Purporting to be the last signal from an anonymous agency calling for survivors in a post apocalyptic situation in the very near future, everyone and anyone who receives or sees it is called to SURVIVE. If the correct buttons are pressed, a list of survivors are revealed , giving simply a name and quality. On selection of one of these, a bio sheet appears – originally each player was emailed their bio, so there was no opportunity to read those of other players or make a detailed choice.

Words throughout are highlighted, seemingly at random, but as those links are followed the story of civilisation’s demise unfolds. Nothing is obvious and whole tranches of information have to be hunted through the site as vital pages are hidden.

Dark Feathers was originally a novel about a group of Nephilim, returned to earth to destroy society, seemingly  in a modern tale of good versus evil, yet part of a mashup using a tenuous and little-known connection to the Sumerian tale of Inanna and Erishkigel. The present experiential role-play is set after they succeeded in destroying nearly all.

BEGINNING is the name of the actual role-play game, or Nordic Larp which sprang from the novel. Dark Feathers.


GAME DESIGN | SCRIPT | INTERACTIVE WEBSITE DESIGN | FILM | PHOTOGRAPHY | TEXT


DARK FEATHERS / BEGINING HAS BEEN SELECTED FOR: ICIDS, COPENHAGEN 2015 (International Conference on Interactive Digital Storytelling)

 

 

Between

Between

BETWEEN

Between is a game about Past Lives.
Made by a team of four, the game depicts the soul’s passage through different experiences, taking the idea of living through one lifetime after another as an opportunity to tell very different narratives on the journey to redemption.
There are seven stages or chakra gates through which to pass, as the player collects mala beads, or even soul fragments, using a PS Move controller.

The combination of colourful, swirling visuals, dreamy soundscapes and text, accompanied by voice narration, make for an immersive, compelling experience. The stories themselves are small excerpts of lives, necessarily intense and bold depictions of the moments leading to death.

Game Setup At Exhibition
Floor Plan At ICIDS2015

Between Was Exhibited at ICIDS2015 in December 2015

Physically Interactive Digital Game, 2015. Computer, PS Move, PS Eye Between is a short and physically interactive digital game with an emphasis on replayability and narrative focussed exploration. Our approach to the theme of “Fragmentation” wields the myth of reincarnation as an expression of consciousness experiencing itself. A soul experience spliced into life shaped pieces and distributed across time and space. As a recently deceased human spirit you are traveling up a “tunnel of white” (often claimed by people who have near “death experiences”) into a state of nirvana. Your life is flashing before your eyes and you have the chance to forgive and accept the events of your life. If you are unable to pass through each of the chakra gates, you must fall back down to the earth plane, live a new life and return to the a afterlife to attempt ascension once again.

BETWEEN
TWITTER

Between Setting - Pattern
Between Setting - Text


PARTICIPATION: ARTWORK | TEXT | VOICE ACTING | BETWEEN WEBSITE DESIGN
W/ TEAM: ROB HOMEWOOD, HANNES REHNSTRÖM, CARLOS GONZALEZ DIAZ, IMAN FARHANIEH

Virtual Dreamscape

Virtual Dreamscape

Virtual Dreamscape is an interactive fantasy world created by Game Designer, Minnamari Helmisaari, for which I wrote the narrative.

Based upon a recurring childhood dream, the landscape is stylised and stark, portrayed in colours of winter and ice. As one explores the terrain, using  a game controller, words loom and disappear, as a child’s thoughts  displayed on walls, behind trees, in hidden places. Alternately scared and delighted the player is swept along,as the phrases provide an invisible friend to accompany the journey.

The text is translated from English to Swedish and Finnish and the game can be played in any of the three different languages.


PARTICIPATION: TEXT

GAME DESIGN: MINNAMARI HELMISAARI

 

Virtual Dreamscape Setting
Ariadne’s Thread – Covert Computing

Ariadne’s Thread – Covert Computing

Ascend: Performance

ARIADNE’S THREAD

Ariadne’s Thread is based on an idea sparked by finding a spinning wheel in an old store.

Using appropriative installation it was made during the Covert Computing Project, led by Julian Oliver, With a nod to the notion of “women’s work,” and a tiny nudge at the idea that games take place solely within the rectangle or square, delineated by polygons, this game shyly invites you to tag along with the tale.

The scarred and weathered wheel brings to mind a witch’s cottage, with an elderly lady spinning tales, both fabricated and true as she sips her tea. Imagine this seemingly innocent woman inviting you in and sitting you down to hear her narrative, part fairy tale, part myth and confusing you with the twisted yarn she tells, tying your mind in knots.

 


This deceptively simple story was embedded in a basic HTML website, which could be discovered with proximity to the installation on a mobile phone.


 

 


 

COVERT COMPUTING | INSTALLATION | TEXT | PHOTOGRAPHY | WEB DESIGN

EXHIBITED AT: ART & GAME OBSTRUCTION, SWEDEN, 2015