Although I am not Maori myself, it is a big part of my home countries culture, and so I wanted to dissect it’s place in the world of video games. Both historically and in the future.
We often don’t reflect on our personal culture in a thoughtful and questioning way. Yet our culture defines nearly all aspects of our lives. Culture, “ranks what is important, furnishes attitudes about what things are appropriate, and dictates behavior,” (Varner & Beamer, 2011, p. 10). There are so many things that can be attributed to and relevant to what we perceive our culture to be. I was born in New Zealand, have lived in New Zealand my whole life, yet my parents are British immigrants. I’m a white male, I’m not religious and I personify many of the traditional Kiwi male stereotypes. When I think of my ethnic culture, I refer to myself as a New Zealander.
This piece might come across as man-splaining to some, but it was written as part of my university course, with the goal of shedding light on what some members of the games industry have had to struggle through. If your a woman who wants to join the games industry, or a man who thinks opportunities have always been equal between the genders, this might of interest.
During my time studying Communications at AUT, I took a variety of courses. From acting to creative writing, and radio production to game design. However when all four years had past, I came out as an Advertising major.
I’m very proud of all the work I did within the realm of advertising. I wrote TV scripts for make up, re-designed beer bottles, planned public activation’s for grass mats, prototyped apps for youth mental health services and so on.
None of these were made public, and were used purely for academic purposes. However I’d like to share one i’m particularly proud of. A simple TradeMe advertisement for a cup and saucer. It was the first ad I ever wrote.
Here’s an academic essay about Public Relations I produced for Auckland University of Technology a few years back. It delves into the true definition of the sector, at least from a New Zealand perspective.
Earlier this year I decided to investigate the difficulties and realities of marketing and launching a video game related product. The aim of this experiment was to see if it is possible to find success without the backing of a large company in the video game industry.
Narrative is one of the central catalysts to creating entertaining and emotionally captivating media. Films such as inception left us reeling, with complex ideas on consciousness and the implications of tampering with an individual’s memories. While what some call, the golden age of television, has brought forth gritty drama’s that lead us to empathise with drug dealers (Breaking Bad), fear other people more than flesh eating virus’s (The Walking Dead), and question who’s death is most imminent (Game of Thrones). Both film and television have adapted and evolved the ways that they tell stories over the last 20 years. Yet there is one medium that has seen far more narrative growth than any other. Video Games.
For my design class I was tasked with creating an infographic for a magazine. I decided to create one around the process of game production. Within this design I discuss a simplified version of said process but hopefully you find it of interest none the less.