JANUARY 18, 2017

Project Name

Abstract

I’ve decided to look at Evolution as a theme. Areas within my research include; structures in evolution, ‘evolution’ in narrative, and Transhumanism. Focusing my project around Transhumanism in need to consider what Transhumanism is so that I can understand it and develop from it.

Transhumanism is a class of philosophies of life that seek the continuation and acceleration of the evolution of intelligent life beyond its currently human form and human limitations by means of science and technology, guided by life-promoting principles and values.

What makes us Human? How much can we adapt, alter and improve ourselves with technology without loosing our humanity. What limitations do we value enough to keep. What about if people decide to push these limitations or use the philosophy behind Transhumanism unethically.

I also want to question and argue the controversy of Transhumanism and using technology to evolve artificially. Are we becoming more than Human, a new species born of technology instead of genetic mutation. Will this result in discrimination?

I also considered the forms of Transhumanism which already exist today. Almost everyone has smart phones. The devices we carry around have access to near limitless information as well as app and features to track and assist with aspects of our lives. Cameras, maps, fitness, etc. Virtual Reality technology could also be seen as the first step towards a new state of being. People are using it to experience more variety in a virtual reality world while also using up less resources. Medical and scientific technology has now advanced in such way that prosthetic limbs with robotic capabilities are becoming more common.

More specifically Artist Neil Harbisson was born completely colour blind, but now uses a device attached to his head turns colour into audible frequencies. Instead of seeing a world in grayscale, Harbisson can hear colours in his environment.

Additionally Moon Ribas is a Spanish avant-garde artist and cyborg activist who is known for developing and implanting an online seismic sensor in her elbow that allows her to feel earthquakes through vibrations. Her choreography works are based on the exploration of new movements developed by the addition of new senses or sensory extensions to the dancer. Both Haribsson and Ribas are part of the Cyborg Foundation, which led me to look into the group.

The Cyborg Foundation is an institution for the research, creation and promotion of projects related to extending and creating new senses and perceptions by applying technology to the human body. It seems to deviate from the philosophy of Transhumanism slightly in favour of specially enhancing human senses and perception.

Goals

I want to create a game the approaches the beliefs of Transhumanism and may directly or indirectly inform the player of the ideology of Transhumanism

I also want to argue the positive and negatives involved with transhumanism, questioning humanity and what the final form of transhumanism might be?

My goal is to create a streamlined Roguelike(lite) game with scripted choices to enhance story and mark progress…

  • Awake is a sci-fi fantasy rouge-like for PC and mobile platforms.
  • It focuses on resource management, combat and decision making.
  • A sleek and intuitive user interface, great for cursor and touchscreen control.
  • Randomly generated maps allow for replayability or an infinite play through.
  • Visual style will be minimalist, 8-bit pixel sprites with more vibrant colour and animation.

User Experience

Audience – Casual mobile gaming audience as well as players interested in collectibles and high scores.

From looking at Googles research into mobile gaming audiences and demographics I have found the groups of players the I believe will have the most interest in my game as concept, and will consider what they look for in a game to tailor there experience with the game and tweak things to create a balance between difference types of player.

The demographics I am targeting my game at are referred to as ‘Connected Enthusiasts’ and ‘Playful Explorers’, who exist on the high passion scale of interests.

Common features for these demographics are the age range (26-45) and a similar, almost 50/50, split of male and female players. They also share the same drive to collect physical merchandise related to the characters in game. In my mobile game I could include a gallery feature that rewards the players with digital collectables as they play.

Competitive Analysis – There are existing games on Steam and mobile gaming platforms that share some of the aspects of my game. But I haven’t been able to find any one game that has the same concept and style as my own.

The main competitor of my game will be FTL, Knights of Pen and Paper and possibly Rogue Legacy. While these games share a number of features, none of them use all of the key mechanics of my game.

Critical Analysis

Collections – Why do people like to collect things?

  • In game collectibles
  • Achievement hunting
  • Merchandise
  • Skylanders/Disney infinity/Nintendo Amiibo

Project Content

Components

Unity game, keyboard and mouse

-Possibly mobile os (Tablet/Smartphone)

-Arcade event posters/art

Functional Specifics

PC/Mac with monitor, keyboard and mouse

-Possibly mobile device (Tablet/Smartphone)

Project Structure

What happens next ?

How will you start the next phase of the project?

How will you user test?

Schedule

Outline a plan for Phases 3 and 4

Tasks

  • Art asset creation
  • UI design
  • Map Generation mechanics
  • Event Mechanics
  • Test (balance and probability)