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Creative Territories: 
Images and imaging technologies. 
Dr. habil. Stefan Werning (University of Utrecht) 
Some thoughts on the independent games industry 
(November 10, 2014) 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 1
Short biographical background 
• 3 years in Sales, Planning & 
Strategy at Nintendo 
– Working with indie developers as part of the 
Mario Club Europe program 
• Teaching game studies and 
experimental game design at the 
University of Bayreuth 
– Molyjam 2013, GGJ 2014 
– Teaching game development and 
prototyping to humanities students 
– Internal game jams as part of the project-based 
work processes 
• WG Analytical Game Design at the 
University of Utrecht 
– Helping to institutionalize (independent) 
game design as a cultural technique 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 2
The relationship between 
tools/technologies and creative 
development 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 3
Unity and Game Maker: Studio 
• Bridging the gap between 
truly independent and 
‘commercial’ game creation 
• Integration with universities 
and academies crucial 
– Cf. e.g. Unreal Engine 4 price drop 
• Economic Ecosystems 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 4
Built-in ‘bias’ 
• Ready-made standard assets 
– Lens flares, orbital camera etc. 
• Tutorials and demos 
– ‘Angry Cats’ demo in Game Maker: 
Studio 
• Pre-set options 
– Grid snapping in Game Maker: Studio 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 5
Asset marketplaces 
• Leverage marketplace dynamics to keep 
both amateur and experienced 
developers involved 
• Hold the ecosystem around the game 
engine together 
– Similar to how speculation ensures market liquidity and 
creates connections between ‘buyers’ and ‘sellers’. 
• Cheap or free assets encourage and 
facilitate playful appropriation 
– Empowering also inexperienced developers to focus on 
innovating without having to ‘reinvent the wheel’ 
• Facilitate the creation of games primarily 
as a medium of expression 
– E.g. autobiographical and highly idiosyncratic games 
– De-emphasize audiovisual assets 
– E.g. also dedicated tools like RPG Maker 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 6
Tutorial culture 
• Tutorials and shared assets for 
every conceivable purpose 
– E.g. walking on spheres, sniper rifle view 
• Long-term consequences for 
the perception of games as a 
medium 
• Tutorials become embedded 
into the actual process/tools 
– Asset store 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 7
Awareness of tools 
• Availability of tools on different 
levels of abstraction 
– Overview 
– More dedicated tools like AGS or Twine 
– Makes more people aware of how games 
are created. 
• Changes awareness of 
production contingencies 
– Cf. “operational aesthetic” (Mittell, 2006) 
in complex television narratives 
• Close-read specific tools such 
as Twine or Puzzlescript as 
socio-technical systems 
– Niederer and van Dijck, 2010 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 8
Good Hubbing Guide: 
Evidence for the benefits of 
independent game production 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 9
Interrelations between AAA and indie development 
• Established companies gradually experiment 
with emulating ‘indie’ practices 
– E.g. game jams at companies like Double Fine 
– Idiosyncratic company cultures at Valve and Linden Labs 
(van der Graaf, 2012) 
• Commercial mainstream games include 
design elements from independent games 
– Media comparative perspective: similar dynamic between avant-garde/ 
indie films and commercial films 
– E.g. movies by Peter Greenaway 
• Split screen 
• Extreme color grading 
• Merging of typology and filmed space 
• Problematizing the notion of ‘independent’ 
media creation 
– Institutional and discursive origins of independent film 
– Comparisonswith independent radio stations and their 
opposition towards (or: independence from) public radio stations 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 10
Implications of indie game distribution channels 
• Institutionalizing lower price 
points has enabled new kinds of 
experiences 
– Truly iterative games 
– Games that are not fun 
– Games that deliberately use minimalist 
aesthetics 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 11
Indie games ‘simulating’ 
game aesthetics 
• Shifting the focus from individual 
games towards independent 
game development as a whole 
• Indie games collectively 
‘simulate’ game aesthetics and 
gameplay mechanics through 
quantity 
– Conceptually comparable to a genetic 
algorithm 
• Successful ‘mutations’ (i.e. the ones that 
prove popular within independent game 
discourses) are iterated on and can evolve 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 12
Good Hubbing Guide: 
Need for Outreach 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 13
Challenge: ‘Game pollution’ 
• Risk of becoming a self-centered 
system 
– Similar to the current start-up ecology 
– Ignoring actual ‘demands’ in favor of 
increasingly standardized processes 
– Too many games to find an audience 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 14
Creative TerritoriesWorkshop – 12/11/14 Slide No. 15
Good Hubbing Guide: 
Activities that foster sustainable 
innovation and growth 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 16
Case Study: Analytical Game Design 
• Attempting to address salient 
questions in games research and 
innovation not by producing texts but 
by creating small gameplay prototypes 
– Film experiments pioneered by filmmakers like 
Eisenstein, Pudovkin and Kuleshov fostered 
contemporary film theory in the 1910s and 1920s 
• Games by ‘reflective practitioners’ 
(Donald A. Schön, 1983) 
– A slow year (Ian Bogost) 
– Passage (Jason Rohrer) 
• However: 
– Not (easily) modifiable 
 With the montage experiments, users increase 
knowledge not primarily by watching but by re-creating 
and playfully modifying 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 17
Case Study: Analytical 
Game Design II 
• Use available analytics tools and 
metrics provided by the game 
engines 
– Not to monitor economic but rather persuasive 
goals. 
• Raises questions about how the 
game prototypes can and should 
be… 
– … archived, 
– … discussed, 
– … indexed/cited, 
– and remixed. 
(cf. e.g. Research through design: Zimmerman et al., 
2007) 
• ‘Forking’ and discussing on the same 
platform 
– Enabling an actual ‘experimental culture’ 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 18
Creative Territories: 
Images and imaging technologies. 
Dr. habil. Stefan Werning (University of Utrecht) 
‚Mapping the Collective‘ Panel 
(November 11, 2014) 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 19
The Dutch Game Garden 
Tiered system of support: 
• Talent scouting 
– Co-organizing game jams 
– Collaborating with institutions of higher 
education to identify creative and 
entrepreneurial minds. 
• Accelerator program 
– small groups are assigned a mentor with 
industry experience to help them build a 
profile 
– Complemented through workshops on 
entrepreneurship 
• Incubator program 
– Affordable office space on-site 
– Counseling on topics such as HR, legal 
issues and accounting. 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 20
The Dutch Game Garden II 
• ‘Cultural’ and practical differences 
between independent work routines 
and working for a large company 
(Guevara-Villalobos, 2011) 
• Workshops with formerly supported 
indie studios 
– Company culture and task distribution 
– Bridging the gap between independent and 
‘commercial’ game development 
– Partially interesting also for an extended audience 
• DevClub as an extension towards 
academia 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 21
Geographic distribution 
• Despite digital communication 
and asset pipelines, 
geographical proximity still 
plays an important role 
(Norcliffe and Rendace, 2003) 
• ‘Axis’ between Utrecht, 
Hilversum and Amsterdam 
– Collaboration with A Lab in Amsterdam 
(April 2013) 
– New section in Hilversum (May 2014) 
– 30 minutes by car with Hilversum in the 
center 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 22
Expanding the existing concept of the DGG: 
Cross-pollination with other start-ups 
• The DGG already (to a lesser 
degree) hosts app creators, 
online media developers and 
digital (marketing) agencies. 
• Production pipelines and 
especially the markets for these 
‘products’ increasingly 
converge 
• Confront game studios with 
different, unusual types of 
audiences 
– Post-demographic consumerism 
– Learning to think ‘outside the box’ 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 23
Expanding the existing concept of the DGG II: 
Institutionalizing contact with ‘micro game creators’ 
• People today create games 
for very different reasons 
– EX: Angelinas Verden 
• Opening up to ‘micro game 
creators’ 
– Would not necessarily consider 
themselves part of the games industry 
– Have different goals and interests than 
developers with an industry focus 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 24
Expanding the existing concept of the DGG III: 
Optimizing distribution 
• INDIGO games exposition 
• Focus more on distribution 
channels 
– Curating its own digital distribution 
channel? 
– Providing easy and affordable modular 
solutions for issues like monetization, 
analytics or micropayments 
– Help developers looking for new and 
more uniquely audience-specific ways 
to distribute their games 
• E.g. Supermarkets, gas stations etc. 
• Maybe not in traditional retail form 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 25
Comparison: The Werk 1 in Munich/Germany 
• Focus on the federal state/province 
level 
– Also in terms of activities (Bavarian culture and 
events) 
– Intrinsic ‘competition’ between independent game 
funding and infrastructures in different federal 
states 
• FFF Bavaria 
– Funds films and television productions as well as, 
more recently, digital games 
– Local focus: direct collaboration with two film 
academies in Munich 
• Internationalization 
– Becomes a venue for international companies 
• Intel RealSense Hands-On Lab 
• Microsoft Developer Days 
– State-funded trips to SXSW Austin and similar 
events 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 26
Comparison: The Werk 1 in Munich/Germany 
• Focus on single educational 
events rather than constant 
training 
– Talks, workshops, symposia 
• Foster ‘gaming culture’ 
– E.g. sharing rooms with local clubs for 
game nights etc. 
• ‘Environmental storytelling’ 
– Big, open (and multifunctional) 
entrance area 
– Rooms can be used and combined 
depending on the type of event 
Creative TerritoriesWorkshop – 12/11/14 Slide No. 27
Creative TerritoriesWorkshop – 12/11/14 Slide No. 28

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S. Werning Images and Imagining technology

  • 1. Creative Territories: Images and imaging technologies. Dr. habil. Stefan Werning (University of Utrecht) Some thoughts on the independent games industry (November 10, 2014) Creative TerritoriesWorkshop – 12/11/14 Slide No. 1
  • 2. Short biographical background • 3 years in Sales, Planning & Strategy at Nintendo – Working with indie developers as part of the Mario Club Europe program • Teaching game studies and experimental game design at the University of Bayreuth – Molyjam 2013, GGJ 2014 – Teaching game development and prototyping to humanities students – Internal game jams as part of the project-based work processes • WG Analytical Game Design at the University of Utrecht – Helping to institutionalize (independent) game design as a cultural technique Creative TerritoriesWorkshop – 12/11/14 Slide No. 2
  • 3. The relationship between tools/technologies and creative development Creative TerritoriesWorkshop – 12/11/14 Slide No. 3
  • 4. Unity and Game Maker: Studio • Bridging the gap between truly independent and ‘commercial’ game creation • Integration with universities and academies crucial – Cf. e.g. Unreal Engine 4 price drop • Economic Ecosystems Creative TerritoriesWorkshop – 12/11/14 Slide No. 4
  • 5. Built-in ‘bias’ • Ready-made standard assets – Lens flares, orbital camera etc. • Tutorials and demos – ‘Angry Cats’ demo in Game Maker: Studio • Pre-set options – Grid snapping in Game Maker: Studio Creative TerritoriesWorkshop – 12/11/14 Slide No. 5
  • 6. Asset marketplaces • Leverage marketplace dynamics to keep both amateur and experienced developers involved • Hold the ecosystem around the game engine together – Similar to how speculation ensures market liquidity and creates connections between ‘buyers’ and ‘sellers’. • Cheap or free assets encourage and facilitate playful appropriation – Empowering also inexperienced developers to focus on innovating without having to ‘reinvent the wheel’ • Facilitate the creation of games primarily as a medium of expression – E.g. autobiographical and highly idiosyncratic games – De-emphasize audiovisual assets – E.g. also dedicated tools like RPG Maker Creative TerritoriesWorkshop – 12/11/14 Slide No. 6
  • 7. Tutorial culture • Tutorials and shared assets for every conceivable purpose – E.g. walking on spheres, sniper rifle view • Long-term consequences for the perception of games as a medium • Tutorials become embedded into the actual process/tools – Asset store Creative TerritoriesWorkshop – 12/11/14 Slide No. 7
  • 8. Awareness of tools • Availability of tools on different levels of abstraction – Overview – More dedicated tools like AGS or Twine – Makes more people aware of how games are created. • Changes awareness of production contingencies – Cf. “operational aesthetic” (Mittell, 2006) in complex television narratives • Close-read specific tools such as Twine or Puzzlescript as socio-technical systems – Niederer and van Dijck, 2010 Creative TerritoriesWorkshop – 12/11/14 Slide No. 8
  • 9. Good Hubbing Guide: Evidence for the benefits of independent game production Creative TerritoriesWorkshop – 12/11/14 Slide No. 9
  • 10. Interrelations between AAA and indie development • Established companies gradually experiment with emulating ‘indie’ practices – E.g. game jams at companies like Double Fine – Idiosyncratic company cultures at Valve and Linden Labs (van der Graaf, 2012) • Commercial mainstream games include design elements from independent games – Media comparative perspective: similar dynamic between avant-garde/ indie films and commercial films – E.g. movies by Peter Greenaway • Split screen • Extreme color grading • Merging of typology and filmed space • Problematizing the notion of ‘independent’ media creation – Institutional and discursive origins of independent film – Comparisonswith independent radio stations and their opposition towards (or: independence from) public radio stations Creative TerritoriesWorkshop – 12/11/14 Slide No. 10
  • 11. Implications of indie game distribution channels • Institutionalizing lower price points has enabled new kinds of experiences – Truly iterative games – Games that are not fun – Games that deliberately use minimalist aesthetics Creative TerritoriesWorkshop – 12/11/14 Slide No. 11
  • 12. Indie games ‘simulating’ game aesthetics • Shifting the focus from individual games towards independent game development as a whole • Indie games collectively ‘simulate’ game aesthetics and gameplay mechanics through quantity – Conceptually comparable to a genetic algorithm • Successful ‘mutations’ (i.e. the ones that prove popular within independent game discourses) are iterated on and can evolve Creative TerritoriesWorkshop – 12/11/14 Slide No. 12
  • 13. Good Hubbing Guide: Need for Outreach Creative TerritoriesWorkshop – 12/11/14 Slide No. 13
  • 14. Challenge: ‘Game pollution’ • Risk of becoming a self-centered system – Similar to the current start-up ecology – Ignoring actual ‘demands’ in favor of increasingly standardized processes – Too many games to find an audience Creative TerritoriesWorkshop – 12/11/14 Slide No. 14
  • 15. Creative TerritoriesWorkshop – 12/11/14 Slide No. 15
  • 16. Good Hubbing Guide: Activities that foster sustainable innovation and growth Creative TerritoriesWorkshop – 12/11/14 Slide No. 16
  • 17. Case Study: Analytical Game Design • Attempting to address salient questions in games research and innovation not by producing texts but by creating small gameplay prototypes – Film experiments pioneered by filmmakers like Eisenstein, Pudovkin and Kuleshov fostered contemporary film theory in the 1910s and 1920s • Games by ‘reflective practitioners’ (Donald A. Schön, 1983) – A slow year (Ian Bogost) – Passage (Jason Rohrer) • However: – Not (easily) modifiable  With the montage experiments, users increase knowledge not primarily by watching but by re-creating and playfully modifying Creative TerritoriesWorkshop – 12/11/14 Slide No. 17
  • 18. Case Study: Analytical Game Design II • Use available analytics tools and metrics provided by the game engines – Not to monitor economic but rather persuasive goals. • Raises questions about how the game prototypes can and should be… – … archived, – … discussed, – … indexed/cited, – and remixed. (cf. e.g. Research through design: Zimmerman et al., 2007) • ‘Forking’ and discussing on the same platform – Enabling an actual ‘experimental culture’ Creative TerritoriesWorkshop – 12/11/14 Slide No. 18
  • 19. Creative Territories: Images and imaging technologies. Dr. habil. Stefan Werning (University of Utrecht) ‚Mapping the Collective‘ Panel (November 11, 2014) Creative TerritoriesWorkshop – 12/11/14 Slide No. 19
  • 20. The Dutch Game Garden Tiered system of support: • Talent scouting – Co-organizing game jams – Collaborating with institutions of higher education to identify creative and entrepreneurial minds. • Accelerator program – small groups are assigned a mentor with industry experience to help them build a profile – Complemented through workshops on entrepreneurship • Incubator program – Affordable office space on-site – Counseling on topics such as HR, legal issues and accounting. Creative TerritoriesWorkshop – 12/11/14 Slide No. 20
  • 21. The Dutch Game Garden II • ‘Cultural’ and practical differences between independent work routines and working for a large company (Guevara-Villalobos, 2011) • Workshops with formerly supported indie studios – Company culture and task distribution – Bridging the gap between independent and ‘commercial’ game development – Partially interesting also for an extended audience • DevClub as an extension towards academia Creative TerritoriesWorkshop – 12/11/14 Slide No. 21
  • 22. Geographic distribution • Despite digital communication and asset pipelines, geographical proximity still plays an important role (Norcliffe and Rendace, 2003) • ‘Axis’ between Utrecht, Hilversum and Amsterdam – Collaboration with A Lab in Amsterdam (April 2013) – New section in Hilversum (May 2014) – 30 minutes by car with Hilversum in the center Creative TerritoriesWorkshop – 12/11/14 Slide No. 22
  • 23. Expanding the existing concept of the DGG: Cross-pollination with other start-ups • The DGG already (to a lesser degree) hosts app creators, online media developers and digital (marketing) agencies. • Production pipelines and especially the markets for these ‘products’ increasingly converge • Confront game studios with different, unusual types of audiences – Post-demographic consumerism – Learning to think ‘outside the box’ Creative TerritoriesWorkshop – 12/11/14 Slide No. 23
  • 24. Expanding the existing concept of the DGG II: Institutionalizing contact with ‘micro game creators’ • People today create games for very different reasons – EX: Angelinas Verden • Opening up to ‘micro game creators’ – Would not necessarily consider themselves part of the games industry – Have different goals and interests than developers with an industry focus Creative TerritoriesWorkshop – 12/11/14 Slide No. 24
  • 25. Expanding the existing concept of the DGG III: Optimizing distribution • INDIGO games exposition • Focus more on distribution channels – Curating its own digital distribution channel? – Providing easy and affordable modular solutions for issues like monetization, analytics or micropayments – Help developers looking for new and more uniquely audience-specific ways to distribute their games • E.g. Supermarkets, gas stations etc. • Maybe not in traditional retail form Creative TerritoriesWorkshop – 12/11/14 Slide No. 25
  • 26. Comparison: The Werk 1 in Munich/Germany • Focus on the federal state/province level – Also in terms of activities (Bavarian culture and events) – Intrinsic ‘competition’ between independent game funding and infrastructures in different federal states • FFF Bavaria – Funds films and television productions as well as, more recently, digital games – Local focus: direct collaboration with two film academies in Munich • Internationalization – Becomes a venue for international companies • Intel RealSense Hands-On Lab • Microsoft Developer Days – State-funded trips to SXSW Austin and similar events Creative TerritoriesWorkshop – 12/11/14 Slide No. 26
  • 27. Comparison: The Werk 1 in Munich/Germany • Focus on single educational events rather than constant training – Talks, workshops, symposia • Foster ‘gaming culture’ – E.g. sharing rooms with local clubs for game nights etc. • ‘Environmental storytelling’ – Big, open (and multifunctional) entrance area – Rooms can be used and combined depending on the type of event Creative TerritoriesWorkshop – 12/11/14 Slide No. 27
  • 28. Creative TerritoriesWorkshop – 12/11/14 Slide No. 28