"Replayability is key"

Aftermath: Journey

In response to our last brief during first year, each student was allocated to a hashtag group. Students must create a Pop-up Workshop for the public. Being chosen for #regenerate, research began broad then funnelled down to Einstien's quote. 

 

"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." 

 

Immediantly, as a gamer, I went straight for Fallout 3. Creating a game/ simulation at that size with that amount of detail was a long shot, especially within 3 months. Researching historical events with Nuclear Bombs lead me to the Cold War. The 10 days where a possible nuclear bomb could have been dropped at anytime. 1980's also held an era of which nerds were in heaven - Comic Books, Sci - Fi films and the golden age for video games. 

 

Taking elements from hypotheses, movies (Mad Max, A Boy and his Dog, The Omega Man) and histoical events, I created the world of Aftermath

 

I knew that I wanted to challenge the player/ audience. Originally I planned to create a short film where the viewer can travel through different outcomes via YouTube's captions (clicking a caption will link you onto the next video) Due to time, budget, lack of talented actors and ideas I didn't persure that option.

 

Gamebooks had the same concept, read and choose which answer you want by clicking on the links. By using this method a visual identitiy was established too, 8 bit, linking to the 80s. Coming up with the perfect story was difficult, I wanted it to be true to the genre but not generic. Comedy was added to break the bleech tension between the player and the game, with that, characters and situations were spawned.

 

Now I made a game but I didn't want to depend on random people on the Internet to play it, I needed something practical. Linking in with the 80s, 8 bit gaming and Nuclear Fallout, I created an arcade machine. Not a real one of course. By using a laptop and PC monitor I recreated a battered radioactive arcade machine with the Gamebook.  

 

    

During my production of the game, I realised that the workshop is only on for one day. I needed to create anticipation for the event and for the game. Posters were considered however it wasn't affective enough, I needed to transcribe the games' morality to real life. 

 

Originally a treasure hunt for the Missing Dog, finished off with a single 'Help Me I'm Lost!' dog chained up in the streets. Would people stop to see the message? Would they help the dog? All who were curicous enough were able to find out via Snapchat or Facebook. The dog consisted of a Snapchat QR code that had a story showing where the Pop Up Workshop is (message saying: All will be revealed here) Facebook page was written on the dog too where people can play the gamebook when visiting the page.

 

This dog acted like a dynamic poster. Unlike an ordinary 2D A4 piece of paper, the 3D wooden, somewhat interactive, dog drew more attention and awearness of the game. This method was certainly effective, I will be using the same approach in future projects.