Art, Darling allows the audience to coordinate with players to make ‘art’ sculptures together.
In cycles, new pieces of art are made by participants and put into a planetary orbit on screen, as a way of embedding their work within the public setting it was produced.
Artwork is guided by creative prompts provided by the game, and negotiated between participants how that will take form. Up to four members of the audience guide the creation of art, conducting it by rotating large physical globe controllers. This allows them to share the roles of choosing names, picking colours, and guiding camera focus. Using two players each take the role of an animate drill and painter globe to sculpt and paint the blank slates respectively.
Art assets produced by William Owen.
Demoed at Bar SK on September 2018
Get SWOL is a comic workout game invites the audience to interfere in a weightlifting un-competition; winning, losing, and mishaps are all celebrated.
Players wrangle button-mashing controls to coordinate weight lifting. The audience crank a dynamo to increase the gravity difficulty in proportion to their exertion.
The difficulty in controls aim to foster jovial tension shared in a frivolous competition as a spectacle of mishaps involving headless and phallic olympians having their members fall off, confetti pouring out of bodies, and barbells flying.
Artwork by Jason Prentice
Demoed at Bar SK on July 2017
AstroSurf is an experiment in creating shared vertiginous experiences. In spite of the promise of VR technology—to transport us to worlds other than our own—the incumbent headsets often delimit experiences to an individual perspective.
AstroSurf explores an alternative: large scale, dome screen, overhead projection.
AstroSurf is an invitation to play together; alongside, above, and below those around you, and amidst all the other intrepid star sailors.
Race through space in this fast-paced multiplayer infinite runner. No holds barred high-octane orbital action awaits. Strap on your jetpacks and take to the stars. Zigzag betwixt orbital debris against awe-inspiring space vistas. Prepare yourself for a sensory experience that is out of this world. Meteoric fun-fueled frolics for all the family. Sick bags and safety belts not included.
James Manning (Concept & Design)
William Goddard (Code and Co-design)
Jordan Browne (Music)
Design & Play Exhibition at RMIT University, April 2016.
Part of the Melbourne Knowledge Week.
Press and Links
Sensible Taxi is a slot-car inspired competitive taxiing video game played by both drivers (players) and pedestrians (the audience).
The audience interfere with the taxiing by activating pedestrian crossing by using a custom controller. This allows the audience to call NPCs to cross, blocking the paths of the taxis.
Players aim to pick up passengers and drop them off, however, they must be careful driving their vehicles vehicles; running out of gas or hitting pedestrians will result in a reset to their score.
The game is designed to evoke a careful consideration of how when driving we feel inclined to race up to red lights, even though this costs us fuel and driving momentum; the fastest urban driving is sensible.
Artwork licensed from Synty Studios.
Demoed at Bar SK on December 2017
Four opponents duke it out while striving to stay in the light. Achieve victory by boxing your enemies into the dark where the bunny monsters will attack.
GuARRd the Rum! is a pirate-brawler designed during the Brisbane 48hr Challenge game jam drawing influence from Gang Beasts. Play against three other pirates, each trying to secure the rum for victory. Knock other players off, drag them into the see, hold on for your life, and avoid capsizing!
William Goddard, Layton Hawkes, Steve Last, Ben Marrinan, Michael Szewczyk.
Bar SK, February 2017.
QUT #fab48hr, October 2015.
Joint Effort is a game created during the 2013 Brisbane 48hr Game Making Challenge. Four players each control one spoke as part of a shared body, collecting balls and dropping them into the white zone.
I was part of Halfbrick Studios between 2011-2012 during the height of the success of Fruit Ninja.
I took the roles of Executive Producer of Social Technology, Project Lead for Bricknet.
As a software developer I also made contributions to the games Fruit Ninja and Jetpack Joyride and their underlying game engine.
Directed the company’s social technology division.
Led the social project, Bricknet, launched to millions of players.
Worked with key partners incl. Google and Amazon.
For details, please check out my CV or visit my LinkedIn profile.
Playful hacking is the practice of making as play. Direction and outcome-orientation give way to getting lost in the moment, exploration, and working with tools, or toys, available for immediate use.
Cercós, R. Goddard, W. Nash, A. Yuille, J. (2016). Coupling Quantified Bodies. Digital Culture & Society 2 (1): 177–182. transcript Verlag. doi:10.14361/dcs-2016-0114.
IGDA Scholar MIGW
I founded and directed Nook to operate at an intersection between academia and industry.
Nook worked as both a experimental games studio and research lab, supporting game development, discussion, reading groups, and more.
For more information please visit our website.