"WHAT IF WE USED THE MEDIA
TO SPREAD LOVE NOT HATE?"
media machines – cats vs dogs
A four-person team, spurred on by the current political events around them, strove to tell a compelling story through gameplay using a combination of hardware and projection mapping. It is inspired by the "us vs. them" narrative in Nick Case's We Become What We Behold.
Media Machines is an interactive game for children created for a future reality when the media has become even more pervasive. It is meant to teach children critical thinking skills through a variety of games which spark engagement on a physical, mental, and conversational level, and are facilitated and encouraged by teachers. Created as an open source hardware platform, the game we have made is a demo of what can be uploaded to this hardware for educational purposes. Young elementary school kids might simply play and learn, while older teens could develop their own stories and games to connect to the board.
5 WEEKS, FALL 2016 | SOFTWARE: Adobe Illustrator, InDesign and Premiere Pro, Processing, Arduino, etc.
1 Generate a concept inspired by themes from previous assignment (lightboxes, keychains, or buttons)
2 Compose a multi-scene story using physical objects corresponding to projection mapping through code.
Let's back up a bit, shall we?
Media machines is born out of conversations about the role the media played in the recent presidential election.
The team decided to create a parallel narrative of "us vs. them", and what better innocent-yet-contentious characters could there be besides cats and dogs? The levels of gameplay are like chapters of a story that are carried forward through synced button presses, LED feedback, and projected visuals of the cats and dogs. In the beginning, there is a degree of separation: the cats and dogs are not related to the players. By the end, players question if there is any separation at all: if the cats and dogs represent the players, how does the story play out in the arena of real life?
THE TEAM SPLIT INTO TWO FOCUSES WITH SOME CROSSOVER: PHYSICAL GAME BOARD AND DIGITAL PROJECTION
WE WERE VERY AMBITIOUS WITH THIS PROJECT,
BUT together our efforts bore fruit
MY RESPONSIBILITIES INCLUDED
CREATING media machines's meta-narrative
and the STORY VISUALS THAT WOULD BE PROJECTED ON THE WALL
Andy and I collaborated on writing the Processing code, which can be found in the folder. The code output, however, could not keep up with the speed of the inputs and so a combination of Processing, Quicktime screen-capture, and Adobe Premiere Pro editing was employed to create the digital narrative.