Academic

My MA in Digital Media and Game Design from London Metropolitan University gave me insight into games design from a wide array of perspectives. Here are examples of my essays from that course, illustrating my ability to analyse games and games design.

The relationship between gameplay, narrative/story-telling and cinematic elements in game design.

Game Design Report – Portfolio

“For narrative to support gameplay, it must enhance the components that help produce a feeling of flow. In other words, the goal of the game writers must be consistent with that of the game designers. Chen describes games that have properties of flow as making the player feel “immersed” (Chen, 2007). The importance of immersion is consistent with one perspective of the importance of game narrative, which lists the goals of narrative in games as: increasing immersion, rewarding the player, and identification (Dansky, 2007).”

Analysis of The Social Network Screenplay

Case Study Master – Portfolio

“It mirrors a comment from Justin Timberlake, who plays Sean Parker in the film of The Social Network, made during the commentary on the Blu Ray copy of The Social Network film. He claims that The Social Network is a “two- part film” (Social Network Blu Ray Commentary, 2011). The first part of the screenplay looking at Facebook’s creation and existence at Harvard, whilst the second part takes place largely on the west coast of America, following Facebook as it grows from a project run from apartment bedrooms to its existence as a multinational company. It is an interesting concept.”

Explain, on the basis of examples, how a database can be seen as the dominant cultural form. 

Database Essay 1.0 Portfolio

“Another example of the spread of database influence is videogames. In this medium users and designers are experiencing the influence of databases constantly. Manovich acknowledges that “computer games, for instance, are experienced by their players as narratives” (Manovich, 2007, p. 41). However, the systems that provide the narrative to the player, often speech or text provision systems, are built on databases.”

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