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The kitchen decorations that remind me of how much I've spent on this hobby.

Exhibition Poster (2009) for Urbis, Manchester

My boss in the Thieves Guild.

I bought a used PS2 at Gamestop and this game was in the drive when I opened it.

My Mass Effect "movie" style posters

In the middle of the Skyrim woods, pipes that are rather industrial-looking. This one and a few off-camera are between a lake and a cave. I will explore later what the cave may have in store.

Retro Hot Hatch (Bonus)

My favourite past time as a kid was to play video games. Here is a selection of controllers and some devices used for this obsession.

Taken in the exhibition

 

Videogames: Design/Play/Disrupt

(September 2018 to February 2019)

 

Videogames: Design/Play/Disrupt explores the medium since the mid-2000s, when major technological advancements, such as increased access to broadband, social media, smart phones and newly available means of making, profoundly changed the way videogames are designed, discussed and played. This change has opened the door to new voices and ideas, allowing the medium to break beyond its perceived boundaries and aspire to new horizons.

What does it take to make a videogame? Rarely seen design materials from the desks and hard drives of leading designers sit alongside specially commissioned multimedia installations to provide new perspectives and insights into the craftsmanship and inspiration behind a selection of groundbreaking contemporary videogames.

From the cinematic blockbusters of large AAA studios to the modest and often intimate work of independent designers, this section of the exhibition presents an eclectic and diverse range of voices and work from across game design. All are united by their ambitions to break boundaries.

As tools to make games have become more available and distribution has broadened, game designers have begun to engage more widely with social and political debates. The second section of the exhibition presents the work and voices of the influential game makers and commentators who are leading critical discussion and debates that challenge not only ideas about videogames and what they should be, but how this relates to society as a whole.

Online player communities connected through servers and social platforms create, collaborate and spectate together. From mind-blowing megastructures built in Minecraft to the vast array of fan art that embraces and extends beloved virtual worlds, their work sees them transcend the role of the designer to democratise design on a vast scale. A large scale immersive installation in this section celebrates the dazzling imagination and creative chaos shown by videogame players.

From the online to the offline the playful exhibition finale looks to the rise of a new DIY arcade scene. Handmade arcade cabinets and interactive installations of spectacle and performance provide a punk alternative to the traditional arcade space that playfully reminds us of the social power of videogames.

[V&A]

A young gamer-poet makes a harrowing journey through the netherworld in search of redemption.

Mattel Intellivision Space Hawk instructions, Mattel 1981

Mattel Intellivision Sharp Shot instructions, Mattel 1982

part 3/3

every other ferrari looked sad and neglected

"I think you're getting a bit too close" -Chris

"I'll just hold onto this person for support. Make the ground stop spinning!" -Joseph

I don't think this was to promote any game, they were just there for the crowd.

Fotografía: Nicolás Díaz

My sister looks on as I triumphantly acquire 16 bits of gaming power.

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