A post about all the rewards we designed for our Kickstarter that stayed on the cutting-room floor.
As we build up to the unveiling of our giant tiny Kickstarter, we’re delighted to announce that we’ll be bringing some brand new tiny games to PAX East. Tickets for the event have now sold out, but if you’re one of the lucky ones already going, then keep your eyes peeled around the site for instructions for how to play games like “Fantasy Fencing”, “Epic Floor Expedition” and “Fakemon”.
Last year, we spent July travelling around London. We stood outside libraries and council chambers and bandstands, in the middle of bandstands and parks and public squares, on the side of little streets and big railway stations and bandstands, and went: hrrrrm. What looks like fun?
As I reflect back on a year in which Hide&Seek turned five, opened a studio in New York, and made more games than ever before, something I keep coming back to is Paolo Pedercini’s deeply thought-provoking microtalk at Indiecade, Toward Independence.
2013 is starting to shape up as a busy one for talks on both sides of the Atlantic. Alex, Margaret, Mark, and Holly are all speaking at various events and conferences.
Have you seen games lately? I mean, of couse you’ve seen *a* game lately, but have you taken a moment recently to step back and give Games a once-over? To me two thing are clear:
#1: Games are big. I mean they’ve always been big but they’re REALLY big these days. As an industry, an artform, a vector of pop culture, games are big.
#2: It’s just pure unadulterated madness out there.
We couldn’t be more excited to announce that Mark Heggen, previously of Area/Code and Zynga New York, has joined Hide&Seek as its New York development director. Mark explains more about his decision to come on board in his inaugural blog post, and brings with him a heavyweight heritage of game design for some of the most varied audiences and platforms imaginable. It’s likely wonderful things are about to happen.
Games we made last year, that is. I wanted to document somewhere a list of all the games we made in 2012 – our most prolific year so far.
Happy holidays! To help you celebrate (or tolerate) the season, we’ve designed some tiny games. There’s games for enthusiasts and games for cynics – games for everyone who wants something quick and seasonal to play, in fact. (And especially for everyone who has far too many wrapped sweets in a tin somewhere.)
We were invited to submit our proposal for the Playable City Award in any format that we wanted. We chose a web page. Here’s why.
On 24 and 25 November, players all across the city celebrated the opening of the Natural History Museum’s amazing new Treasures gallery, showcasing some of the Museum’s most amazing and precious objects. The game they played sent them on a hunt for the sites of some of London’s most peculiar and intriguing natural history – places across the city relating to the Treasures gallery, or housing particularly intriguing specimens and history.
Last week, we spent a bit of time thinking about games and, er, time – the relationship between a game when it’s dormant and when it’s being played, what happens when games you made recede into the difference, what happens if you slow the process of playing a game right down. And instead of arguing about it incessantly, we decided it was probably better to all go away and write up a bit of what we thought.
Time in a game can be a lot of things.
It can be a score – how long did you survive? Or: how long did it take you to succeed?
If can be a straightforward measure of how much potential play is left: an hourglass running through, some number in a corner on a screen, bigger numbers on an LED display over the stadium.
There is a version of this post in which I logged all of my network traffic, from all of my devices, for two weeks, and interpreted the data as audio. In the beautiful interactive timeline visualisation I produced, patterns appear. Human rhythms, work and play, rest and arousal. The pervasive digital hiss of our machines automatically organising themselves around us. Sudden slabs of noise as content is streamed and consumed.
Hide&Seek’s central concern as a studio is with the creation of games for public spaces. As our practice has developed, we have sought out ways that our designs can support public play without the need for human intervention in the form of an event. Projects such as Tate Trumps (Tate Modern, 2009) and The Building Is… (Gâité Lyrique, 2012) create experiences where play is mediated by technology, while retaining the live, human, social qualities of festivals. Our work situates video game design in the public realm, claiming it as a form of civic culture.