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indigenous voices

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FableVision Shines at Games for Change

Celebrating its 20th anniversary, the Games for Change (G4C) Festival in New York City brought together industry leaders, game developers, executives, and fans to share best practices from the best impact-making games and the creative minds behind them. 

As frequent festival presenters, attendees, and award nominees and winners, FableVisionaries are no strangers to G4C. FableVision has attended and been involved with the festival from its early years, as it perfectly aligns with the studio’s mission to move the world to a better place through positive media. We’ve proudly collaborated with G4C in the past and have been honored to showcase our work in its arena. In previous years, FableVision’s Caduceus: Staff of the Alchemist, created with Children’s Hospital Trust, was nominated for the Direct Impact award, while Quandary, created with Learning Games Network, won the 2013 Game of the Year award.

FableVision shone at two studio project briefs, featuring our games Nunaka and The Plastic Pipeline. Read on for a recap. If you have questions about these projects, please reach out! We’re happy to chat.


Nunaka!: Games for Indigenous Cultural Heritage Preservation
FableVision Presenter: Anne Richards, Producer, Game Designer, Co-Creative

Created with Chugachmiut, a non-profit that serves Native tribes in the Chugach region of Alaska, Nunaka is an early childhood mobile game that excites 3-5-year-olds about the Alaska Native Sugpiaq culture, teaches the Sugt'stun language, and targets key school readiness goals. The game recently won the Formal Learning (Elementary) award at the James Paul GEE! Learning Game Awards

Anne Richards, who produced the game, has deep expertise in developing children’s media for television, publishing, games, edtech, and more. Her experience and game design background contributed to creating a fun, engaging, and beautiful game. Anne’s presentation emphasized the importance of making communities like G4C more accessible to the Indigenous people who are inspiring conversations around representation in the edtech space – also how we can travel to meet knowledge holders where they are.

In the story-driven game, players take on the role of a Sugpiaq child living with their grandparents, Emaa and Apaa, in a fictionalized version of a community based on villages in the Chugach region. Players create an avatar and explore the village, completing activities and minigames, while collecting items and interacting with other residents, including human characters and animals from the region. 

To make the game as culturally accurate as possible, FableVision co-designed and co-developed Nunaka with Chugachmiut and the Sugpiaq people during virtual Elder meetings. Studio members also visited Alaska multiple times for meetings to get feedback in person from the Sugpiaq Elders and village Head Start students. 

Nunaka stands out from other cultural games by preserving an endangered language. “There were a lot of intricacies of working with Sugt’stun,” said Anne. “This language has been passed down via oral tradition rather than as a written language, and there is an extremely small number of master speakers remaining, many of whom have lost some of their knowledge of the language over time.”

To ensure that Nunaka captured Sugt’stun correctly, FableVision gathered groups of speakers to help each other with script translations and to collectively navigate dialectical differences, which could be significant even within a small geographic region. It was also important to investigate the cultural context behind translations to make sure details weren’t getting lost in the process. “One of our favorite examples: ‘Akutaq,’ which is translated as ‘Sugpiaq ice cream’ in English, is a dish of potatoes and seal oil. Very different from the ice cream we are used to,” said Anne.

Anne acknowledged the limitations of her ability to represent the Sugpiaq perspective on Nunaka’s creation process. “I’d like to challenge attendees and the larger G4C community to engage with ways in which these conversations can be more accessible to Indigenous people themselves,” she said. “It was not possible for our Alaska Native partners to travel a long distance for a brief conference presentation. I encourage the community to consider how to make our spaces more genuinely accessible to Indigenous and marginalized people.”

Play Nunaka today! The game can be downloaded on iOS and Google Play.


The Plastic Pipeline
FableVision Presenter: Jonah Gaynor, Producer

Considering that the world is producing double the amount of plastic waste as it did two years ago, the Wilson Center partnered with FableVision to create The Plastic Pipeline, an online game that educates and encourages policy change to combat leaks in the real-life “plastic pipeline.” 

FableVision producer Jonah Gaynor utilized his game design background to design Nurdle Alert!, a minigame that teaches players about nurdles and their impact on the environment. “Nurdles are the ‘lego bricks of the plastic world,’ the smallest unit of melted down plastic,” he said. “Staying consistent to the art and style of the game, the minigame centers around capturing these nurdles with a net before they damage the environment and creatures.” 

To engage young adults with the game, players act as influencers in Plasti City who have the power to create change by learning from characters in different locations who interact with the pipeline at every stage and represent different voices within the discussion of what to do about the plastics crisis. The game centers around policy decisions to show that the largest burden of responsibility for lessening plastic pollution falls on legislatures and policy makers, rather than individual consumer actions. 

Director of Wilson Center’s Serious Games Initiative Dr. Elizabeth M. H. Newbury and Director of Wilson Center’s China Environment Forum Dr. Jennifer Turner presented with Jonah to explain the game development process – policy research, iteration and design, and testing, and the next steps, which would involve more testing and further building out of the game. 

While Nurdle Alert! starts out fairly easy, the levels get exponentially challenging, mimicking the real difficulty of the clean-up process, and encouraging replayability. “The levels of the game demonstrate that the clean-up process doesn’t have a simple solution,” said Jonah. “While that is frustrating, players keep returning to the minigame hoping to improve their score. That also allows them to keep exploring the game, furthering its mission in educating players about the plastic pipeline.”

Check out the game and stay tuned for its further development.


In Summary – More Highlights & Takeaways

The G4C movement promotes using games for social change, and changemakers discussed how games can be more than great entertainment, but can also unite communities, improve players’ well-being, help players express themselves, foster creativity, provide education, and more. To spark change and make the most impact, speakers encouraged game developers to broaden the community by looking into emerging markets, making games available to a larger audience, and creating games with players’ interests in mind.

Among other topics, this year’s festival discussed how games can raise awareness about sustainability and social justice issues. Games like Endling: Extinction is Forever by Herobeat Studios (Game of the Year and Most Significant Impact) and Terra Nil by Free Lives (Most Impact) confronted environmental degradation and restoring nature. 

Meanwhile, Go Nisha Go: My Life My Choice by Howard Delafield International, LLP (Best Learning Game) and (val)iant: or, val’s guide to having a broken vag by Cactus Studio (Best Student Game) focused on sexual and reproductive health, empowering women to make informed decisions about their bodies. The festival’s winners from this year represented eight countries – check out the full list of winners and nominees

Grace Collins, a former FableVisionary and founder/CEO of Snowbright Studio, was recognized as the 2023 Vanguard recipient for their work in bringing the game industry to new places, such as the Smithsonian and U.S. Department of Education, as well as their advocacy for LGBTQ+ voices. We congratulate Grace on all of their amazing work! 

Thank you G4C for a great festival. Until next time!

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Uncovering "Resonances" of History

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FableVision and CyArk welcome all to experience the history and wonders of Mesa Verde through Virtual Reality! Introducing Resonant, an immersive VR game prototype that transports players across time and cultures.

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Created in collaboration with CyArk—a nonprofit organization that digitally records, archives, and shares the world's most significant cultural heritage—the Resonant prototype digitally preserves and accurately tells the stories of Mesa Verde by immersing players in the complex histories. Using CyArk’s 3D model of the Balcony House and content from leading experts in archaeology and culture, FableVision designed immersive VR gameplay and crafted a story that allows players to form a unique and powerful connection with the national park and spaces around them, taking photos and documenting what they find along the way.

Players become part of the game narrative as they take on the role of a student historian filming a documentary about the effects of climate change at Mesa Verde. Throughout gameplay, the player is guided and advised by their partner, another filmmaker and a Pueblo person. While filming the Balcony House site, the player uncovers “resonances,” hints of the past and present of Mesa Verde that present themselves as silhouettes and sounds of the people who were a part of the location’s history. As the players capture images, they trigger dialogue and commentary from experts, as well as life-size dioramas of how the indigenous people lived and how archaeologists preserved and rebuilt the cliff dwellings in those exact areas. Through these glimpses of history, players encounter different locations and people, including ancestral Hopi and Tewa people, National Park Service archeologists, and more.

Resonant builds an emotional experience vastly different from the typical virtual tour experiences often seen in this space. Developed for Oculus Quest, Resonant capitalizes on VR technology to tie the narrative into the game mechanics that enhance immersion and avoid reminding the player that they are in a digital space. With a 3D photorealistic model of the Mesa Verde Balcony House, lighting effects, and audio, players see the sunlight streaming into the Balcony House, hear their footsteps as they walk around, and take in the stories of the people who lived there with real voices of descendant communities. To create a sense of place and avoid the use of conventional game menus, players can raise their motion-enabled controllers to their headsets to take pictures or view game information in their virtual notebooks that they hold in front of them like a real book.

The game also allows players to become active participants in the story and tailor the learning content to their own current knowledge. As they take in more information from their surroundings, they can also speak with the supporting character through a walkie-talkie by choosing dialogue options throughout the experience. This branching narrative allows players with no prior knowledge to ask more questions about the site and its history, while experienced players can dive into deeper, more complex topics.

In an effort to amplify indigenous voices and provide a deeper understanding of the layered history of Mesa Verde, CyArk worked closely with affiliated communities, Tewa speakers, and members of the Hopi Cultural Preservation Office to develop the script, game design, framework, and audio. The project is funded by the National Endowment for the Humanities through a NEH Digital Projects for the Public prototyping grant

To learn more about Resonant, check out CyArk’s blog and “first look” video! And subscribe to our StudioFlash e-newsletter and follow us on social media for more updates.


This blog was guest-written by David Welsh, game and narrative designer at FableVision and on the Resonant Game Prototype.

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