Five game makers will have a five-week residency @ the cell theatre with access to studio space and an artist’s stipend. They will build prototypes of games, to be playable live @ the cell at the completion of the residency.

Games allow us to play out potential risks, complex emotions and empathetic responses in a safe and creative space. Well-formed checks and balances allow any game to stay fresh and unpredictable. Each set of rules gives players the confines with which to explore new conditions and rewards. Each risk that is taken can help to build a narrative.

Player Indigo seeks to build on those foundations of gameplay. However it is each random or chosen decision that must provide elevated consequences and branching pathways. If these pathways are well-formed, the true reward is a novel experience. 

Join our final showcase and play all five games this Sunday February 20th!


Anagram Challenge

Congratulations to Daniel Evans for winning the Anagram Challenge. With 10 anagrams for “Player Indigo”, Daniel came out on top! Here’s his complete list:

alien prodigy

yo, lipreading! 

AI do replying

idol repaying

pained gorily 

plying roadie

yo, dingle pair 

any rigid pole 

angrily I Op-Ed

airy gold pine

Wanna play something else? Join our discord chat (https://discord.gg/Ucc2Q6UQ) for opportunities to play test the 5 games being developed, including our final in-person play test session Feb 17-20.

 

Shroud for the Seneschal

 

Sharang has won IndieCade and IGDN awards for games, presented talks and workshops at international conferences, and showcased games at various art institutions including PioneerWorks, The Institute of Contemporary Art in Philadelphia, and The Toronto Reference Library. He is currently the Game Design Artist in Residence at the Museum of the Moving Image.

Sharang is an adjunct professor of Game Design at the NYU Game Centre and Fordham University, and has been designing games for more than a decade.

Sharang has won IndieCade and IGDN awards for games, presented talks and workshops at international conferences, and showcased games at various art institutions including PioneerWorks, The Institute of Contemporary Art in Philadelphia, and The Toronto Reference Library. He is currently the Game Design Artist in Residence at the Museum of the Moving Image.

“I’m really interested in making games where players get to create and engage in compelling stories, in characters that traverse narratives that mean something to the players. I like exploring new ways of telling these stories, and new mechanics that help create different kinds of stories.

I tend to focus on the procedures players engage in. What verbs do a game ask a player to  perform, and how do these verbs create emotional states or further narratives? I often try to look at verbs beyond the traditional “roll a die” or “draw a card”. For example, some of my games that have garnered attention suggest that players prepare salad while playing, to remove articles of clothing as part of the game, and even to kiss other players to further the narrative.”
— Sharang Biswas

Salmon Roll: The Upstream Team

 

Andy Wallace is an independent game designer and creative coder who lives in NYC. He is also a founding member of the non-profit Death By Audio Arcade collective. He received his MFA from Parsons The New School For Design in 2012, and worked for a few years at the tiny NYC game company Golden Ruby Games. After that, he was the director of the Digital Game Design & Development program at Long Island University Post Campus. He started coding on his parents' IBM 386 when he was 10, and shows no signs of stopping anytime soon. He loves using computers to make magic.

“I like to bring players to the same emotional space by encouraging exploration and allowing players to create their own emotional or narrative arc. Learning from each other while playing (even if they are opponents) lets everybody grow and discover more of the experience. For games in public spaces, it is also critical that players understand the rules quickly. Nobody likes to feel like a fool, and playing a game with people watching can be high pressure. I don’t want that barrier keeping people from playing. This is not the same as players mastering the rules of a game quickly, just that they don’t feel stressed because they don’t understand.”
— Andy Wallace

We’re Not Going to Die Here

 

Andrew has been making games for the past 10 years in two major contexts: as a personal hobby for his friends and family and in the classroom as a high school social studies teacher. He likes to make teaching more engaging by providing game mechanics for everyday lesson plans.

“At the end of the day, the vast majority of engaging play comes down to forcing your players to make interesting choices. How do I spend my limited resources? What is the morally correct thing to do in this situation? What’s the best way to get a laugh out of my friends? If there are no difficult decisions to be made at a constant rate, then the game becomes less enjoyable to play.”
— Andrew Menfi

Zoltan’s Zarkade

 

John has a history of game making experience that is a tad unconventional: he came to game design by way of theatrical directing. His first interactive experience was a choose-your-own adventure based on the play Woyzeck. John made a detour in Escape Room design with his most notable project, Zoltan's Zarkade.

In 2021 John truly dove into game design and created 40 different games. These were primarily developed for a project called 100 Days of Making Games, where he tried to make as many games as possible in 100 days. Typically a new game was made every other day and then tested once or twice. While none of these are particularly 'finished', John is very proud of many of them and really happy with the game design process that was honed over that time.

“​​In evoking competition I think it’s a matter of designing clear objectives that are mutually exclusive- employing things like scarcity, territory, combat. What is complicated about this is that these ideas are quite problematic; something I’m researching and exploring now in my work is how to create competitive games that don’t just perpetuate nasty imperialist systems of capitalism, colonialism and violence. This is an open question. Can you really have any competitive game where players aren’t engaging in some sort of toxic ideology? Or is playing in that space not so bad? Can you have competition without an enemy? Can you have it without an Other?”
— John Bezark

Proctor Hill

 

Hankins makes games about old houses that are no longer homes and looking for answers buried below fresh snow or scrawled in digital memory. Hankins believes that story is the universal human experience of narrativizing ourselves and the world. To him, interactive media is the logical conclusion of these tendencies coupled with another related human drive: play.

Above all, Hankins creates to participate, to share– as a discursive practice.

“Games are rituals; when players step into the magic circle, they are entitled to certain expectations, including comfort, respect, and dignity. This is doubly the case if a game’s themes or subject matter relate to something contentious or heavy. It is the role of a game’s designer and facilitators to make sure players are comfortable, tended to, and respected throughout their playful journey. If play is to be an arena for self exploration, empathy, learning, collaboration, and excitement, players must feel empowered by their role and reassured by the design of the game. I keep this in mind as a player among many and as a designer.”
— Hankins Feichter