Fun With The Lights Off: Interactivity Without Graphics

The pictures are better on radio, they say, and the same is also true in interactive experiences: games, for example, are possible using sound that are more realistic and immersive than the most complex 3D polygon-fests. But we're not talking soundtrack: we're talking fundamental questions of user interface, augmented reality and game design in audio. We're focusing on the development of Papa Sangre, a game in sound without graphics, and the world's first real-time generative audio-only virtual world. On an iPhone. Papa Sangre was commissioned by 4IP as a game in which blind people might be able to kick the ass of sighted people. It’s been an extraordinary challenge to imagine the design of a game and world where your existence is entirely through sound and where technological constraints become a mother of invention. The panel will discuss the process, the constraints, the vision and the philosophy behind a radical new genre of game and what this generally reveals for good game and experience design.
  • Fun With the Lights Off: Interactivity Without Graphics
    Speakers: Adam Hoyle (Managing Dir, Do Tank Studios Ltd), Margaret Robertson (Dev Dir, Hide&Seek), Nick Ryan (nickryanmusic.com), Paul Bennun (Exec Dir, Somethin' Else/Papa Sangre), Tassos Stevens (Co-Dir, Coney)
    Artist: Nora Herting
  • The pictures are better on radio, they say, and the same is also true in interactive experiences: games, for example, are possible using sound that are more realistic and immersive than the most complex 3D polygon-fests. But we're not talking soundtrack: we're talking fundamental questions of user interface, augmented reality and game design in audio. We're focusing on the development of Papa Sangre, a game in sound without graphics, and the world's first real-time generative audio-only virtual world. On an iPhone. Papa Sangre was commissioned by 4IP as a game in which blind people might be able to kick the ass of sighted people. It’s been an extraordinary challenge to imagine the design of a game and world where your existence is entirely through sound and where technological constraints become a mother of invention. The panel will discuss the process, the constraints, the vision and the philosophy behind a radical new genre of game and what this generally reveals for good game and experience design.