Virtual Reality Bowling

3D Stereo Movie


Alternative Game Design - the art game genre

You’re in a house comprised of 8 rooms.

In each of the rooms there is a character. In all but one.

Each of these character’s represents one of the 7 deadly sins.

To advance in the game you are required to go through
every room of the game.

To get from one room to the next you must push each character
to its extreme in the sin it represents.

Their death is slow.
They cry for your help.

This death is forced.
It is your doing.
Your fault.

Think you can make it to the last room?

Characters, concept design, modeling & texturing:

Play Deadly 7 is a game concept created to support my master thesis on alternative game design. This thesis explores the game markets current state and its possibilities with a special interest in the forming genre of 'art games'. Along with the thesis models on alternative game design were developed focusing on aesthetic and rhetoric powers in games; centering on the user's willingness to experience.

Play Deadly 7 is built on the schema of the 7 deadly sins and Aristotle's idea of catharsis. PlayDeadly7's pivot points lie in forced actions, capture, closure and post-gaming reflection.

If you are interested in the thesis talk to me here. 3D renderings from the game developement can be seen in the booklet above.

Special interests:

Game development, game design, level design, concept art, the art game genre

Programs used in development:

Unity 3D, Autodesk Maya 8, Photoshop

Excerpt from thesis:


As an individual in modern society one gets over flooded each day with advertisements, news about shooting, rape, war, global warming, etc. We have turned into living recipient devices of media. Being a person in this modern society not only makes you a victim to endless horror stories of society; it also makes you numb to them. We sit at home evening after evening and shoot one person after another. We run old ladies over with our highly customized vehicles and we buy prostitutes that we then shoot to steal their money. These are only a number of things we do without even thinking about it. And why we don’t think about them? Because they are games; but when you wake up to read the same story in the news that you just executed the evening before, which part of you registers it as real? What do you feel? Or do you even?

Games are in most cases seen as something casual, something one does to kill time or to get away and forget about the worries of everyday life. This is something that will remain to be one of the main reasons that we choose to spend hours at play. However, whether ones main reason of play is to hide or emerge, to forget or remember, to win or to loose; games have the power to generate feelings, experiences, emotions within safe environments. Allowing us to push ourselves to the limit, to plunge into a virtual world and experience emotional heights we would not dream of in reality. Computer games produce quasi-emotions that give us the opportunity to exercise our ability to feel, to gain strength, to learn, to be inspired and to return back to reality richer of the experience.