segunda-feira, 15 de setembro de 2025

What was the Video Game Cultures conference like?

Last week, I attended the Video Game Cultures conference in Prague, Czech Republic. It was an excellent three-day event with a lot of content to consider and reconsider in the fields of game design and gaming studies.

I presented my work Minimal resources, maximal horror: a study of the game IRON LUNG, and had the opportunity to admire great ideas from all my colleagues there. I hope soon I'll be posting the complete article here in Gaming Conceptz.

A special thanks to my friend Daniel Riha, who captained the entire event and gave us an epic welcome in Prague. Here are some good photos from the conference.









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segunda-feira, 1 de setembro de 2025

Video Game Cultures 2025 - 10-12 September 2025 at Charles University, Prague (CZ)

Between September 10th and 12th, the VIDEO GAME CULTURES conference will take place at Charles University in Prague, Czech Republic. I will be presenting my work in person during the "horror spaces" session, and I'm sharing the abstract of my paper with you all below. (I'll also be sharing the full article soon).



Minimal resources, maximal horror: a study of the game IRON LUNG

This paper explores the minimalist approach to horror in David Szymanski's indie game, IRON LUNG, within the context of dystopian and apocalyptic narratives prevalent in contemporary video game culture. IRON LUNG distinguishes itself by its stark, low-fidelity visuals and audio, creating an atmosphere of profound dread with minimal resources. This study examines how these limitations, rather than hindering the player's experience, amplify the sense of isolation and claustrophobia, core tenets of effective horror design.

The analysis delves into the game's setting: a desolate, rust-covered ocean on a moon entirely submerged in blood, where the player navigates a submarine using rudimentary sonar. This environment, rendered in a limited colour palette and simple geometric shapes, evokes a sense of vast, unknowable danger. The paper argues that this minimalism forces the player to engage their imagination, filling in the gaps with their own fears, thereby intensifying the horror experience.

Furthermore, this paper discusses how indie game development allows for unique, experimental concepts that often diverge from mainstream titles. IRON LUNG exemplifies this, showcasing how creative constraints can lead to innovative gameplay and narrative design. By eschewing high-fidelity graphics and complex mechanics, the game focuses on psychological horror, relying on atmosphere and sound to create tension. This study concludes that IRON LUNG's success lies in its ability to maximise horror through minimalism, demonstrating the power of restraint in video game design.

Keywords: Indie Games, Horror Games, Minimalism, Dystopia, Apocalypse, Game Design, David Szymanski, IRON LUNG.

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