Mostrando postagens com marcador horror. Mostrar todas as postagens
Mostrando postagens com marcador horror. Mostrar todas as postagens

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.

#GoGamers

terça-feira, 1 de junho de 2021

"Horror Ludens: Using Fear to Construct Meaning in Video Games" - my article for HCI International 2021

The HCI International 2021 (USA) conference will take place in July (online). I will present the article "Horror Ludens: Using Fear to Construct Meaning in Video Games". You can read the article by clicking here and you can play the game by clicking here!



Below, the article's summary:

Abstract. In this article, we discuss how fear can be a powerful element to construct meaning in some specific video games. Titles like Phantaruk, Alan Wake, Here they lie, and many others help us to find some answers in this scenario, but herein we intend to focus our attention on the game Rapid Eye Movement (PC, 2020-2021). Created by an independent Brazilian studio named Abysstrakt Games, and scheduled to be launched in late 2021, the game sets its action in a dreamlike ambient where the player has the role of a person inside a nightmare, looking for clues to set the time on different clocks, trying to wake up. As a methodological process to understand how it is possible to create meaning using fear in video games, we have employed a formal analysis of gameplay that “is based on studying a game independently of context, that is, without regarding which specific people are playing a specific instance of the game”. We have observed a group of players of Rapid Eye Movement in order to study how moments of horror and terror create an atmosphere of fear and, consequently, the meaning of the gaming experience. In this work, we present these impressions as a qualitative research, with the objective of identifying the main points inside the fearful experience of playing Rapid Eye Movement, in order to comprehend how terror, horror, anxiety and despair could be used to support the game design process.

Keywords: Horror, Video Game, Indie Game.

#GoGamers

terça-feira, 2 de fevereiro de 2021

Screenshots of my new game

Rapid Eye Movement (R.E.M.) is coming soon! Check some images to understand the gaming atmosphere!

#GoGamers

segunda-feira, 11 de dezembro de 2017

MIND ALONE: an experimental mobile game

1.Introduction

Mind Alone (2017/2018) is an experimental mobile game that I created in a partnership with Sioux, a Brazilian gaming publisher (it'll be launched in February). The main mechanics is puzzle-based (ADAMS, 2014) and most part of the gaming interface is built using alphabetical characters, only. Narrative is the main feature in this case and puzzle mechanics create the perfect blend for the gameplay. The main idea of the game is to follow the notion that “story, dialogue, character profiles, etc., should all be created in a way that add to the design of the gameplay” (INCE, 2006, p.36).



Based with slight modifications on the “High Concept Document” proposed by Adams and Rollings (2009, p.63), in this brief paper we aim to discuss some main features from Mind Alone’s game designing process, its business model conception, and how an experimental mobile game can be used to promote a gaming studio and become an example for game designing classes.

It is important to highlight that the “High Concept Document” (HCD) is an interesting exercise of “elevator pitch”; in other words: the document must be brief, objective, take no more than 10 minutes to read, and contain the essential features from the game. This kind of document is a good tool for game designers to register ideas for further consulting, and to explain ideas to studios/publishers/gaming companies.

Below we present the main features from Mind Alone described in the HCD format.

2.Mind Alone’s High Concept Document

Name of the game: Mind Alone
Team: Vicente Martin Mastrocola (game design, sound design, information architecture); Gabriel Romano (user experience, Unity programming); Guilherme Camargo (business model; planning strategy).
Publisher: Sioux
Country and year: Brazil (São Paulo), 2017/2018

Game summary: Mind Alone is a non-competitive single-player game based on plot/story-related. The player embodies the role of a character trapped in his own mind. It is impossible to say if they are dreaming, lying in a coma or dead. To reach the answer for this mystery, the player must solve a series of puzzles; each puzzle is a memory that brings hints of what happened. The memories start in the character’s childhood and advance until actual days. The player must solve all the puzzles to reach the surface of the conscience. Mind Alone is an authorial game and does not demand special licenses.

Gaming references: The Witness (Thekla Inc., 2016); Dark Room (Doublespeak Games, 2013); Lifeline (Three Minute Games, 2016). Games with a focus in narrative features and a clear invitation to players become “co-creators” of the plot.

Player’s motivation: the character needs help to wake up from the prison of their mind, in which they are confined in an infinite loop of disconnected memories. Players must solve the puzzles, which have different difficulty levels, to reach the surface of conscience.

Keywords: puzzle game; mystery; terror; enigma; mobile, transmedia; immersive; narrative

Target audience: 16+ year-old players, fans of puzzle/enigmas, escape the room games, and horror/terror literature.

Highlights: game 95% created using only alphabetical characters with interesting artistic interface. Freeware. Some puzzles offer transmediatic features inviting players to explore blogs and sites. Fast. Dual language: Portuguese and English.

Platform: mobile game developed for iOS and Android systems (created with Unity programming).

Game designing goals: through dark/mysterious narrative and puzzle-based gameplay, offers the players an experience of immersion, fear and tension. Generates thought-provoking puzzles with a simple interface.

Music and sound design: dark ambient soundtrack with incidental sounds (doors opening, moans, screams, piano notes, etc.). Some sounding references come from projects like Lustmord, Robert Rich and Zoät·Aon.

Business model: freeware. The goal of the game is to participate in game designing contests, festivals and gaming fairs to promote Sioux studio. As a freeware game, another goal is to use Mind Alone in game designing classes.

Mechanics examples: Mind Alone uses various smartphone features to constitute its gameplay. There are puzzles that use touch screen, assembly of elements, movement of the device (through accelerometer and gyroscope) and puzzles with textual responses. Below, we can analyze some puzzle wireframes with mechanics:

Puzzle example 1:

Solution: turn the smartphone to 90o to move the words from the shelf to the ground.

Puzzle example 2:

Solution: touch the dots in order to create a star pattern. If the player does not touch in the right sequence, the lines will disappear.

Puzzle example 3:

Solution: the player must search and touch the word “ON” in the middle of the characters. The screen will become white and the next puzzle will appear.

Puzzle example 4:

Solution: this puzzle is a transmedia enigma; the answer is outside of the game. Players must access the URL https://imoldforthis.blogspot.com.br/ to verify the image of some trees and type the answer in the blank field.

3.Final thoughts

Despite being a free mobile game, Mind Alone is one important tool for Sioux studio to present its work and participate in game designing contests and gaming fairs. The game is also a case to be used in the classroom and to discuss how to create independent experimental/artistic games, and to digress on how the gaming industry is plural in this sense. The strategy of distributing a free game could guarantee other profits like posts in specialized gaming websites, discussions in academic articles, and prizes in gaming contests etc.

Following the thoughts of Fullerton et al. (2008, p.15-16), Mind Alone used one very synthetic game design process based on stages: 1) conceptual stage: to define the game’s theme; 2) brainstorm stage: to think how the theme will materialize on the gaming interface; 3) Physical prototype/pre-prototype stage: to create a fast pre-visualization of the game using paper, pen and simple components; 4) Layout stage: to establish the initial concepts of the interface; 5) Digital prototype and test stage: with the previous mechanics and first layouts, it is possible to develop a simple version to be played on browser or in smartphones. In this stage, it is possible to start the beta-testing sessions; 6) Production stage: the feedbacks from the digital prototype beta-test sessions are the main information to produce the final version of the game; 7) Evaluation stage: to make the final tests to assure it is error-free; 8) Launching stage: to put the game available for download in mobile platforms (Android and iOS). It is important to highlight that, during this whole process, the game is documented using specific files (like the “High Concept Document” discussed previously).

By discussing the creative process and the business model structuration of Mind Alone, we hope to demonstrate how strong is the relationship between players and gaming companies in the contemporary digital gaming ecosystem. We claim it is of utmost importance to use a methodological process, even for small productions. We can see the importance of working with a consistent methodology and it is possible to imagine the iterative process applied in bigger projects. We hope we can contribute to the field of gaming studies and that this paper earns future developments and inspire new relevant discussions.

The Brazilian gaming market, as an emergent market, reveals itself as a privileged ambient to observe these game design processes. We welcome the opportunity to present this relevant discussion as a means of contributing to the on-going efforts in exploring the gaming market in contemporary culture.



References:

ADAMS, Ernest. Fundamentals of puzzle and casual game design. San Francisco: Pearson, 2014.
ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of game design. New Jersey: Pearson Prentice Hall, 2009.
FULLERTON, Tracy, et al. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers, 2008.
INCE, Steve. Writing for video games. London: A & C Black Publishers Limited, 2006.

segunda-feira, 7 de setembro de 2015

Horror ludens: using fear to construct meaning in video games

Fear is one of the most ancient feelings orbiting the human existence. The feeling of fear, historically, has been a fruitful basis where different writers, filmmakers and many other storytellers seek the inspiration to create their works. Video games, legitimated as “forms of media, human expression, and cultural importance” (FLANAGAN, 2009, p.67), were not left out of this list; the sophistication of the latest generations of consoles elevated fearful ludic narratives to a new frightening level.



In this context, we can discuss how fear could be a powerful element to construct meaning in some specific video games. Titles like Evil Within, Alan Wake, Slender and many others help us find some answers in this scenario, but in this post, we intend to focus our attention on the game Outlast (Playstation 4, 2014). Created by an independent studio named Red Barrels, the game sets its action in a psychiatric hospital in which the player takes the role of a reporter looking for clues of some bizarre experiments made with the patients. Without weapons or special powers, the player has only one hand cam to help him through the journey. Hide and run are the only options to escape from some creatures and tormented patients of the hospital. This kind of fear-based game, unlike other game genres, e.g. role-playing, first person shooters, puzzle, action, sport games etc., focuses on stimulating the player in a negative way. Check the trailer/gameplay below:



In this situation, fear is understood as creative “fuel” to develop narrative, gameplay, experience and immersion. Spinoza, in his book Ethics (2005), set out to analyze the origin and the nature of human affections taking as its starting point the desire, joy and sadness. Spinoza postulates that human beings, by nature, are passionate and affected by external forces to it. The Dutch philosopher drew a deep observation about feelings/passions that underlie human existence, complying aspects of fear.

The rhetoric of fear allows the development of games with meaning based on horror and terror like Outlast. About this, Ghita (2014, p.58) says as a refining of fear, ‘terror’ constitutes a multifocal aesthetic emotion, whose main feature is the state of anxiety, brought about by a well-balanced series of artistic elements: plot, atmosphere, characters. As an intensification of fear, ‘horror’ represents a unifocal aesthetic emotion, whose main feature is the state of revulsion, brought about by the paroxistical development of the afore-mentioned artistic elements.

In the context of game design using fear/terror/horror to create meaning in Outlast, it has been possible to identify three specific elements as Nielsen and Schønau-Fog (2013, ps.52-53) propose: 1) a deep narrative that allows the player to invest emotions into the character; 2) a deep sense of freedom to establish a connection and a deep grade of immersion on the player; 3) and, finally, the player should feel like a victim rather than a contender. Another point to highlight in this category of games is the use of “illogical architecture to turn houses, gardens and streets into great mazes which would make no sense in the real world” (NIELSEN; SCHØNAU-FOG, 2013, p.45). In Outlast – our main example for this post – we can identify these previous elements strategically hybridized with many different aspects of terror and horror, the narrative works alternating these both aspects to create a stronger immersive experience for the players.

Maral Tajerian, in an article for the site Gamasutra.com entitled “Fight or Flight: The Neuroscience of Survival Horror”, says that anxiety is a point to highlight in terror games. This author also says “next to fear, anxiety is perhaps the most prominent feeling experienced in video games. Unlike fear, which is a response to an imminent threat, anxiety is a response to a future potential threat”.

In this ambient full of “ludic fear” there’s a crucial question: why do some players search for fear and other bad feeling in games? To solve this puzzle, we quote Suits (2005, p.55) who says, “Playing a game is the voluntary attempt to overcome unnecessary obstacles”.

Now on to your opinion.



References:

FLANAGAN, Mary. Critical Play - Radical Game Design. Cambridge: MIT Press, 2009.

GHITA, Catalin. Discussing Romanian Gothic. IN: KATTELMAN, Beth; HODALSKA, Magdalena. Frightful Witnessing: the rhetoric and (re)presentation of fear, horror and terror. Oxford: Inter-Disciplinary Press, 2014.

NIELSEN, Danny Langhoff; SCHØNAU-FOG, Henrik. In the mood for horror: a game design approach on investigating absorbing player experiences in horror games. IN: HUBER, Simon; MITGUTSCH, Konstantin; ROSENSTINGL, Herbert; WAGNER, Michael G; WIMMER, Jeffrey (Eds.). Context Matters! Proceedings of the Vienna Games Conference 2013: Exploring and Reframing Games and Play in Context. New Academic Press: Viena, 2013.

SPINOZA, Baruch. Ethics. London: Penguin Books, 2005.

SUITS, Bernard. The grasshopper: games, life and utopia. Broadview Encore Editions: Toronto, 2005.

terça-feira, 2 de setembro de 2014

Horror and terror in Silent Hills’ playable teaser

Few weeks ago, the gamer community was excited about a mysterious game demo available in the Playstation Network named “P.T.”. Sony announced the creepy game in the Gamescon Conference without more details and broke a record of downloads that day.

After many hours of puzzle solving and collective work in the Internet, gamers discovered the enigma behind P.T., the demo was a Playable Teaser of the new Silent Hill, entitled “Sillent Hills”.

The teaser is a mysterious first person experience inside a haunted house. You walk through the same door in a repetitive way. Each time you pass the same scenario, little details are altered and you need to investigate some puzzles to find clues about why you are jailed in this nightmare. There’s another sick element in this ambient: a kind of evil spirit that appears randomly (and trust me, it’s really creepy).



Check the end of the playable trailer and the moment that we discover the protagonist of this new adventure (Norman Reedus from Walking Dead) and the title of the new game (Silent Hills, now on the plural):



This playable teaser balances horror and terror to create a frightful atmosphere. Terror comes in tense moments of exploration and horror comes with the appearing of the ghost. As Ghita (2014, p.58) says as a “refining of fear, ‘terror’ constitutes a multifocal aesthetic emotion, whose main feature is the state of anxiety, brought about by a well-balanced series of artistic elements: plot, atmosphere, characters. As an intensification of fear, ‘horror’ represents a unifocal aesthetic emotion, whose main feature is the state of revulsion, brought about by the paroxistical development of the afore-mentioned artistic elements.”

In summary, “horror games have a strong tendency to use the uncanny in monster design, sound design, and level design (architecture) in order to induce fear and anxiety. Furthermore, the less the odds are of overcoming an immediate threat the greater the emotional response may be” (NIELSEN; SCHØNAU-FOG, p.45, 2013).

The playable teaser is available for free in Playstation Network. It’s a must play.


References:

GHITA, Catalin. Discussing Romanian Gothic. IN: KATTELMAN, Beth; HODALSKA, Magdalena. Frightful Witnessing: the rhetoric and (re)presentation of fear, horror and terror. Oxford: Inter-Disciplinary Press, 2014.

NIELSEN, Danny Langhoff; SCHØNAU-FOG, Henrik. In the mood for horror: a game design approach on investigating absorbing player experiences in horror games. IN: HUBER, Simon; MITGUTSCH, Konstantin; ROSENSTINGL, Herbert; WAGNER, Michael G; WIMMER, Jeffrey (Eds.). Context Matters! Proceedings of the Vienna Games Conference 2013: Exploring and Reframing Games and Play in Context. New Academic Press: Viena, 2013.

quinta-feira, 3 de abril de 2014

Horror games

I love horror games. Since the primordial experiences, like Haunted House (Atari, 1982), Friday the 13th (Atlus, 1989) and Splatterhouse 2 (Namco, 1992) to the sophisticated Outlast (Red Barrels, 2013), I’ve always had a special interest for this particular genre. Maybe because I’m a big horror movies fan or maybe because fear is a good kind of element to be used in interactive narratives.

Sounds weird, but unlike other game genres, e.g. role-playing, first person shooters, puzzle, action, sport games etc., horror games focus on stimulating the player in a negative way (NIELSEN; SCHØNAU-FOG, 2013, p.45). Nowadays it’s not unusual to find a horror game as frightening as a horror movie, and one key feature in them is the player-narrative interaction.



In the context of horror game design, it has been possible to identify three specific elements as Nielsen and Schønau-Fog (2013, ps.52-53) propose: 1) a deep narrative that allows the player to invest emotions into the character; 2) a deep sense of freedom to establish a connection and a deep grade of immersion on the player; 3) and – finally – the player should feel like a victim rather than a contender. Another point to highlight on horror games is the use of “illogical architecture to turn houses, gardens and streets into great mazes which would make no sense in the real world” (NIELSEN; SCHØNAU-FOG, 2013, p.45, 2013, p.45).

The love for this subject, the inspiration on the words of Nielsen and Schønau-Fog and many other authors led me to write a book about horror games. It’ll be launched in April and the title is “HORROR LUDENS: FEAR, ENTERTAINMENT AND CONSUMPTION IN VIDEOGAME NARRATIVES”. Check the book’s cover below with Marcelo Braga’s illustration.



The main idea of my new book is that fear is one of the most ancient feelings that surround the existence of man, and, historically, it was a fruitful base so that writers, filmmakers and many other narrators could grow inspiration for their pieces. And the game universe pertains this ground. In this book, we seek to discuss, through an empirical look, the horror games panorama in contemporary times, while promoting a reflection over the billionaire worldwide industry of games, the horror genre intake and its many mediatic ramifications.

The book is in Portuguese, but I intend to publish some parts in English here on the blog. Make sure to visit for more news. Go gamers!



Reference

NIELSEN, Danny Langhoff; SCHØNAU-FOG, Henrik. In the mood for horror: a game design approach on investigating absorbing player experiences in horror games. IN: HUBER, Simon; MITGUTSCH, Konstantin; ROSENSTINGL, Herbert; WAGNER, Michael G; WIMMER, Jeffrey (Eds.). Context Matters! Proceedings of the Vienna Games Conference 2013: Exploring and Reframing Games and Play in Context. New Academic Press: Viena, 2013.HH

quinta-feira, 22 de agosto de 2013

The delicate balance between challenges, narrative and rules

At this moment I’m playing again ALAN WAKE (Xbox 360, Remedy Entertainment /Microsoft Game Studios, 2010). The game is a third person psychological horror thriller about novelist Alan Wake, as he tries to uncover the mystery behind his wife's disappearance, during a vacation in the small fictional town of Bright Falls. During the game, Alan is transported to a kind of dark dimension where stories from his horror books become real.

The game is one of my favourites and it offers an awesome experience to the player with a perfect blend between the puzzles/challenges/enemies, the narrative and the rules/mechanics.



In ALAN WAKE the ammo is limited, the creatures are in great number and, frequently, you need to run instead of fight. The game dynamics creates an atmosphere of tension all the time and in the end of each chapter you can relax a little bit enjoying the game's good soundtrack (‘Up Jumped the Devil’ by Nick Cave and the Bad Seeds is included). The transition between the chapters is very creative and uses a language of TV show to create immersion for the player.

ALAN WAKE’s experience offers to the players a very special way to enjoy a good narrative inside a game. But it is important to remember that this experience is commanded by rules that create bounds in the game’s universe.



Jesper Jull (2005, p.5), in his book ‘Half-Real’, says, “the rules of a game provide the player with challenges that the player cannot trivially overcome. It is basic paradox of games that while the rules themselves are generally definite, unambiguous, and easy to use, the enjoyment of a game depends on these easy-to-use rules presenting challenges that cannot be easily overcome. Playing a game is an activity of improving skills in order to overcome these challenges, and playing a game is therefore fundamentally a learning experience.”

And this ‘learning experience’ is fundamental in games like ALAN WAKE because it generates the process of immersion required in good horror stories like this one.

On the other hand, Linda Hughes (1999, p.94) says that “Game rules can be interpreted and reinterpreted toward preferred meanings and purposes, selectively invoked or ignored, challenged or defended, changed or enforced to suit the collective goals or different groups of players. In short, players can take the same game and collectively make of it strikingly different experiences”

One thing is certain: to create balance between challenges, narrative and rules, a lot of time* is necessary for beta testing sessions. Patience and deep research are the pillars for good game design.

Check the game trailer below:


*ALAN WAKE took five years to be produced.



References:

HUGHES, Linda A. Children’s games and gaming. IN: SUTTON-SMITH, Brian; MECHLING Jay; JOHNSON, Thomas; MCMAHON, Felicia. Children’s Folklore. Utah: Utah University Press, 1999. (93-119)

JUUL, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. USA: MIT Press, 2005.

terça-feira, 4 de setembro de 2012

Slender

I'm a big fan of indie games like Braid and Limbo. The latest (free) addition to my collection is SLENDER.

SLENDER is a short experimental horror game based on the Slender Man mythos. The Slender Man is a faceless creature with long arms in a black suit. A living nightmare from horror tales for children.



SLENDER is a first person horror game created by independent studio Parsec Productions, where your only goal is to find 8 manuscripts about the paranormal creature.

The more directly you come in contact with the Slender Man, the faster your sanity drains away. You can’t look directly at the Slender Man, or your game is over. So it’s a kind of horror hide and seek game.

The game has a lot of good features:

1) Simple first person mechanics: you only need to walk and aim your flashlight at the scenery. Perfect gameplay;

2) Very fast: you can play the whole game in fifteen minutes, and each time you play it the manuscripts (the goal) are in different places;

3) Disturbing graphics and good horror atmosphere: it’s the perfect combination for a dark environment experience;

4) A good narrative: as Dille (2007, p.16) wrote, it is important to remember that the history is working in unison with gameplay. The more your story can be told through gameplay, the better. SLENDER has a good balance between horror narrative and the gameplay, you can feel really scared playing this game.

I’m very happy with indie initiatives like SLENDER. Let's support this cause!

Check the creepy trailer below:



And to download it for free from the official website, click here.



REFERENCE:

DILLE, Flint; PLATTEN, John Zuur. The ultimate guide to vídeo game writing and design. New York: Skip Press, 2007