Interactive empathy citizenship & storytelling in video games
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interactive empathy ― citizenship & storytelling in video games exploring the artistic and ethical potential of video games
Goethe-Institut Kroatien and Institut français de Croatie wish to thank their partners for the realisation of this project:
01 project overview level 1 INTERACTIVE EMPATHY- Dubrovnik, Croatia CITIZENSHIP & STORYTELLING Interactive Empathy panel at REBOOT IN VIDEO GAMES Develop Blue conference This project was developed in 2019 by Goethe- level 2 Institut Kroatien and Institut français de Zagreb, Croatia Croatie, within the framework of the Franco- Narrative video game workshop at German Cultural Fund. the World Festival of Animated Film - The Franco-German Cultural Fund was set Animafest Zagreb up in 2003 to mark the 40th anniversary of the Elysée Treaty; it encourages and supports cul- level 3 tural cooperation initiatives that are managed Osijek & Zadar, Croatia jointly by both the French and the German dip- Video game localisation workshop at the lomatic networks in a third-party country. University of Osijek and University of Zadar This programme demonstrates France and Germany’s desire to reinforce their coopera- level 4 tion in the cultural sector, by supporting proj- Rijeka, Croatia ects carried out by national cultural institutes Presentation of Interactive Empathy and the cultural offices of embassies, in close project at the Art in Games festival collaboration with local cultural stakeholders. in Rijeka The Fund intervenes in numerous areas and is involved in a wide range of cultural and artistic level 5 activities. Zagreb, Croatia Wrap up of the project at the Zagreb Film Festival and REBOOT Infogamer gaming fair
02 project introduction the artistic and ethical potential of video games in the context of the development of active civic engagement. Our concept for the project was inspired by a recently produced array of video games by independent Europe- an studios, such as Orwell (Osmotic Games, Germany) and Bury Me My Love (The Pixel Hunt, France) which use elaborate stories and simple mechanics to respectively simulate a personal impression of social control and mi- gration. Naturally, playing such games will not necessarily stir a player’s empathy; however, it will nevertheless paint them a vivid picture of the world from another, marginalized per- photo author: vida turković spective by shifting them from the position The potential of video games for entertainment of “omnipotence”, normally characteristic for and creative expression seems to be nearly games, into a position where any given choice inexhaustible, as proven daily by innovative they make need not result in victory. We chose products made by both large and indepen- the development of interactive narratives as dent studios. Video games have become an a backbone for the transfusion of important inescapable part of our everyday life, whether social issues or touching personal subjects we merely pass our time by playing a simple into the medium of the video game. game on our smartphone or we spend entire days in the virtual worlds of online multiplayer With an intensive workshop, systematic sup- games. However, besides filling our everyday port to the development of new game projects life, games also shape it by influencing culture and the organization of panel discussions and and society. Video games change the way we masterclasses, Interactive Empathy connect- perceive the physical world (Pokemon GO), ed the video game industry and the Croatian create powerful economic systems (EVE On- cultural scene to experts from France and line), offer an opportunity for creation (Mine- Germany, spreading out to as many as five craft) or simply provide platforms for parallel Croatian cities in the process. The project was virtual lives (World of Warcraft). started by a panel discussion at the REBOOT Through our project, we decided to explore Develop Blue in Dubrovnik, one of the most
03 important video game industry conferences has presented the project three times in var- in Europe. It continued in Zagreb with a narra- ious shows. tive game workshop organized in cooperation with Animafest and under the mentorship of The Interactive Empathy project has encour- French narrative design expert Emmanuel aged young artists to engage with video games, Corno and the Croatian game studio Ga- as well as spurred young translators on to learn mechuck. Eight motivated teams spent five more about game localization, thus connecting days intensively developing their projects, af- the growing Croatian video game industry to ter which two games were selected for further some of its potential workforce. The project development with Gamechuck’s support. The has also raised awareness of the importance project continued in Osijek and Zadar with of approaching video games from an artistic video game localization workshops at the lo- perspective in the context of the impending cal universities, followed by a presentation of establishment of a video game design study the project at a panel discussion at the Art in track at the University of Zagreb, linking Croa- Games festival in Rijeka. The award-winning tian experts to European ones in the process. German experts Florian Köhne and Hans Lastly, the project enticed creatives to explore Böhme rounded up the project by giving a the limits of a medium shaping our everyday joint masterclass at the Zagreb Film Festival. life by using it as a tool to tackle social issues They were joined by Vjera Matković (Min- they wish to bring closer to the public. istry of Culture of the Republic of Croatia), Davor Švaić (Vice-Dean for International Srđan Laterza Cooperation at Academy for Dramatic Arts, creator and curator of University of Zagreb) and our Animafest work- the interactive empathy project shop mentors to discuss whether an artistic Srđan Laterza works as a writer and a creative hit game can be created within the European director, crafting interactive experiences and context. The workshop games were exhibited communication strategies for leading brands, at Institut français de Croatie and at REBOOT advertising agencies, IT companies and cultur- Infogamer gaming fair, where our stand was al institutions. He is the author of indie game visited by Andrej Plenković, Prime Minister exhibition Politics of Emotions, (Croatian De- of the Government of the Republic of Croa- signers Association, 2018) and festival 1000 tia, and Nina Obuljen Koržinek, Minister of new lives, focused on many ways games im- Culture of the Republic of Croatia. During the pact art and society (Museum of Contemporary year, the Croatian radiotelevision (HRT) Art, Zagreb, 2019).
04 level 1 interactive empathy panel at reboot develop blue conference april 11th, 2019, dubrovnik, croatia The Interactive Empathy project aims at con- The power of games for ‘social dreaming’ was necting industry professionals with the cul- the topic that inspired our panelists the most. tural scene and young creatives. The project They tried to tackle questions about how can was launched in Dubrovnik at REBOOT Devel- we use such an immersive medium to proto- op Blue, one of the most important European type better futures. gaming industry conferences. panelists: The esteemed panelists with both AAA and Anne Toole, writer (us) indie studio experience discussed the impact Renaud Charpentier, tower five, games have on our everyday lives, analyzing game director / co-founder (fr) their possible role as a tool for social change. Hendrik Lesser, remote control Since video games are the most powerful en- productions / egdf, ceo / president (de) tertainment medium of our time, we ques- Andrej Kovačević, exordium games, game tioned the authors’ and studios’ responsibility director / board member (cro) for making socially impactful games. Srđan Laterza, moderator (cro) photo author: reboot develop blue
05 photo author: reboot develop blue
06 panelist bios Anne Toole Hendrik Lesser remote control writer productions / egdf, ceo / president ― ― Writers Guild Award-winner Anne Toole has Serial entrepreneur Hendrik is well known as written for video games, TV & digital series, an- the CEO of the international production house imation, comics, and more. Her credits include remote control productions and President of Curse of The Pharaohs for Assassin’s Creed: Or- the EGDF. After starting out in the industry igins, Horizon Zero Dawn, IGF nominee Where as a Producer and Product Manager he has the Water Tastes like Wine; and the Emmy-win- been building a family of independent devel- ning webseries The Lizzie Benner Diaries. She opment studios throughout Europe for over also created Alles Liebe, Annette, a short-form 13 years, which today consists of 13 teams in series for the German market. Next, her work five countries with more than 270 passionate will appear on Netflix’s anime series Cannon game makers. Hendrik is also a co-founder and Busters. Executive Producer of Chimera Entertainment, the 60 heads strong development studio be- Renaud Charpentier hind the AAA mobile productions Angry Birds tower five, game director / Evolution and Angry Birds Epic (100+ million co-founder downloads) and a yet to be announced title. ― Besides his roles as CEO and producer, Hendrik Renaud joined the games industry more than is also an avid lobbyist for the political and two decades ago when he helped a few friends academic acceptance of video games as goods on what would today be called an Indie game. of cultural value. He then designed games for Ubisoft, Insight Games and Sega at Creative Assembly, working Andrej Kovačević exordium games, on brands like Rayman, Splinter Cell, Largo game director / board member Winch, Corunea and Total War. His last po- ― sition before leaving Creative Assembly was Andrej’s passion for games as a medium is that of game director. Currently he is quietly spilling over into many different fields. This is and secretly working as game director on his shown through his capacity as Managing Di- next big thing at Tower Five, a completely new rector and co-owner of Exordium Games, who studio he has recently co-founded! Game de- are most known for their acclaimed adventure sign, game rules and systems, including arti- series Bear With Me; through his work on an ficial intelligence remain his primary interests, indie column for the regional gaming culture with a focus on transforming player experience magazine Reboot as well as his very active par- intentions into systems which actually mate- ticipation in CGDA with lobbying and building rialise them. a better eco-system for game development in Croatia.
07 level 2 narrative video game workshop at the world festival of animated film - animafest zagreb june 3rd - 8th, 2019, zagreb, croatia This narrative video games workshop was the effectively create a synergy between technical, central part of the Interactive Empathy project. mechanical and narrative aspects of the game Aimed at students and young professionals in development, we decided to use Gamechuck’s the field of the arts and creative industries, it software for interactive comics creation. was created to fill the void in game develop- Diverse teams, both students and profession- ment education in Croatia. Since the country als, tackled the subjects of migrations, abusive still has no public university program for game relationships, ecology and mental illness in design, most enthusiasts learn about game their works. At the end of the workshop, we development in various workshops mainly chose two games we think best incorporate focused on mechanics and programming. In- teractive Empathy was the first workshop in Croatia dedicated to the development of in- teractive narratives for games. Esteemed French game designer and narra- tive design educator Emmanuel Corno led the workshop with the help of Aleksandar Gavrilović, Igor Kolar and Jan Juračić from Croatian indie game studio Gamechuck. The workshop games also received an in-depth analysis by Cécile Blondel, Head of Interna- tional Relations at Gobelins in Paris. Dominik Cvetkovski from PISMO Games Incubator (Novska, Croatia) presented the possibilities of game development and funding within the incubator. In our call for applications, we asked the work- shop applicants to think of a subject that is close to their heart, be it a personal experi- ence or a social issue they think needs more attention. Eight dedicated teams worked for five days to develop their narrative projects. To photo author: samir cerić kovačević, animafest
08 photo author: samir cerić kovačević, animafest photo author: emmanuel corno our project concept, offering them a develop- Workshop mentors ment support within the Gamechuck studio. ― Interactive comic games Empathy Path and Emmanuel Corno There is no Cure and That’s OK were devel- Emmanuel Corno (France) is a game designer oped over the course of summer and autumn engaged in creating storytelling algorithms and 2019 and presented in November at the Insti- interested in artificial intelligence. He worked tut francais de Croatie as a part of Digital on the game Endless Legend by Amplitude stu- rendez-vous programme, during the Zagreb dio, after which he opened his own studio and Film Festival. went on to create the game Event [0], nomi- The workshop was organized in collabora- nated for the most prestigious international tion with the World Festival of Animated awards for independent video games. Event Film - Animafest Zagreb at the Faculty of [0] is a superbly designed game in which the Electrical Engineering and Computing, player needs to build a relation to an intelligent University of Zagreb, which is a part of the spaceship computer in order to successful- Edu4Games project. The goal of the project ly return to Earth. Besides working on video is the creation of standards of professions and games, Corno teaches narrative design at qualifications as well as new study programs ICAN, the graphics, design and web graduate in the field of video game design and develop- school in Paris. ment, implemented between multiple faculties Gamechuck within the University of Zagreb. The Interac- Gamechuck is a Zagreb-based studio who tive Empathy workshop was the initial impulse develops independent video games and has for possible future collaboration of Croatian, made a name for itself with the interactive French and German gaming educators with- comics All You Can Eat and vApe Escape. in the Edu4Games project. Finally, as a way The founders Aleksandar Gavrilović and Igor to make the effects of the project even more Kolar explore the connection between video sustainable, the two institutes are looking for games and other creative disciplines such as ways to utilize some of the newly developed product design and writing. Gamechuck is the games as a language and culture-learning tool first Croatian studio who receive video game in German and French classes in Croatian pri- development support from the MEDIA fund for mary and secondary education. their project Trip the Arc Fantastic.
09 games developed in cooperation with gamechuck empathy path by matija vigato and andrea pleša Empathy Path is a horror video game in the form of an interactive comic, permeated with notions of morality and philosophical quota- tions. It is based on the theory of Heidi Mai- bom who divides empathy into affective (for example, when we cry because we see some- one else crying) and cognitive empathy (when we put ourselves into other people’s shoes by reflecting). The players of this game will find themselves in a slaughter house with five char- acters: a trapped girl, a suicidal clown, a pig, a butcher and artificial intelligence. In order to free the girl, the players need to empathize with all the characters, since all of them play a role in her liberation. By empathizing with individual characters, the player must literally delve into their perspective, which turns the character - an object - into the subject. Such changes of perspective and “empathy paths” lead the players to the initial position. Howev- er, we must warn the players of the responsibil- ity before them, because the “empathy path” continues within them. copyright: matija vigato & andrea pleša
10 there is no cure and that’s ok by alma trtovac The game is conceived as a simulator of first-person experience, based on the stories and experiences of people suffering from mild and severe mental illnesses. It deals with the conditions in which they find themselves and the changes of their perception of the world during the performance of ordinary activities. As the player explores the world around them and interacts with it, glitches, i.e. dis- crepancies in the perception of reality occur. Interaction with the world can be (de)moti- vating, depending on objects and persons in the given situation. The aim of the game is to make players aware that mental illnesses are not and should not be a taboo and that ev- eryone deserves a chance and other people’s understanding in these sometimes sadly im- mutable situations. However, the latter can be controlled, thus maintaining the quality of life, if individuals and their environment invest a great deal of effort and willingness. copyright: alma trtovac
11 interview emmanuel corno, narrative videogames workshop mentor Explore the Uncharted Lands of Interactive Storytelling! Emmanuel Corno, academically trained at the same time you start creating the game- game designer and educator, reveals the play. Too many game studios think about the secrets of connecting the right story with story only once they have a playable game the right game mechanics and describes prototype. how he pushes his students to discover If you do it right, your narrative will feed new ways to tell interactive stories. your gameplay and vice versa. For example, in Event[0], the first thing we started devel- What are the skills needed to construct oping was the chatbot (gameplay). But what a successful video game story? What is kind of character would be interpreting our your process? technology? When we decided it would be the ― It is hard for me to speak for successful main computer of an abandoned spaceship games, as I see everyday plenty of good games (story), we thought it would be awesome for being released without being successful on the the player to have extravehicular exploration market. But I can still speak about the process (gameplay). Then, we added events outside of building a good game story. The most im- (story), and so on. portant thing is to start working on the story Apart from this, there is no golden rules for copyright: ocelot society
12 storytelling. You can have branching paths, or er. Now you teach narrative design. How a linear scenario. You can have cinematics, or do you empower your students to push the interactive sequences. You can have a strong boundaries of the medium and explore so- background for the main character, or let the cially engaged themes? player play an empty shell. As long as your ― If I have been able to come with a concept choices are consistent with the intended game like Event[0], it is because I had teachers who experience, your game story will be good and, showed me games of a new kind. Now a teach- hopefully, successful! er myself, I try to open my students to things they would not play or even sometimes would You’ve been mentoring our narrative not know about. I show them uncharted lands games workshop this summer at Animaf- of interactive storytelling and tell them: “You’re est. What was this process like for you? students, ths is the best time to try something How did the creatives who had never new! Once in the industry, everything will be created a game embrace the interactive more difficult.” And it’s true! I had the luck to medium? start Event[0] as a student, and I don’t think I ― It was really interesting to jump into a would have dared to launch this production in group of people with very different back- a professional context. grounds than the ones I’m used to work with. It is a real dilemma for them, as studies are We had professionals and students with knowl- also a time to build up a portfolio in order to edge in science, art and philosophy, all of them find an internship in a game company. They just curious about video games or already very are aware that weird games or political games passionate. can sometimes scare recruiters. Game studios I’m not afraid to welcome newcomers in our making mass-market games often want ready- industry. In fact, I think they often bring a fresh to-work juniors. The trick for these students is look on things I don’t see anymore. During this to highlight in their portfolio all the challeng- workshop, the amount of good ideas and the es they took up. I remember how I explained diversity of ideas proved it again. during my first internship interviews all the The real challenge was to scale down the proj- writing I had to do for Event[0], and how we re- ects. If you don’t have experience in making solved the specific edge cases. And it worked! video games, it’s easy to be fooled by your own ambitions. I strongly encouraged the partici- What games should filmmakers play to pants to make paper prototypes, i.e. giving life learn more about the craft of interactive to their ideas by making a game with paper and storytelling? pens. It’s easier this way to see what works, ― They are many games that deserve an in- what is too long to do and what is optional. depth analysis, but if I had to pick only three of them, it would be Inside, Life is Strange and You studied video games development at The Stanley Parable. an art academy, then went on to create a Inside achieves to tell a very dark, rich story hit game about establishing an empathet- without one single word. It’s only gameplay, ic relationship with a spaceship comput- environmental storytelling and dramatization.
13 Life is Strange is a more classical game with Finally, The Stanley Parable is the game that strong cinematographic influence. But it has has many references to other games, but stays something that movies cannot have: interac- very accessible and unique to play. It questions tive storytelling. The player has to deal with the limits of interactivity and choices with hu- very tough choices while playing a teenage girl mor and relevance. able to travel back in time. copyright: ocelot society
14 level 3 video game localisation workshop at the university of osijek and university of zadar october 2019 Despite the fact the global market is to a large dents in translation study tracks”, Aleksandar extent dominated by the English language, describes his mentoring experience. The co- many players find it important to be able to operation started between the two groups will play a game in their own language. This partic- possibly allow for future student internships ularly applies to narrative games, which require for translators-to-be, thereby steering them in an accurate understanding of their content in the professional direction of an exceptionally order for the player to successfully progress interesting industry. through the game and enjoy an integral game experience. Furthermore, if we consider a game’s text to be a work of literature, then all its peculiarities need to be taken into account when translating i.e. localizing it. With that in mind and with Aleksandar Gavri- lović’s help as mentor, we designed and orga- nized two localization workshops for the video games Empathy Path and There Is No Cure and That’s OK, developed after the Animafest workshop. German Language students at the photo author: ivo turk Faculty of Humanities and Social Sciences at the University of Osijek (class of prof. Sanja Workshop mentor Cimer Oraica) and French Language students Aleksandar Gavrilović, at the Department of French and Francophone localization workshops mentor Studies at the University of Zadar (class of prof. Aleksandar is the CEO of Gamechuck, a game Vanda Mikšić and prof. Matea Krpina) had studio which developed several video games, their first opportunity to familiarize themselves the newest of which is vApe Escape which was with video game localization and learned more published by Humble Bundle. Currently he is about the peculiarities faced by translators in working on Trip the Ark Fantastic, the first Cro- the context of accommodating video games to atian game selected by the EU’s MEDIA fund individual markets. for the development of video games. It was “The workshops were extraordinarily useful and featured on local and international events such have already begun to bring about an effect as AzPlay Bilbao, Filmteractive Warsaw, Zagreb of synergy amongst normally unrelated actors Design Week and many more. Currently Ga- - in this case, game designers and local stu- mechuck numbers around a dozen employees.
15 level 4 presentation of the interactive empathy project at art in games festival in rijeka Goethe-Institut’s Hrvoje Ryznar took part in the first-ever Art in Games festival in Rijeka, participating in a panel titled Games in art or art in games?, together with Interactive Empa- thy workshop participant Matija Vigato and gaming professional Dejan Radić. The panel was moderated by Zeno Žokalj. While dis- cussing the panel’s topic, Ryznar presented the results of the Interactive Empathy project, focusing on the impact it had on the Croatian art scene. Finally, game designer and young scholar Matija Vigato gave an interesting phil- photo author: mirela šavrljuga osophical touch to the event, analyzing the aesthetic notions behind today’s perceptions of video games, which often vary between highbrow disapproval and wide appreciation of games as a form of art.
16 level 5 wrap up of masterclass: the project florian köhne, at the zagreb hans böhme film festival the making of and reboot trüberbrook infogamer november 13th, 2019, hub 385, 14:00 gaming fair Trüberbrook is a sci-fi mystery adventure november 13th - 14th, 2019 game, characteristic for its unique visual zagreb, croatia style. The entire scenery and backdrops were Zagreb Film Festival’s industry program, built from scratch as miniature models and attended by numerous local and regional cre- staged with real-world filmic lighting setups. ative industry professionals, arts students and How do you turn miniature models into levels journalists was a great place to wrap up our for a computer game and make them interac- project by organising German and French ex- tive? In their masterclass, Florian Köhne and pert masterclasses, a panel on artistic video Hans Böhme will show their long journey from games and the presentation of the video games first experiments to the final product. Flori- developed during the project. REBOOT Infog- an Köhne is Head of the Game Development amer is one of the largest European gaming Department at btf, as well as the author and fairs, attended by 100 000 visitors every year. director of Trüberbrook. Hans Böhme is Lead Our workshop games have been presented at Artist at the Game Development Department our partner Gamechuck’s booth. at btf.
17 illustration author: hans böhme illustration author: hans böhme Florian Köhne Hans Böhme ― ― Florian Köhne is a German designer based in Hans Böhme studied Intermedia Design at Berlin. He graduated at the Potsdam University the University of Applied Science in Trier with of Applied Sciences in 2012. In 2013, Florian a focus on film, animation and games. Since started out as a designer and art director at then he has worked on various projects and btf, focusing on music videos, motion graph- in different design disciplines as a freelancer, ics and main titles for TV shows, series and as well as on cooperation projects. He joined films. Working as author and director of the btf during the development of the company’s award-winning adventure game Trüberbrook, second game title, Game Royale 2, and wrote he became head of btf’s newly formed Game his master thesis about Trüberbrook’s work- Development Department in 2016. flows and pipelines for asset production. Hans is now Lead Artist at btf’s Game Development Department.
18 round table: Aleksandar Gavrilović, ceo of the can you make zagreb indie game design studio gamechuck, partner of the interactive an artistic hit empathy project game? masterclass: november 13th, 2019, hub 385, 15:00 emmanuel corno This round table discussion explored the many facets of artistic approaches to video games: narrative design how game designers and artists create games for video games that push the creative limits of the medium; november 14th, the use of interactivity in telling stories players institut français de croatie, 18:00 can empathize with; approaches to educating and empowering young creators to explore the This masterclass discussed the tools that a artistic possibilities of video games, as well as young game designer needs in order to build the ways of creating an environment in which convincing narratives. It tackled the subject creative video games can flourish. The discus- of giving meaning to game mechanics and the sion was moderated by Srđan Laterza, the idea of a video game as a political comment. author of Interactive Empathy project. Emmanuel Corno is a game designer special- ized in storytelling. He teaches narrative de- participants: sign at gaming schools. With his colleagues, he Florian Köhne, btf gmbh, writer and co-founded a studio in order to make Event[0], director of trüberbrook a science-fiction game that has achieved both Hans Böhme, btf gmbh, lead artist, critical and commercial success. trüberbrook Emmanuel Corno, creator of event[0] Workshop games presentation and mentor at the june workshop within Emmanuel Corno’s masterclass was followed the interactive empathy project by a presentation of the games developed Prof. Davor Švaić, vice-dean for within the Interactive Empathy project. The international cooperation at the games There is no Cure and That’s OK and Em- zagreb academy for dramatic arts and pathy Path were presented by their authors coordinator of edu4games, an eu project Alma Trtovac, Matija Vigato and Andrea for the establishment of an m.a. in game Pleša. design at the university in zagreb The general public was able to play the games Vjera Matković, head of the media and during November at the Institut français de audio-visuals office at the croatian Croatie in Zagreb, within its digital rendez- ministry of culture; cultural manager vous programme. and promoter of animation arts
19 prime minister of the government of the republic of croatia andrej plenković and minister of culture of the republic of croatia nina obuljen koržinek visiting the interactive empathy stand at reboot infogamer (november 12th, 2019). photo author: zeno žokalj panelists with moderator srđan laterza at hub 385 (november 13th, 2019) photo author: zff, samir cerić kovačević
20 interactive empathy panel at hub 385, as a part of zagreb film festival’s industry program (november 13th, 2019). photo author: zff, samir cerić kovačević thomas schnabel, cultural attaché at the embassy of france to croatia and deputy director at institut français de croatie introducing emmanuel corno’s masterclass (november 14th, 2019). photo author: zff, samir cerić kovačević
21 emmanuel corno’s masterclass on narrative design in video games at institut français de croatie (november 14th, 2019). photo author: zff, samir cerić kovačević florian köhne, writer and director of trüberbrook, and hans böhme, lead artist of trüberbrook at institut français de croatie (november 14th, 2019). photo author: zff, samir cerić kovačević
22 philosophy student matija vigato presenting her workshop game empathy path at institut français de croatie (november 14th, 2019). photo author: zff, samir cerić kovačević workshop game exhibition at institut français de croatie (november 14th, 2019). photo author: zff, samir cerić kovačević
23 interview florian köhne & hans böhme, zagreb film festival masterclass lecturers Local Inspiration, Universal Themes & the Magic of Interactive Storytelling How did 1960s Germany become the set- culture – we wanted to look at places that we ting of a beautifully crafted sci-fi mystery ourselves are familiar with, places we can tell adventure game? The creators of Trüber- stories about, and tried to turn this familiarity brook, the winner of the 2019 Best German into something exotic, something that might Computer Game Award, reveal how they be appealing for people who haven’t seen this used Joseph Campbells’ monomyth to before. We had a feeling that the German prov- develop the game’s story and how pho- ince can be bizarre and strange enough, espe- togrammetry helped them create spell- cially for someone who didn’t grow up with it. binding levels. Doesn’t it look kind of weird from the outside, through the eyes of an international visitor who What inspired you to take the local in- was just dropped there? spiration from a German small town and This is a recipe we’ve borrowed from, for exam- blend it with sci-fi ideas? ple, the many successful and famous Scandi- ― The initial idea was to tell a story that takes navian TV series, which are often set in a more place far away from well-established settings, local context, but dealing with universal themes to build a world that is somewhat unique, yet like love, friendship and loss. familiar. Instead of an entirely fictional fantasy Most of our team grew up in small rural towns world, or, say, a well-known real world setting across Germany, and Trüberbrook draws a lot like the United States – which can certainly be of inspiration from that. During the game’s helpful since most players from around the creation, we also visited a lot of small towns world can relate to it, given the fact that the in the more remote German mountain areas US has been a dominating factor in popular and Trüberbrook became a fusion of different features one could find there. Of course, this builds on a somewhat clichéd image of Ger- many, which was useful for us to flesh out the idea a bit better. The special time period in the 1960s addition- ally gives an interesting background for a mys- tery story, as there’s the smoldering conflict between two very different post-war German states, the constant dangers of a foreign threat, competing intelligence agencies, the race to copyright: btf studio the moon and so on. Of course, all of this in-
24 tensifies the atmosphere and the feeling of embark on this journey, not even after some- seclusion in that little village. one steals his paper on quantum physics. But Finally, taking all these premises and mix- then paleoanthropologist and daring explor- ing them with a plot which might have come er Greta Lemke, acting as a kind of “call to straight out of a sci-fi movie was also very adventure”, urges Tannhauser to go on a joint tempting for us – and probably not done too quest, also guiding and mentoring him in the often before. We wanted to mix some very dif- first half of his adventure. Tannhauser’s jour- ferent genres, to make the game entertaining ney begins in the “known”, a dusty old German yet exciting, funny and a bit scary as well. You town, but rather quickly he (literally) descends can expect parallel universes and time travel, into the “unknown” to uncover the mystery mad scientists, secret underground laborato- behind (or beneath) Trüberbrook. He returns ries, dinosaurs, aliens and sea monsters, secret to the known world transformed, with newly agents, ghosts, an artificial intelligence, medi- gained knowledge and a new mission to save eval knights, a lot of strange villagers and a cat the world. named Klaus. Also, in the end, Tannhauser of One of the core themes every character in our course needs to save the world. story has to deal with is their relation to the concept of home, especially the feelings of How did you create your main character in rootlessness and homesickness. While Tann- order to make him believable and to make hauser is primarily a stranger in a strange the audience empathize with his quest? land, far away from home, Greta is a some- Did you use movies and TV series for in- what dislocated character, always on the road spiration? and searching for an anchor or something to ― No matter how bizarre and strange the en- hold onto. This heavily applies to the third main vironment and the setting may be, we believe character of our story, Lazarus Taft, who is it is important to have relatable characters. introduced to the narrative as a mysterious In our case, the main character Tannhauser is thief who steals Tannhauser’s paper on quan- kind of a “fish out of water”, allowing players tum physics, but later emerges as Tannhauser’s to see the strangeness of a place otherwise fa- transcendental teacher and deeply attached miliar to us through their own eyes. This helps friend, even as his soulmate and the love of a lot to emphasize all the little details, and his life. some of them would probably go unnoticed by Taft is a trans-dimensional traveler of sorts, someone who is too familiar with the setting who found himself stranded in Trüberbrook they’re in. on his journey through various dimensions and We used a story structure that is based on galaxies. He had to flee, as something really Joseph Campbell’s monomyth. Like in the terrible happened back in his home dimension. hero’s journey, the world of Trüberbrook is His body weakens under the influence of our split into the known and the unknown. Our dimension, and he desperately needs to return protagonist Tannhauser rather unwillingly home. Over the course of the last few years, embarks on an adventure to explore both of Taft has worked meticulously on his journey these worlds. The lighthearted and carefree back, slowly realizing that he sadly lacks the physicist is at first not all too motivated to necessary knowledge in quantum physics.
25 copyright: btf studio copyright: btf studio He is a manifestation of the feeling of being models. First, we stage the different miniature homesick, as he has literally lost connection sets with atmospheric lighting, just like you to his home and is trapped in a most hostile would stage tiny film sets, and photograph environment. His main effort to return back them from an angle that is about the same as home is anchored so deeply in the concept of later seen in the game. Those are our “beauty Trüberbrook, that his homesickness even man- shots” of the scenery and they make up most ifests itself in a physical condition, namely his of what can later be seen in the game. slow dissolution into blue goo while remaining Next we switch to a more neutral light setup in our dimension for too long. with an even light distribution across the whole Being an interdimensional traveler dislocated miniature model, in which no part of it is too from home, Taft is both rooted and rootless in dark or too bright. We then take between 100 many different and distant places. In Trüber- and 300 photos of the set from different po- brook, the longing for such places and the feel- sitions around the model. This second set of ing of homesickness are not to be seen as two images contains the actual photogrammetry contrasting ideas, but are instead close to one images that are used in a specialized software another and could possibly be the same thing. to calculate a digital 3D model. Similarly, Taft’s physical dissolution represents The photogrammetry software compares pix- both the longing for distant stars and the nos- el data across the images, which is why the talgia of homesickness. images should not have too bright or too dark sections – those hold no detailed informa- How did you use handmade scenery and tion and are hard for the software to make a lighting to create the unique atmosphere connection between images. The result of the of the game? photogrammetry process is a highly detailed ― Our photogrammetry workflow is kind of 3D model of the miniature set which is made a delicate technical process. We decided to up of millions of triangles. go for a handmade miniature model look to This amount of detail is fine for renderings in emphasize a fairytale-like, nostalgic feeling in film, but too much for a game engine that has the world of Trüberbrook, but also because we to render an image at least 30 times a second. already had some experience from previous To make the 3D model “game ready”, we have projects with miniature models. to reduce this triangle count down to a few Photogrammetry is an integral but not the sole thousand polygons. part of our workflow to digitize these miniature The following steps are more commonly used
26 in matte painting workflows for films: We proj- Regarding storytelling, of course Life is ect the beauty shots of a miniature set back Strange, already a modern classic, pushed the onto the simplified 3D geometry and capture boundaries by telling a gripping and emotional these projections as a texture for the 3D model. coming-of-age story with some great twists, Now all the details and lighting information thoughtful worldbuilding and lots of believable actually come from the beauty shots and thus characters. Without spoiling too much (be- from the real lighting of the miniature sets. By cause we would like to recommend the game fading between such images or textures we can to everyone), it was probably the first game also simulate the change of lighting scenarios. which made us cry a lot. For example, a beauty shot of a dark room and We would also like to mention Kentucky Route another one with the light switched on can be Zero, which did a really good job in creating a faded back and forth in a way that gives the dense and quite magical atmosphere with very impression of a flickering light — a technique reduced but intriguing dialogue. Firewatch and that is often used in stop motion films, too. Virginia mastered this, too, both in terms of These finished 3D models are later combined worldbuilding and storytelling on a somewhat with characters and assets in the game engine. minimalistic, but really gripping and intense The characters are made in a bit more con- level. ventional computer game pipeline. They move Papers, Please, however, goes about a com- through the sets interactively and have to be pletely different way than all of the abovemen- able to react to different lighting situations — tioned games to tell its story. In Papers, Please for example standing in the shadow of another the simple mechanics merge into the world- object, standing on one side of a light source, building and narrative both seamlessly and standing on the other side and so on. So we subtly. For us, this shows the rich potential of recreate the lighting set up from the real sets the medium that lies in interactive storytelling. again with digital lights in the engine and try to match the look of the characters as close to the miniatures as possible. This set up of digital light also allows us to let the characters cast shadows into the scenery in real-time. Which recent video games you think push the boundaries of the medium? ― In terms of worldbuilding, of course block- busters like Red Dead Redemption 2 recent- ly set the bar very high, allowing players to immerse into a detailed and believable world teeming with life, with hundreds of well-script- ed random encounters, where you can be absorbed by just roaming free through that massive world.
27 words from our partners photo: vjera matković photo: mirko sužnjević Vjera Matković Mirko Sužnjević head of media and audiovisuals’ assistant professor, faculty of office, ministry of culture of the electrical engineering and republic of croatia computing, university of zagreb Video games have been awarded their due While I work in a formal education institution, status under the 2018 Audiovisual Activities I strongly believe that informal education is Act, whereby the prerequisites have been essential for the complete education of our created for supporting one of the most pro- students as well as the broader public. The pulsive segments of the audiovisual industry Interactive Empathy project brought forth which has a growing creative and economic educational content in the area of game de- importance. The Croatian video game indus- sign and development, which is particularly try has recently recorded a 50 percent growth important because there are still no publicly in income and employment. It is extreme- funded educational programs in this area in ly important to encourage study programs Croatia (although the situation is changing to develop quality content with artistic and for the better). It is also very valuable for the educational significance, in order to empha- participants to get the knowledge and different size and utilize the positive influence of video perspective from the lecturers from both Cro- games on the contemporary digital society atia and abroad. Projects like this encourage as a whole. more young people to enter the ever-chang-
28 ing game industry, which benefits the industry Thanks to partnerships with the Goethe-Insti- struggling all around the world with a lack of tut Kroatien (2018) and the Institut français de skilled workforce. The project also benefits the Croatie (2017), we have provided our workshop students, especially in the arts, by providing participants the opportunity to learn from the them with an opportunity to express them- most renowned foreign experts in the gaming selves and work towards an income signifi- industry. It is therefore our great pleasure that cantly higher than Croatian average, even for all the above partnered with us for the organi- entry-level jobs. zation of the Interactive Empathy project and we’re happy that this year’s workshop, which was held as part of Animafest, was one of the main activities in this worthwhile project, which contributes to raising awareness about the importance of civic engagement and mu- tual understanding through the development of interactive content. photo: matea milić Matea Milić producer at world festival of animated film - animafest zagreb The World Festival of Animated Film - Animaf- est Zagreb has since 2013 been organizing a yearly video game workshop as part of its An- imafest PRO programme, thereby providing a platform for connecting programmers, an- imators and illustrators, as well as a tool for them to familiarize themselves with the con- nections between animation and computing. The workshop has from its very beginning been the result of cooperation between the festival, the Faculty of Electrical Engineering and Com- puting and the Academy of Fine Arts and its goal was to encourage creativity and competi- tiveness amongst young artists and IT experts.
interactive empathy ― citizenship & storytelling in video games exploring the artistic and ethical potential of video games a franco-german cultural project held in croatia during 2019 project creator & curator Srđan Laterza goethe-institut kroatien team Matthias Müller-Wieferig, Marta Klepo, Hrvoje Ryznar, Jasmina Vukas institut français de croatie team Guillaume Colin, Thomas Schnabel, Marion Renault project partners Ministry of Culture of the Republic of Croatia World Festival of Animated Film - Animafest Zagreb Faculty of Electrical Engineering and Computing University of Zagreb Gamechuck REBOOT Develop Blue Art in Games festival Faculty of Humanities and Social Sciences, University of Osijek Department of French and Francophone Studies, University of Zadar Zagreb Film Festival impressum catalogue editors Srđan Laterza, Thomas Schnabel, Hrvoje Ryznar design Kuna Zlatica
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