{"id":12654,"date":"2018-02-09T21:30:00","date_gmt":"2018-02-09T21:30:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/314282"},"modified":"2018-02-09T21:30:00","modified_gmt":"2018-02-09T21:30:00","slug":"alt-ctrl-gdc-showcase-unicornelia","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/09\/alt-ctrl-gdc-showcase-unicornelia\/","title":{"rendered":"Alt.Ctrl.GDC Showcase: Unicornelia"},"content":{"rendered":"<p><em><strong>The 2018\u00a0Game Developer&#8217;s Conference\u00a0will feature an exhibition called\u00a0<a href=\"http:\/\/www.gdconf.com\/events\/altctrlgdc.html\">Alt.Ctrl.GDC<\/a>\u00a0dedicated to\u00a0games that use alternative control schemes and interactions. Gamasutra will be talking to the developers of each of the games that have been selected for the showcase. You can <a href=\"https:\/\/www.gamasutra.com\/altctrlgdc2018\">find all of the interviews\u00a0here<\/a>.<\/strong><\/em><\/p>\n<p><em>Unicornelia\u00a0<\/em>teaches some fun, yet important lessons about mental health by having players wear a tent-sized unicorn outfit and work through aspects of their social\/work life. Players must tap at big, fluffy pillow buttons on the inside of their unicorn body to minimize the size of some of the bad on-screen tasks while making sure to hit the important ones with their glowing horn. By choosing the right things, they can work to balance their social and work life, but the process can get a bit frantic.<\/p>\n<p>This difficult balancing act was born of the real life stresses of Courtney Snavely and the team who worked on <em>Unicornelia<\/em>. Their silly take on it, playable at the Alt.Ctrl.GDC exhibit, may make many laugh, but through that laughter break down some barriers to talking about the mental health challenges that come from trying to keep up work and social lives when people are beyond busy.\u00a0<\/p>\n<h2><strong>What\u2019s your name, and what was your role on this project?<\/strong><\/h2>\n<p>I&#8217;m Courtney Snavely, game designer and developer. There was also\u00a0Jane Mitchell, game designer and hardware developer,\u00a0Dylan Negri, game designer and construction, and\u00a0Vivan Lee, fabricator.\u00a0<\/p>\n<p><img decoding=\"async\" alt=\"\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/02\/alt-ctrl-gdc-showcase-unicornelia.jpg\" \/><\/p>\n<h2><strong>How do you describe your innovative controller to someone who\u2019s completely unfamiliar with it?<\/strong><\/h2>\n<p>We usually have to preface it with, \u201cthis is going to sound very weird.\u201d Go into this giant unicorn body, and strap this horn on your head. Imagine you are a unicorn, a sparkle statistician. You\u2019re having a hard time maintaining your internal turmoil with your external responsibilities. Use your horn to complete the tasks on the screen, and squeeze those squishy things to control your emotions.<\/p>\n<h2><strong>What&#8217;s your background in making games?<\/strong><\/h2>\n<p>We all have a more non-traditional background in making games. The team met in the MFA Design &amp; Technology program at Parsons. I think we would all describe ourselves more as creative technologists who enjoy creating unique interactions for people in the form of large-scale physical games.\u00a0<\/p>\n<h2><strong>What development tools did you use to build\u00a0<em>Unicornelia<\/em>?<\/strong><\/h2>\n<p>We are working with some bluetooth micro controllers, motion sensors, and serial communication with Processing.\u00a0<\/p>\n<h2><strong>What physical materials did you use to make it?<\/strong><\/h2>\n<p>The structure of the unicorn body is actually a tent used for the beach. We covered it in a felt fabric and lined the inside with a plush material. The internal \u2018feels\u2019 are also plush felt with conductive fabric. The monitor is surrounded by a structure embedded with motion sensors to detect when the horn is inserted.\u00a0<\/p>\n<p><img decoding=\"async\" alt=\"\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/02\/alt-ctrl-gdc-showcase-unicornelia-1.jpg\" \/><\/p>\n<h2><strong>How much time have you spent working on the game?<\/strong><\/h2>\n<p>Certainly not enough time. We will be investing upwards of 60-70 hours to prepare for alt.ctrl.\u00a0<\/p>\n<h2><strong>How did you come up with the concept?<\/strong><\/h2>\n<p>During the fall, we were all having a bit of a hard time maintaining our emotional instabilities while also keeping up with daily obligations and responsibilities. Instead of dwelling on this, we decided to funnel our energy into something fun and bright.\u00a0For us, a unicorn was the epitome of the most colorful, silly, fun character we could create.\u00a0<\/p>\n<h2><strong>What drew you to explore internal and external pressures through a silly unicorn costume? How does that alter the player&#8217;s interpretation of the (technically) serious subject matter?<\/strong><\/h2>\n<p>I think discussing mental health, or\u00a0handling your internal and external pressures, can often become heavy and intimidating. We wanted to create something that forces people to have fun with it. Our hope is by creating through our own struggles, we are able to make players feel more comfortable discussing their own issues. We also wanted to reward players for completing small tasks. Some days you only have the energy to cook lunch, or do laundry because of your internal emotions; these small steps should still be celebrated and rewarded.\u00a0<\/p>\n<p><img decoding=\"async\" alt=\"\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/02\/alt-ctrl-gdc-showcase-unicornelia-2.jpg\" \/><\/p>\n<h2><strong>What challenges did you face in creating a full wearable outfit as a controller? In turning the subject\u00a0matter into this fun, lighthearted controller?<\/strong><\/h2>\n<p>The biggest struggle was:\u00a0how do we get players to feel like they are a unicorn? We started with something smaller but then after testing realized we needed the full outfit to make players feel the full embodiment of <em>Unicornelia<\/em>.\u00a0<\/p>\n<h2><strong>Why add bad tasks to trip players up? What do you feel that added to\u00a0<em>Unicornelia<\/em>?<\/strong><\/h2>\n<p>A lot of tasks throughout our daily lives don\u2019t exist in a black or white area. We added these \u2018bad\u2019 or \u2018grey\u2019 tasks to make players logically think through how they are handling their external pressures. Listening to your internal emotions is important, but being successful (in the game) means also listening to external logic. Sometimes the tasks that we choose to ignore can actually be beneficial to our emotional and mental health.\u00a0<\/p>\n<h2><strong>How do you think standard interfaces and controllers will change over the next five or ten years?<\/strong><\/h2>\n<p>There will always be standard interfaces and gaming controllers, i.e. for Xbox and PlayStation. However, when you look where experimentation with newer technology is happening, at companies like Nintendo or the indie game community,\u00a0\u00a0I think we\u2019ll see more controllers that will allow a more harmonious experience when it comes to gestures by the user and feedback from the game. Players still want something unique and tangible that doesn\u2019t quite exist in the purely digital space.\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The 2018\u00a0Game Developer&#8217;s Conference\u00a0will feature an exhibition called\u00a0Alt.Ctrl.GDC\u00a0dedicated to\u00a0games that use alternative control schemes and interactions. Gamasutra will be talking to the developers of each of the games that have been selected for the showcase. You can find all of the interviews\u00a0here. Unicornelia\u00a0teaches some fun, yet important lessons about mental health by having players wear [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":12655,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-12654","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/12654","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=12654"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/12654\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/12655"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=12654"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=12654"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=12654"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}