Month: December 2025

Artwork #4: Accountability

The game can be found here: https://giacomo-mantovanelli.itch.io/accountability

Password: accountability

Originally I wanted to make a game that emulates the experience of holding yourself too accountable, where you set up expectations that are impossibly difficult to meet and punish yourself for failing to meet them. I think most people have had moments where they are beating themselves up over something that in a year they won’t even remember and doing this constantly conditions you to be disappointing in yourself regardless of how you are actually doing. This of course actually limits how you perform rather than makes you perform better as is proven from personal experience but also countless research into differing outcomes of punishment based conditioning vs reward based conditioning. This is also quite personal to me because my brother had a rough couple semesters in university and got academically dismissed. When he talked to his advisor it was apparently pretty standard to simply petition your dismissal and they will let you back in on probation. But the punishment of dismissal stuck around and every time he would go in to take an exam all he could think about was how failing meant he was risking getting kicked out and therefore couldn’t do well on exams that he could get A’s on not in exam conditions.

So, I was planning on making a typing simulator where when you mess up you shock yourself with a shock collar. This was pretty quickly (understandably so) shot down to keep the classroom safe. I still sort of wanted to bring in a shock collar but for the first play test I settled with making the players pinch themselves.

The first play test was a simple typing test from https://monkeytype.com/ and when the players made a mistake I would tell them to stop the game and pinch themselves. This worked fine and the feedback I got was that yes they felt that they couldn’t perform as well because I was sitting there holding them ‘accountable’ for their mistakes. However, on the last person that I was play testing with I had gotten extremely tired of repeating “please pinch yourself” every time they messed up and eventually just stopped saying it. But, the player kept pinching themselves. Every miss click they would stop the game and pinch themselves without me saying a word before continuing.

I became really interested with this aspect of my game (and totally lost interest in having players shock themselves) and wanted to make it part of the core experience. I felt it better reflected what I was getting at, not only are you performing worse by continuously punishing yourself but you condition yourself to punish yourself, exactly what I wanted to base my game on.

From here I built the actual game. It was a simple type test but every time you mess up a window pops up with a command which is your punishment. The player can at any point choose to click leave game upon which they are asked if they are satisfied with themselves. If they answer yes the game closes and you are done. If they answer no the game restarts. Once they have done their punishment they click a button acknowledging they have done it and then the continue button stops being greyed out and the can click continue. It is very important to note that they can always click continue regardless of if they have done the punishment and/or clicked the acknowledgment button. This was intentional to emphasize that you can just keep striving to to better without punishing yourself for making mistakes.

After reading the Works of Game book by John Sharp I was inspired and saw parallels between my game and both the games made by Brenda Romero and Gravitation by Jason Rohrer. Romero’s games are built around exploring complicity through games and although her games touch on much more serious and grave tragedies I believe my game explored self-complicity. Will you just allow yourself to continue on the path of punishment or not? I think the way that Romero’s games aren’t necessarily immediately obvious what the message they are trying to send is but rather through game play you experience the message was a big inspiration to how similarly on the cover my game looks like a simple typing test but as you play and mess up you are exposed to what I am trying to get across. Gravitation was also an inspiration for my game because it really explores the relationship between competing priorities as a game mechanic which is what I am also trying to do. To what extent are you willing to sacrifice one for the other? Gravitation also doesn’t explicitly tell you that chasing your creative urges is bad but rather shows you the consequences and lets you decide through it’s mechanics. Similarly, I am not trying to stop people from being upset they didn’t perform how they wanted to but rather trying to show the consequences of what happens if you don’t manage to balance it properly.

Finally here is a video of one of the play testers touching their nose even though the screen is simply blank as proof that yes it did actually condition players to perform the punishment (touching their nose):

Accountability Media

And some images from play tests:

Artwork #4: Interpreter Training Program

Play on itch.io

Overview

Interpreter Training Program is a short experience in which you play as an interpreter trainee, completing deterministic tasks involving a set of unfamiliar symbols. The game takes place through a diegetic interface, the player’s workspace, consisting of a CRT console, a custom keyboard, a training manual, and a display panel. The player is introduced to the environment and completes tasks that treat arbitrary sequences of symbols as words and grammatical components but hold no real semantic grounding. The space is mechanical, utilitarian, and ultimately meaningless. By the end, the player completes the training and begins receiving tasks that require interpretation and meaning, only to realize the absurdity and cyclical nature of the system. The machine then takes over control to answer and generate meaning for you, leading to the collapse of the system.

This piece draws on several thought experiments and fiction, including the Chinese Room, the Infinite Monkey Theorem, Newspeak in 1984, and Papers, Please. The Chinese Room is a thought experiment in which a person who does not speak Chinese is put into a room with a manual. By following the instructions in the manual, the person can construct a believable response in Chinese despite not understanding anything. A Chinese speaker outside the room can have a valid conversation with the person inside and will not notice that they cannot speak Chinese. This raises the question of understanding without comprehension, which is exactly what I wanted to create through the symbols: words, grammar, parts of speech, and devices such as particles. The system presents sequences with real, convincing grammatical and linguistic rules and trains the player through tasks that resemble a gamified language-learning app. The player learns to understand the system, yet there is no comprehension. In the ending sequence, the machine begins to answer the questions for the player. Not the deterministic, lookup-table-like tasks, but questions about the player, personal, and intimate even. This creates the irony that the player is completing deterministic tasks a machine can easily accomplish, while the machine becomes the one that generates meaning and expresses “itself”.

This is what we see today with the development of generative AI tools. In my Artwork #3: Cogito, ergo sum, I embodied an LLM by speaking only what the AI tells me to. LLMs do not understand the meaning of the text they receive or generate. They “speak” and “think” by guessing the most probable next token based on the training data. They do this so well that the text becomes convincing, just as the responses generated by the operator inside the Chinese room. In this game, the player essentially becomes the machine, performing operations by following deterministic instructions without understanding any of the words they generate. I observed that when players are abruptly asked to “interpret” – for example, by describing the characteristics of a chair – they inadvertently return to the menu and look for adjectives or sequences of symbols that resemble a chair. When asked to enter their favorite color, they often recall their response to “the color of the sky” that was supposedly “correct”. The truth is, these questions were never evaluated by the program. Pass/fail is only determined by a pseudo-random number generator, which, ironically, is also deterministic by nature.

Throughout the experience, the player does not make meaningful decisions. They are guided throughout the training, and the system does not care who they are or what they do. Unlike Papers, Please, where you have only a limited time each day and have to earn money for your family, the system never rushes you (except in the Memorize task). You can always quit and resume later, and you can be away for a long time, and the system will still be there, waiting for your action. The environment is neither hostile nor welcoming – only indifferent. Obedience isn’t forced, but voluntary. To amplify this, I designed a “maintenance break” around halfway through the experience: a full minute of nothing but waiting. I found it interesting that most players would just sit there and stare at the progress bar, like an idling machine waiting for the next instruction. Perhaps it is because the maintenance reflects a sense of meaning, showing that their actions in this arbitrary system have an impact.

Iterations & Documentation

The first iteration focused on solving logical puzzles that are closer to the Chinese Room. The tasks involve either processing the sequence to generate output or categorizing it according to rules. While this aligns more with mechanical and procedural gameplay, it distracts the player from the central message: those who are not used to solving logical puzzles find it confusing and intimidating, while others become too focused on the challenge and enjoyment to understand the experience. The interface design was also confusing to use, though I personally liked the 3D low-res style.

To address the issues, I decided to go with 2D, which allows better organization of the components and improved readability. I simplified the tasks, which is when I realized I could draw inspiration from language-learning apps, which helped shape the final set of tasks: Translate, Parts of Speech, Fill in the Blank, and Memorize. Through the playtest, I noticed that the new interface is very intuitive for the players to pick up without any explanation. The tasks are much less “fun”; however, they align better with the theme and do not distract the players. I would say the interface design has been one of the most challenging parts of this project, especially with the relatively minimalist style. For example, one piece of feedback I received was that players often do not notice when their task has changed, and sometimes they only read part of the console messages, missing crucial details. I ensured that each task had a unique appearance so they were easily recognizable, but the most effective modification was adding a one-second transition when the screen changed.

Artwork 4

Video Link:https://drive.google.com/file/d/1LVirmEA20oA_FFlJZ0E6KlsPvqrObjkR/view?usp=sharing

Gameplay Steps

  1. The player randomly draws a task card.
  2. The player has only 60 seconds to complete the task on the card.
  3. The NPC chooses a patrol route within the space. After the game begins, the NPC may only walk along this route. The NPC may turn around but cannot turn their head independently.
  4. When the NPC is facing the player, the player must immediately stop moving and freeze for 10 seconds, while the NPC continues their movement.
  5. After the freeze ends, the player may continue performing the task until the 60-second limit is reached.
  6. If the player completes the task within the time limit, they win the game.

Task List

  • Count the number of objects around you that come in three different colors.
  • Find the number “5, 6” somewhere and take a photo of it.
  • Perform 5 simple actions and record a 10-second video.
  • Find a sign or notice board and read a paragraph from it out loud (record audio).
  • Find a spot where you can see the sky and take a photo.
  • Face an object, say something encouraging to yourself, and record a video.
  • Take three photos: one of a circle, one of a square, and one of a triangle.
  • Make a “victory pose” and take a picture of yourself.

Summary

Initially, I wanted to create a multi-level video game with progressively increasing difficulty, but after trying it out, I found that the development workload far exceeded my expectations, so I had to abandon that idea and instead try interactive gameplay based on the real world. However, during testing, I found that it was difficult for players to maintain a sense of immersion. To solve this problem, I drew inspiration from horror movies, where killers are often accompanied by oppressive background music, slowly approaching the protagonist, whose movements become distorted due to tension. I wanted to translate this tension into the experience, so I added a series of restrictions to the game: such as strict mission completion time limits, and having NPCs play music through another device while patrolling, so that players not only visually pay attention to the NPCs’ movements but also feel the oppressive atmosphere aurally. Through this combination of methods, I hope players can more realistically experience the psychological pressure and behavioral constraints brought about by social anxiety.

Artist Statement

This project is inspired by the experiences of social anxiety, where even simple daily tasks can become emotionally overwhelming under the gaze of others. In the game, the task cards symbolize routine actions, while the NPC’s fixed patrol and sudden attention represent the intrusive presence that socially anxious individuals often fear. The forced freeze mechanic mimics the instinct to hide or minimize one’s presence when feeling observed, interrupting the player’s progress just as anxiety interrupts real-life functioning. By placing ordinary tasks under time pressure and the threat of being “seen,” the game transforms mundane actions into moments of tension, illustrating how much effort is required simply to move through public space when one’s instinct is to withdraw. Ultimately, the work aims to evoke empathy for the invisible labor behind social anxiety and to give players a brief encounter with the vulnerability embedded in these everyday struggles.

Artwork #4: Experience – Zongwei

Idea:
To show the difficulty of globalization and diversity. I was inspired by a failed international diversity program, and realized that diversity is not that easy to achieve and positive as some people thought. Thus I wanna create an artwork that can show the difficult barrier stay between different group, and thus show how hard it is to be diverse.

Pitch:
There’ll be some players who speak a second language other than english.
An English text will be given by the GM.
-Each player will change 2-4 words in the text, word-to-word, without any considerations on the context, and pass it to the next player.
-After every player does a translation, the GM will translate the whole text word-by-word back to English, using Google translator.

How to score:
-Almost no change of original meaning – change tense, synonym – 1 point
-Different meaning – 2 point
However, all the words that are being replaced have to be the actual translation of original English text, the key is to try to confuse Google Translate to change the meaning when it was translated back to English word-by-word.

 

Playtest #1:

Original text:Founded in 1898, we’re renowned for our experiential learning model, high-impact research, deep partnerships, and worldwide reach. From day one, we’ve pursued innovative ways of teaching and research that place a premium on experience and engagement with the world.

Iteration 1: Founded in 1898, we are renowned for our experiential learning, high-impact research, hondo partnerships and global reach. Since our centenary, we have buscado innovative formas of 알려주 and research that lugar experience and engagement with the world 거기 the forefront.

Iteration 2: Founded in 1898, we’re renowned for our experiential learning __ , high-impact research, hondo partnerships and global reach. Since our centenary, we have sought innovative forms of let me know and research that place        experience and engagement with the world there the forefront.

Playtest #2:

Original text:Founded in 1898, we’re renowned for our experiential learning model, high-impact research, deep partnerships, and worldwide reach. From day one, we’ve pursued innovative ways of teaching and research that place a premium on experience and engagement with the world.

Iteration 1:Founded 在 1898, nous réputés Per nostro modèle d’apprentissage 经 验, nos ricerca fort impact, 私たち partenariats profondo そして世界的な広がり. Fin dal primo 天, nous have adopté innovación 方法 d’enseignement 和 buscar quién sur l’expérience and l’impegno con il world.

Iteration 2: Founded exist 1898, we__renowned per our model learning through test, us research fort impact, We partnerships deep and global reach. End from the first sky, we have adopted innovation method       teaching and look for who on the experience and the commitment with the world.

The first playtest didn’t went exactly as I thought it would be, due to the lack of time. Therefore in the second playtest, I decided to just abandon the scoring system, and just let the player change as much words as they want.

Artwork #4 – Girlhood

Pause! I highly recommend playing through the game before reading the following post.
Find the link here: https://lysst.itch.io/girlhood
Password: trust

“Girlhood” is a primarily text-based story game about navigating online friendships as a young girl. The game starts out innocent, with the player chatting about various video games with their friend “AngelGirl14”. They have access to two applications – messaging and images – but the photo albums are locked until later in the game. For awhile, the conversation stays innocent – discussing “Dress to Impress”, “Minecraft”, and the woes of preteen life. However, as the conversation shifts to crushes and boys, the player finds themselves pressuring Angel into sending them an explicit photo she took of herself as “inspiration” for their own photo. At this point, the player’s dialogue choices become fewer – their only option is to move forward, or quit. Once Angel sends her photo, the player reveals that they are in fact an adult man by sending her an explicit photo of his penis. She is naturally horrified, and once she recovers from her disbelief, instantly wants to tell an authority figure. However, the player must watch as they try to threaten, manipulate, and blackmail her into silence. Fortunately, she reports and blocks the player character anyway – forcing them to hastily try and delete all of the child pornography on their computer. Ultimately, the endgame is timed so that the player cannot possibly delete all of the explicit content in time, and it is implied that they are apprehended by the police.

When I made the choice to make a game about such a heavy topic, I knew that there would be challenges. Having experienced a form of online grooming in my own childhood, I was both uniquely equipped and incredibly daunted to make this game. In the early stages of development, I found it difficult to get started knowing I would have to recall my own experiences to write realistic dialogue. However, once I started writing, it was easy to get into the flow of it – I even found it therapeutic at times to process the emotions that I hadn’t unpacked. Stepping into the shoes of the attacker made it easier to internalize that it is never the victims fault, and writing Angel’s response let me act out what I wish I had done, and what I wish all young girls would do in this scenario. Growing up in Catholic school, we were taught that we were just as evil as the attacker if we ever sent explicit pictures of ourselves to anybody. They told us that we would go to jail for distributing child pornography, even if it was of ourselves. This fostered a fear in us that if we had made a mistake, it was already too late to recover. It left us vulnerable to blackmail and manipulation from attackers who knew that we were too scared to come forward. It was important to me that players left this game knowing that Angel made the right choice by reporting the incident, so they could teach their future children to make the same choice if they ever made a mistake like her.

Another unexpected challenge I faced was playtesting. After making such a personal game, I found that when it was time to test, I was nervous to bare my soul to anyone but my closest friends and other people who may share the same experience. However, I believe that it is incredibly important for everyone to play this game. I think the difficulty arose from the specific relationship between me and my classmates – most of them are just acquaintances, yet they all know that this is a lived experience. I would have no problem with them playing the game on their own, but I found the thought of sitting in front of them and watching them play it unbearable. Thus, I selected the classmates I am closest with to playtest while in class, and tested outside of class with my close friends. I asked the following questions before and after playtests to gauge their response, so that they could be alone with the content while they were playing.
Before:
1. What do you know about the game and it’s contents before playing?

After:
2. What were your primary emotions during gameplay
3. Have you had a similar experience? If so, was the gameplay overly upsetting or triggering?
4. Were you able to delete all of the content at the end of the game? Did you discover and open the photo albums?

I was incredibly grateful to have the book discussion timed with this assignment, because it allowed me to draw inspiration from numerous sources and turn my idea into a fully-fledged game. For the core concept of the player being the villain, I drew inspiration from multiple sources. First, from Brenda Romero’s “Mechanic is the Message” series, featuring works like “Train” and “Síochán leat” which give players a role in enacting human-wrought atrocities. Second, from the “Jumpman” level of Braid. Both of these works hide from the player that they are the villain until they’ve already completed the terrible acts, which I emulated in my work. Additionally “Jumpman” features a mechanic in which the player can attempt unsuccessfully to “undo” what they’ve done. This inspired me to add the endgame state where the player attempts to clear their desktop of explicit material – it doesn’t undo the harm they’ve caused, but they can try to prevent the consequences. At that point, they instinctively become a willing participant in covering up the crime – they could choose to let the police catch them, but the urge to follow directions and the panic caused by an encroaching deadline urges them forward. The endgame was also inspired by Orhan Kipcak and Reini Urban’s “Ars Doom”, the first work of game art. This artwork features a digital gallery in which the players can critique the work by shooting, painting, and flipping the paintings. I wanted to emulate this “gallery” experience with the photo album feature, which forces the player to face the scope of the crimes committed by their character. Finally, I wanted to grant the player some catharsis as they come back to reality – after witnessing a horrific act that goes unpunished every day, they can rest a little easier knowing that the criminal was caught this time.

Angelgirl14’s profile picture

Klik’s Interface, inspired by the SMS app “Kik” where internet predators were common.

The Images app, which features multiple albums titled with girls’ names

Utopia

Utopia is a collection of people’s ideal infrastructure in one city.
Gameplay: Draw one piece of infrastructure that you would want in your ideal city. Then, I turn the drawings into a 3D model and create a city with everybody’s ideal building.
Playtest: My first playtest was deciding what I would like my drawing prompt to be. I initially was going to ask people to draw any building, but quickly changed it to one they would love to have in their ideal city. This allowed for a more personal aspect. While collecting drawings from people, it was interesting to see how different each person’s idea of a perfect city was. I got drawings ranging from a community centre to a vineyard. I believe my project was inspired by several factors. Mercer Lab’s Drawing Zoo, where one can draw an animal, and it is digitised to be part of a virtual zoo on display. This piece stems from my general love of architecture, but I was also inspired by Cut Piece, how the result of Yoko Ono’s appearance was a result of multiple people’s decisions.

3D model of beer shack

Drawing of liquor shacks on the beach

 

 

The Typewriter Game

Creating this game was not just a design project. It was an artistic process in itself. Before I could even think about rules or characters, I had to learn how to find a typewriter. Most typewriters today cost around two hundred dollars, which immediately surprised me. Eventually I turned to eBay. It was my first time using the bidding system, and the whole experience felt thrilling. Placing bids, waiting, trusting that the thing I purchased would actually arrive created its own kind of suspense. When the typewriter finally came, it felt like receiving a relic from another era.

Learning how to use it was another journey. My generation does not grow up with typewriters, so nothing about it was intuitive. With help from classmates and my professor, I started to understand how it worked and how different its mechanics were from the keyboard I use every day. It was fascinating to use technology from before my time, something mechanical, loud, and permanent. Watching others in the class explore it as well made the experience feel shared and almost theatrical.

The Typewriter Game begins with an even number of players. Each person selects a character card with a dramatic personality attached to it. The Flecker Sisters, the British businessman, the country farmer, the French designer, the writer, the therapist, and the mysterious stranger all bring their own motives, secrets, and behaviors into the story. A prompt card introduces a shared problem such as rising crop prices, a missing item, a rumor spreading through town, or any other dramatic misunderstanding. Players decide how their character connects to the issue and how they relate to everyone else at the table.

When the writing begins, players take turns typing in character. Writing on a typewriter forces a slower and more deliberate pace. Because you cannot backspace or rearrange sentences easily, every word becomes a commitment. The messages start to feel raw and emotional simply because there is no easy way to erase the mistakes or rethink the tone halfway through. You have to deal with whatever comes out.

While one person types, everyone else stays in character. They talk, react, whisper, mutter, or act out their personalities around the person at the machine. These unscripted side moments help create pressure and inspiration for whoever is currently typing. The typewriter becomes the center of the scene. It becomes a physical object that the drama gathers around, and the sound of the keys almost encourages the story to grow.

After every player has contributed, the typed pages are placed in an envelope. The envelope is handed to someone outside the group who does not know the situation. Their task is to read the messages and try to explain what they think the conflict was, who they believe started it, and how they imagine it escalated. The results usually reveal how dramatic or silly the entire situation became. The players never expect that their writing will be interpreted by an outsider, which makes their messages feel even more honest.

This game design connects directly to the reading from Sharp, Works of Game. Sharp explains that a typewriter changes the writing process because of what it allows and what it does not allow. Digital writing invites endless revision. You can delete whole paragraphs, move sentences around, undo mistakes instantly, and produce something polished on the spot. A typewriter does not offer those freedoms. It forces a linear writing path. Mistakes cannot vanish. They remain on the page unless you go through the trouble of overtyping or using correction tape. Because of that, writers think ahead before committing anything to paper.

Sharp’s point is that the medium shapes the experience. The affordances of the tool guide the behavior of the writer. In the context of the Typewriter Game, this becomes part of the gameplay. The limitations of the typewriter influence how players write as their characters, how they plan their messages, and even how the drama develops. The physical nature of the machine creates a form of storytelling that digital tools cannot replicate. The game works not in spite of the typewriter’s restrictions but because of them. The pressure, the permanence, the sound, and the inability to revise shape the emotional tone of the writing in a way that becomes essential to the experience.

Overall it was a fun experience just to observe. Even watching people interact with the typewriter and fall into their characters felt interesting on its own. When the game ended, the players told me they had a fun time playing as well. Hearing that made the whole process feel worth it, from finding the typewriter to learning how to use it to watching the story unfold.

Documentation process: https://docs.google.com/presentation/d/1PPBYz09A9Zs_oZ-6Z-ntZiOlDotIUyHuNRSCbENbjC8/edit?usp=sharing