Phantomatica

Home of Ian McCamant, writer and game designer.

Author: Ian McCamant (page 2 of 2)

Found Footage: The Potential for Epistolary Narrative in Games

How do you present a living, breathing universe? ThAll Postsis question confronts all sorts of storytellers to some extent, but perhaps never so immediately as in the realm of games. Indeed, any narrative-driven game has to bestow upon the player the feeling of participating in a world, an organic space with an existence of its […]

Dossier – ISHTAR

============================================================================ Velu 22, GSY 1816 To: Lt. D.F.W. Kim’Vel From: Mgt. Wolfe H. Zorran, CHR RE: GRATA Follow-­up ============================================================================ Lieutenant Kim’Vel: I’m sure you’re already well aware of the excitement surrounding the detection by the GRATA team of a signal originating in the Andromeda collision fields this weekend. Already I’m up to my ears in […]

The Big Machine: The Anti-Modernism of A Machine for Pigs

There’s an argument to be made that Amnesia: A Machine For Pigs is so heavy handed in its critique of industrialism that it requires no examination or analysis. Such a claim goes hand in hand with the conventional cynicism whereby man’s inhumanity to man is an anthropological axiom. Greed, and its derivative violence and exploitation […]

Why Games?

The debate over whether or not video games constitute an art form has picked up speed in recent years, carried along by the surge of indie development and the experimentation it’s brought with it. Thanks to community oriented distribution platforms like Steam, GOG, and Desura, along with the increasing accessibility of engines like Unreal and […]

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