700-WORD CONCEPT STATEMENT
How does collaboration create communities in art and design? What challenges do collaborative approaches face and what are some of the solutions?
As our world becomes more increasingly networked, collaborations have become countless in possibilities and the formation of communities could not be more complex.
My artwork, DO YOU HAVE WHAT IT TAKES TO COLLABORATE? (2018) is a continuation of my Assessment 1 poster, 5 Communities. Find them. (2018) in the sense of extending and transforming my game-poster into an actual online platform game.
In reference to Assessment 1, I explored the topic of âCollaboration and Communityâ and concentrated more on the âHow does collaboration create communities in art and design?â aspect of the research topic. However, for this Assessment 2, I wanted to take the approach of addressing all features of the topic, but through a fun, humourous and stimulating way.Â
As mentioned, my artwork takes the form of an online platform game that invites viewers to play the game in order to determine whether or not they possess the capabilities to successfully collaborate. Communities are created based on commonalities, in this case, of those who are deemed collaboration-worthy; those who are deemed collaboration-unworthy; and shared responses - whether positive or negative - regarding the experience of the game.Â
In terms of inspiration, I was influenced by Agatha Gothe-Snapeâs Every Artist Remembered (2009), Feng Mengboâs Long March: Restart (2008) and Grayson Earleâs Ai Wei Whoops! (2014). Specifically, through the concepts of incorporating the audience as âcollaboratorsâ in my work in that they provide value through playing the game, interacting with the content and reacting to the experience. In addition, using a game as a universal medium that is interactive and effective in communicating my ideas to the audience.Â
In playing the game, responders are confronted and intrigued by the âDO YOU HAVE WHAT IT TAKES TO COLLABORATE? CLICK HERE TO PLAYâ start screen. Players who succeed the game are navigated to âCONGRATULATIONS! YOU HAVE WHAT IT TAKES TO COLLABORATEâ, and players who do not are directed to âSORRY! YOU DO NOT HAVE WHAT IT TAKES TO COLLABORATEâ.Â
My game is a metaphor for collaborations whereby each level is a depiction of a collaborating situation. Entering the game, players - the âcollaboratorsâ - are confronted with the obstacles of an âenemyâ and sharp spikes that are symbolic of âchallengesâ one may face when collaborating. Referring back to my survey research from Assessment 1, these âchallengesâ could encompass âConflicting ideasâ; âDifferent working styles; âLazy membersâ or a âStubborn team memberâ. The process of overcoming these âchallengesâ and collecting all four stars to unlock the door is indicative of one trying their best to figure out a âsolutionâ, in turn, leading to success in their collaboration. Once again, referring back to Assessment 1, âsolutionsâ could include âCommunicating and discussing all possibilities-whatâs good whatâs notâ; âCompromise! The best ideas work when people are less concerned about their own advancement and geared towards a successful collaborationâ; or doing âNothingâ, and thus, failing the game.Â
In terms of design elements, I paid close attention to symbolism. Such that, the player avatar is depicted as a green character to illustrate oneâs growth to overcome obstacles to succeed. The sharp spikes and the red-coloured enemy are indicative of aggression, or a challenge. The orange platforms represent the enthusiasm, determination and stimulation to attain the stars, or in other words, collaborators making an effort to âunlock the doorâ and succeed. The background resembles a âbumpy roadâ as all collaborations have obstacles, and it is dependent on the collaborators on whether it should remain that way. Instead of the archetypal 3 lives for a game, I wanted to be realistic and incorporated one life, but a life that restarts in each level as a new collaboration situation arises. Finally, the audios are a complementary means and an amusing addition to my artwork.Â
The overarching idea of my game is that collaborations are journeys that do not always run smoothly, but if everyone is open-minded and willing to try their best, collaborations can be successful and result in beneficial outcomes for everyone.
Overall, my artwork, DO YOU HAVE WHAT IT TAKES TO COLLABORATE? (2018) purposes to subtly engage the audience with this topic of âCollaboration and Communityâ in an interactive and provocative way.Â
Who doesnât love a game?
Agatha Gothe-Snape
âEvery Artist Rememberedâ, 2009
https://thecommercialgallery.com/artist/agatha-gothe-snape/exhibition/95/every-artist-remembered-2
Feng Mengbo
âLong March: Restartâ, 2008
http://momaps1.org/exhibitions/view/320
http://artasiapacific.com/Magazine/WebExclusives/LongMarchRestartFengMengbo
Grayson Earle
âAi Wei Whoops!â, 2014
http://graysonearle.com/ai-wei-whoops/
https://hyperallergic.com/127785/online-game-lets-you-smash-ai-weiwei-vases/
https://news.artnet.com/art-world/online-game-lets-you-smash-ai-weiweis-urns-25797
GameDev
âHealth Bar PNGâ, 2016
https://drive.google.com/file/d/0B2hYAAR2UyxSY3VJeG9pSDNFSUk/view
https://drive.google.com/file/d/0B2hYAAR2UyxSNWl6ZGZYTHdOOTg/view
âSpriteâ, 2016 [stars]
https://drive.google.com/file/d/0B2hYAAR2UyxSb2JJSGZrbXR6SFU/view
https://freesound.org/people/fins/sounds/172205/
Mattix
â8BIT_COIN_02â, 2017 [stars]
https://freesound.org/people/Mattix/sounds/402288/
BenjaminNelan
âOpen Door #2â, 2015
https://freesound.org/people/BenjaminNelan/sounds/321085/
EFlexTheSoundDesigner
âBodyfall (Mixed)â, 2017 [death]
https://freesound.org/people/EFlexTheSoundDesigner/sounds/372224/
myfox14
âGame Over Arcadeâ, 2017
https://freesound.org/people/myfox14/sounds/382310/