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.Ā (2018)Ā 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 ofĀ āCollaboration and Communityā and concentrated more on theĀ āHow does collaboration create communities in art and design?ā 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.Ā
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.Ā
In terms of inspiration, I was influenced by Agatha Gothe-Snapeās Every Artist Remembered (2009), Feng Mengboās Long March: Restart (2008) and Grayson Earleās Ai Wei Whoops! (2014). Specifically, through the concepts of incorporating the audience asĀ ācollaboratorsā 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.Ā
In playing the game, responders are confronted and intrigued by theĀ āDO YOU HAVE WHAT IT TAKES TO COLLABORATE? CLICK HERE TO PLAYā start screen. Players who succeed the game are navigated toĀ āCONGRATULATIONS! YOU HAVE WHAT IT TAKES TO COLLABORATEā, and players who do not are directed toĀ āSORRY! YOU DO NOT HAVE WHAT IT TAKES TO COLLABORATEā.Ā
My game is a metaphor for collaborations whereby each level is a depiction of a collaborating situation. Entering the game, players - the ācollaboratorsā - are confronted with the obstacles of an āenemyā and sharp spikes that are symbolic ofĀ āchallengesā one may face when collaborating. Referring back to my survey research from Assessment 1, these āchallengesā could encompass āConflicting ideasā; āDifferent working styles;Ā āLazy membersā or aĀ āStubborn team memberā. The process of overcoming these āchallengesā and collecting all four stars to unlock the door is indicative of one trying their best to figure out a āsolutionā, in turn, leading to success in their collaboration. Once again, referring back to Assessment 1, āsolutionsā could includeĀ āCommunicating and discussing all possibilities-whatās good whatās notā;Ā āCompromise! The best ideas work when people are less concerned about their own advancement and geared towards a successful collaborationā; or doing āNothingā, and thus, failing the game.Ā
In terms of design elements, I paid close attention to symbolism. Such that, the player avatar is depicted as a green character to illustrate oneās 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 toĀ āunlock the doorā and succeed. The background resembles aĀ ābumpy roadā 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.Ā
The overarching idea of my game is that collaborations are journeys that do not always run smoothly,Ā 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 ofĀ āCollaboration and Communityā in an interactive and provocative way.Ā
Who doesnāt love a game?
BIBLIOGRAPHY
ARTWORKS
Agatha Gothe-Snape āEvery Artist Rememberedā, 2009
https://thecommercialgallery.com/artist/agatha-gothe-snape/exhibition/95/every-artist-remembered-2
Feng Mengbo āLong March: Restartā, 2008
http://momaps1.org/exhibitions/view/320
http://artasiapacific.com/Magazine/WebExclusives/LongMarchRestartFengMengbo
Grayson Earle āAi Wei Whoops!ā, 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
SPRITES
GameDev āHealth Bar PNGā, 2016
https://drive.google.com/file/d/0B2hYAAR2UyxSY3VJeG9pSDNFSUk/view
āDoor PNGā, 2016
https://drive.google.com/file/d/0B2hYAAR2UyxSNWl6ZGZYTHdOOTg/view
āSpriteā, 2016 [stars]
https://drive.google.com/file/d/0B2hYAAR2UyxSb2JJSGZrbXR6SFU/view
AUDIOS
Fins āJumpingā, 2012
https://freesound.org/people/fins/sounds/172205/
Mattix ā8BIT_COIN_02ā, 2017 [stars]
https://freesound.org/people/Mattix/sounds/402288/
BenjaminNelan āOpen Door #2ā, 2015
https://freesound.org/people/BenjaminNelan/sounds/321085/
EFlexTheSoundDesigner āBodyfall (Mixed)ā, 2017 [death]
https://freesound.org/people/EFlexTheSoundDesigner/sounds/372224/
myfox14 āGame Over Arcadeā, 2017
https://freesound.org/people/myfox14/sounds/382310/









