'Conveying the Seasonality of Naarm (Melbourne) in Game Design’ Panel talk for Melbourne Design Week

What makes an Australian video game?

The games industry has long been criticised for Northern Hemisphere bias when representing seasons, flora and fauna. Traditionally, the four seasons, animals and plants of North America and Europe dominate game environments, while in games set in places with different seasonal patterns, like Australia, flora and fauna are reduced to stereotypes.

In this thought-provoking discussion, join local game designers and experts from Royal Botanic Gardens Victoria as we delve into the possibilities of conveying Naarm / Melbourne seasons, embedding the knowledge of First Peoples and elevating Australian plants in game design. Hear why accurately representing Australian seasonality matters, and how we can join the hyperlocal game movement - all while providing the joy of cozy game play to gamers.

Presented by Royal Botanic Gardens Victoria and Weird Flex Studio as part of Melbourne Design Week.

Image Credit: Testing Bee Major game prototypes at Greening the Screen, Melbourne International Games Week, Royal Botanic Gardens Melbourne 2024.

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