The iconic blue walls of the CRAB Drawing Studio played host to a vibrant display of digital innovation this week as second-year BA (Hons) Games Art and Design students presented their latest interactive projects.
The exhibition, which took place on Tuesday 12 May, served as the grand finale for the Self-Initiated Project unit. After a rigorous spring term of development, student teams transformed the studio into a playable gallery, inviting the AUB community to experience six original video games from concept to delivery.
Working in collaborative ‘indie’ teams of four or five, students were tasked with navigating the complexities of the full development cycle. The results were a diverse portfolio of titles that moved beyond traditional gameplay, exploring profound themes including childhood and nostalgia, isolation and technology.
The game showreels were projected onto the curved walls of the Drawing Studio creating a panoramic view of the students' technical and artistic achievements. Attendees ranged from fellow students and staff to industry enthusiasts, all of whom were encouraged to pick up controllers and dive into the worlds created by the creative cohort.
“Our game is called Doom in the Dark, and it’s a parody of Doom," explains exhibiting student Tom Wykes. "It’s where you're a kid fighting your fears of the dark as they personify them in the darkness through the child’s mind’s eye like kitchen utensils and household objects coming to life.”
Fellow student Vicky Hanaghan says, “Working on Umbrascape was a great gateway into creating a game with a small group of people. Working together and communicating was key to making our project come to life.
“In this project I was the Environment Artist and Level Designer, having these two roles allowed me to create an explorative environment, which also allowed the gameplay to thrive in our game.
“Presenting the game to people during the event was quite exciting, rather than feeling nervous, I was excited to see how people would react to the game's really pretty and unique environments. I was also excited to hear what they had to say about the gameplay element too. A lot of people said they really enjoyed having the freedom to explore and take in the environment at their own pace.”
Beyond the screens, the event provided a well-earned moment of celebration for the students. With refreshments served and the studio buzzing with discussion about game mechanics and art styles, the showcase highlighted AUB’s commitment to fostering a community of makers.
Alina Potemska, Course Leader for BA (Hons) Games Art and Design, noted the importance of the event:
“This unit is a pivotal moment where students transition from individual skills to the high-stakes collaboration required in the professional industry.
“Our course offers a unique combination of visual art and game design; students start with traditional drawing in this very studio before developing stories into fully functional games. By imitating a studio environment, they have established games that allow them to specialise in their interests from 3D modelling and rigging to storytelling and operating engines.
“We treat games as a form of art and a powerful narrative tool for social impact, and seeing these polished games playable in such an inspiring space is a testament to their hard work.”
As the second-year students look toward their final year, the success of this exhibition signals a bright future for the next generation of narrative and technical designers.
The department is already preparing for the next showcase on Wednesday 10 June, which will feature individual narrative games from Year 1 students in the CRAB Drawing Studio.