Take Action Games
Traversing art, game design, activism, and documentary. Take Action Games is a multiple award-winning studio-collaboratory invested in the evolution of design that advances ethical nonfiction storytelling and play mechanics.
The Last Chinatown
“The Last Chinatown” (working title) is a site-specific public documentary and interactive memorial experience bringing light to the historical erasure of Santa Cruz’s (California) last Chinatown (destroyed by a flood in 1955) through photography, augmented reality (AR), and holographic filmmaking.
Mountains after Mountains VR (산 넘어 산)
A virtual reality (VR) experience that centers one woman’s autobiographical account of her illegal abortion. Organized around four acts, it leads the guest through a children’s song about a mountain bunny to a song of grief that is a way of honoring the struggles that generations of women continue to face.
Oceanic: Queering the Ocean
A multidisciplinary collaborative art project that includes film, dance performances, augmented reality, volumetric video, and 3D scans to visualize landscapes and aquatic species threatened by climate change and to stitch the line from colonization to neoliberalism to racial capitalism.
art: Shelter-in-Place
During shelter-in-place due to the global pandemic, we made things as a family.
Game-Based Pedagogy: Playful Approaches for the Classroom
“Game-Based Pedagogy: Playful Approaches for the Media Production and Digital Humanities College Classroom” is a collection of experiments investigating the opportunities and limitations of play-centric strategies in and for experiential mediamaking education. This work brings together play design, public pedagogy, film production & analysis, and storytelling.
So Help You God
A collaboration and documentary production spanning 17 years, this project explores multiple perspectives within America’s criminal justice system and prison industrial complex through the lens of six Appalachian teenagers serving life sentences for murder.
The Civic Tripod for Mobile and Games: Activism, Art & Learning
This report outlines the emerging field of mobile and pervasive games along three dimensions of (1) civic learning, (2) performance art, and (3) social change. Focusing on real projects from the field, it aims to reveal key opportunities and constraints on the mobile frontier for civic games.
Anti-Oppressive Game Design
Anti-oppression is a framework used in social work and community organizing that broadly challenges power imbalances between different groups of people in society. We position these principles in the realm of game creation and argue for their use – particularly in the development of social issue games that in one way or another seek to spotlight and challenge social power imbalances.
ideaDECK
A card game as pedagogical tool and platform to help undergraduate students quickly brainstorm and conceptualize ideas for scholarly crossmedia projects, consider the relationship between form and content, and incorporate technology in meaningful, strategic and thoughtful ways.
Transdisciplinary Practice: Notes Towards a Manifesto
A collection of video discussions with stakeholders and experts in the areas of game design, community organizing, Theatre of the Oppressed, and documentary filmmaking.
Clean Up Wall Street: A Game About Selling Trash
Speculative design for a location-based game inspired by Charles H. Ferguson's 2010 Academy Award winning documentary Inside Job utilizing custom game cards and smart phones. Playfully assuming the roles of commodity traders and credit rating agents in the actual spaces of Wall Street in Lower Manhattan, players compete to trade and sell before time runs out and the inflated system bursts. Design by Kristy Kang, Joshua McVeigh-Schultz, Veronica Paredes, Susana Ruiz, and Jeff Watson.
Experiments in Interactive Panoramic Cinema
This work is specifically designed to explore the properties and limitations of immersive experiences in relation to the codes of cinematic narrative by sidestepping the storytelling preoccupations of conventional cinema and instead focusing on notions of space, movement, and embodied spectatorship.
Urban Light from Day to Night
A collaboration with the Los Angeles County Museum of Art, this mobile app is a virtual flipbook in celebration of Chris Burden's iconic L.A. art experience, Urban Light. Design by Chris Guitarte, Susana Ruiz, Rokhsan Shafiei, and Rachel Wagoner as part of the first-ever iPhone app development class at the University of Southern California.
Barbie and The Middletons Break Loose
A multiplayer storytelling remix game system about the Barbie mythology and the tale of an American family attending the New York’s World Fair in 1939. The game requires a group to play with a willingness to tell, transgress and retell stories. Design by Sean Bouchard, Lauren Fenton, Andreas Kratky, Veronica Paredes, Susana Ruiz, and Hidefumi Yasuda.
ProjectCAR
While traveling alone together on the choked LA freeways, drivers are familiar strangers participating in a regular, large-scale social event known as rush hour, rarely engaging in memorable exchanges. The ProjectCAR platform converted a 1983 Volvo station wagon into a “Commuter Art Rig," creating a test bed for designers to explore interactions between people, vehicles and traffic.