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A comment from the audience notes that this is a game that makes us question why we even do anything at all. And, really, this feels like the core of critical AI literacy to me in so many ways. Lovely to see how making, playing, and understanding his game can prompt these kinds of questions.

Hunter Simone made two games to explore notions of unpredictability and mechanisms to preserve agency in systems design. Hazy Bones is a War-like card game with deck building. Broken Motion is a roguelike/deck-building FPS.

The previous three presentations were part of the AI Futures Lab, co-directed by myself and Prof. Yunus Telliel. Now we enter presentations from the SPI-Glass lab, directed by Prof. Ben Schneider. SPI-Glass lab is creating an AR ghost hunting game.

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First up, Minyun Pan is presenting about creating seamless interaction design mechanisms for AR ghost hunting. How do you make the phone feel like the actual tool you are using as a player? Also some very cool ritual mechanics in the game!

Thomas Branchaud was the tech lead for SPI-Glass this year and has been working to build the baseline tech to support future years of work: defining a tech stack, and creating modular UI and dialogue systems. Designing from day one for future use, rather than messy prototyping (which he inherited).

Thomas Jolicoeur is sharing his narrative work on SPI-Glass, but moreso is sharing the challenges of the creative process. Extremely open and relatable to all creators who go through the “this is crap, I am crap” experience and made it to the other side with work they can be proud of!