Project Details
Description
Amnesia: A Machine for Pigs is a first-person horror game and a sequel to the cult success Amnesia: The Dark Descent. The game was developed by The Chinese Room and published by Frictional Games, with design, development, and playtesting work carried out at the University of Portsmouth as well as at numerous sites in the UK and Sweden.
The design and development of the game was closely linked to the Cognition and Disruption in Gameplay (CoDiG) project at the University of Portsmouth, with a number of publications and conference sessions produced alongside the game's development and after its release.
The game released to predominantly positive reviews, scoring 72 on Metacritic and selling 120,000 copies in its first week on sale.
The design and development of the game was closely linked to the Cognition and Disruption in Gameplay (CoDiG) project at the University of Portsmouth, with a number of publications and conference sessions produced alongside the game's development and after its release.
The game released to predominantly positive reviews, scoring 72 on Metacritic and selling 120,000 copies in its first week on sale.
| Short title | Pigs |
|---|---|
| Acronym | AAMFP |
| Status | Finished |
| Effective start/end date | 1/10/11 → 31/12/13 |
| Links | http://aamfp.com |
Collaborative partners
- University of Portsmouth (lead)
- Frictional Games AB (Project partner)
Fingerprint
Explore the research topics touched on by this project. These labels are generated based on the underlying awards/grants. Together they form a unique fingerprint.
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Epistemological issues in understanding game design, play-experience, and reportage
Howell, P. & Stevens, B., 10 Aug 2019, DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Digital Games Research Association, 14 p.Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
Open AccessFile213 Downloads (Pure) -
A theoretical framework of ludic knowledge: a case study in disruption and cognitive engagement
Howell, P., 2016. 19 p.Research output: Contribution to conference › Paper › peer-review
Open Access -
Disrupting the player’s schematised knowledge of game components
Howell, P., Stevens, B. & Eyles, M., 2014, DiGRA '14: proceedings of the 2014 DiGRA International Conference. Vol. 8. Digital Games Research AssociationResearch output: Chapter in Book/Report/Conference proceeding › Conference contribution
Open AccessFile233 Downloads (Pure)
Activities
- 2 Participation in conference
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DiGRA 2014
Howell, P. (Presented paper)
3 Aug 2014 → 6 Aug 2014Activity: Participating in or organising an event types › Participation in conference
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The TIGA Smartphone and Tablet Games Conference
Howell, P. (Invited speaker)
4 Nov 2013Activity: Participating in or organising an event types › Participation in conference
Prizes
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TIGA Games Industry Awards - Best Audio
Howell, P. (Recipient) & Pinchbeck, D. M. (Recipient), 2013
Prize: National/international honour
Student theses
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Disruptive game design: a commercial design and development methodology for supporting player cognitive engagement in digital games
Howell, P. M. (Author), Stevens, B. (Supervisor), Eyles, M. (Supervisor) & Pinchbeck, D. M. (Supervisor), Nov 2015Student thesis: Doctoral Thesis
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