Abstract
This chapter explores the use of disruptive design for breeding feelings of unease and distrust, both enhancing, and enhanced by, the neo-Victorian Gothic horror aesthetic of Pigs. Conceptualisations of monstrous ‘otherness’ and ancestry, disruption of the environment and the player’s attentional periphery, and the combination of urban-industrial sublimity and surrealism, are each discussed in the context of crafting a player experience that emphasises individual interpretation. Each of these topics is addressed from the author’s perspective, whose role as game designer for Pigs affords a privileged position from which to offer an analysis of designer intent throughout the game’s lifecycle, including conceptualisation and design philosophy, development, playtesting, and reflection on post-release player engagement.
| Original language | English |
|---|---|
| Title of host publication | Games that Haunt Us |
| Subtitle of host publication | Gothic Game Space as a Living Nightmare |
| Editors | Stephanie Farnsworth |
| Publisher | Bloomsbury Publishing Company |
| Edition | 1st |
| ISBN (Electronic) | 9798765124994, 9798765125007 |
| ISBN (Print) | 9798765124963 |
| Publication status | Published - 19 Mar 2026 |
Publication series
| Name | Approaches to Digital Game Studies |
|---|---|
| Publisher | Bloomsbury Publishing |
Keywords
- amnesia: a machine for pigs
- gothic environments
- gothic horror
- game design
- horror
- games
Fingerprint
Dive into the research topics of 'Breeding unease and distrust through disruptive design in amnesia: A machine for Pigs'. Together they form a unique fingerprint.Research output
- 1 Software
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Amnesia: A Machine for Pigs
Howell, P. (Designer), Pinchbeck, D. M. (Designer), Wade, G. (Producer) & Thompson, P. (Other), Sept 2013Research output: Non-textual form › Software
Open Access
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