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Breeding unease and distrust through disruptive design in amnesia: A machine for Pigs

    Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)peer-review

    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 languageEnglish
    Title of host publicationGames that Haunt Us
    Subtitle of host publicationGothic Game Space as a Living Nightmare
    EditorsStephanie Farnsworth
    PublisherBloomsbury Publishing Company
    Edition1st
    ISBN (Electronic)9798765124994, 9798765125007
    ISBN (Print)9798765124963
    Publication statusPublished - 19 Mar 2026

    Publication series

    NameApproaches to Digital Game Studies
    PublisherBloomsbury Publishing

    Keywords

    • amnesia: a machine for pigs
    • gothic environments
    • gothic horror
    • game design
    • horror
    • games

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    • Amnesia: A Machine for Pigs

      Howell, P. (Designer), Pinchbeck, D. M. (Designer), Wade, G. (Producer) & Thompson, P. (Other), Sept 2013

      Research output: Non-textual formSoftware

      Open Access

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