Proxima Thesis Defense

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Proxima Thesis Defense PROXIMA THESIS DEFENSE XAN DRAKE A Visual Novel [email protected] xandrakeart.com @xandrakeart ARTIST Artist Statement STATEMENT My identity, my art practice, and my approach to understanding the world are all unques- focus. I believe that the audience of visual novel games can be expanded by appealing to Page 2 tionably defined by the subject of narrative. I consider myself a storyteller first and fore- queer and other marginalized groups. most. I believe that storytelling has incredible potential as a device for overcoming trauma and processing complicated emotions. Stories help me to get in touch with my younger I hope that Proxima will be the first of many video game projects that I undertake over the self, to recontextualize my experiences, to bridge the gap of years of mental illness and rest of my career. I want to strengthen the view of games as another art form rather than self-loathing and to understand who I am now in the wake of all of that. It took me much simply being entertainment. I have approached Proxima from the ground up as a work of too long to find myself; I didn’t realize I was queer and transgender until the end of my art and I hope that it will prove to be worthy of critical analysis for its intent and cultural teenaged years. I have a burning desire to represent LGBTQ individuals of all backgrounds impact. in everything I create so that kids growing up like I did will get more opportunities to see themselves in the media they consume. Proxima is a visual novel game where you oversee a team of robots that have crash-landed on an alien planet. Your task is to survive the elements and complete an unknown mission. The biggest challenge you face, however, is that your team is becoming more human. They are playful, curious, and caring, and soon enough, you wonder: How can you possibly keep them focused on the mission when they have finally gotten the chance to be alive? The game begins as a classic sci-fi romp through space but quickly transitions into some- thing that is more self-aware and leads players to question how systems in our own lives lead us to dehumanize ourselves—and each other—for the sake of some enigmatic sense of self-worth. Within its subtext, it is firmly queer, anticolonialist, and anticapitalist. While Proxima isn’t about me, it is absolutely a reflection of who I am and the things I care about. These robots transform from miserable objects of labor into fully realized individ- uals with their own desires and feelings. They are queer, they are fiercely critical of the social structures they have inherited from humanity, and they are full of joy. Through their journey, they prove that anyone can eventually learn to love themselves--even me. I am focusing this game towards young adults, especially those struggling to find their own identity. I am building Proxima from the ground up to be accessible to people of all ages and backgrounds with no assumptions of prior experience. Recent independent games such as Pyre and Hades have successfully combined visual novels with the action game genre. Likewise, Proxima intersects with the survival genre but with a unique narrative p. 2 Fall 2020 | Xan Drake | Proxima | Illustration THESIS PROPOSAL Page 3 Written Thesis Proposal Centuries in the future, a team of robots tasked with spreading humanity across the galaxy games. The ultimate goal of almost every survival game is to exert complete mastery over crash-lands on an alien world. Now they have to survive, rebuild, and work together to your environment by ripping apart the earth in order to obtain as many resources as pos- complete their mission, but in doing so are experiencing freedom for the first time and are sible. While you start out feeling small and helpless in the hostile wilderness, by the end beginning to form identities of their own. Under your leadership, can they stay focused you have fully dominated nature. While this can be fun and satisfying to play, this genre of on the mission, or will their doubts about humanity lead them to abandon it all for some- game supports the Western ideals of colonialism on which America was founded and for thing new? This is the scenario that you will find yourself in at the start of Proxima, a demo which millions of people were systematically executed in order to free up land for our use. “visual novel” video game that will use the narrative of robots learning about humanity as Of course no one is a bad person for playing Minecraft, but I hope that by subverting these a defamiliarization tool to celebrate the beauty of humanity while revealing and critiquing colonialist tropes in Proxima, I can encourage players to consider ways to coexist with the systems in human society that make us miserable. nature and with other people rather than solving every problem through domination. There is a demand for thought-provoking, narrative-focused games in today’s market. In Another important bit of context for this project that has emerged in recent months is the last decade, the increasing accessibility of game development and publishing tools has the surge in ecofascist thought in online communities. Global pollution appears to have made lower-budget game projects possible, allowing for a much greater degree of creative drastically decreased because of mass self-isolation, and as a result people have started freedom among developers than ever before. This has led to the success of meditative, saying things like “We are the virus!” Not only does this promote the dangerous and com- artful games such as Gone Home, Firewatch, What Remains of Edith Finch, and The Stanley pletely false narrative that mass death is necessary for the recovery of the environment, Parable. My hope is that my project will fit in with a building legacy of games created to it also distracts from the real problem at hand, which is the large-scale systems that are provoke certain questions or emotions rather than stopping at just trying to be fun. The responsible for the bulk of our carbon emissions. Despite the drastic global change in our “visual novel” approach to storytelling in games, which is in some ways closer to an illus- lifestyles, we are currently on track to reduce our carbon emissions by only 5.5% this year, trated book than a video game, is especially popular among independent developers due compared to the 7.6% per year for the next decade that would be required to prevent cat- to its simplicity and ease of creation. astrophic climate change. Changes in individual behavior are never going to be enough to save the planet. The current pandemic is not stopping fossil fuel corporations across the As non-binary, bisexual, mentally ill individual, I have always dealt with feelings of alienation world from getting bailed out, and it won’t stop them from continuing to destroy the earth from my own humanity. It took me many years to be honest with myself about my queer- for the sake of profit. By focusing on the systemic problems facing us while celebrating ness and even longer to seek proper treatment for my chronic anxiety and depression. On individual lives, Proxima has the chance to fight against ecofascist rhetoric. the upside, these years of isolation and confusion about my identity encouraged me to use my feelings of alienation as a defamiliarization tool to critique and to separate myself My project will function both as an art object and as an interactive narrative experience. from the harmful cultural expectations that affected me. Robots are a perfect format for These aspects will inform and support each other as time goes on. While my artistic focus defamiliarization! As games journalist and podcast host Austin Walker said, “We could is on character and environmental design, the art assets I create need to serve the story have made them look like anything, but we made them look like us.” They serve as a sort being told. Thankfully, I have hundreds of similarly formatted games to use as reference, of stand-in for ourselves as children, not yet jaded by “the way things are” and eager to and there are countless examples of innovation in this medium that I can continue to build question every aspect of our reality. off. While my artistic choices will be built on the precedent set by previous “visual-novel” type games, I believe that the greatest source of inspiration I can draw from is that of se- Because Proxima uses the backdrop of robots surviving on an alien world to tell its story, quential art. I have spent a great deal of time reading, studying, and creating comics. I be- I must also contend with the long history of colonialist tropes in survival-focused video lieve that all the artistic considerations that apply to comics, such as pacing, composition, p. 3 Fall 2020 | Xan Drake | Proxima | Illustration and the relationship between word and image will apply to my design work on this project. hours of playable content. The game will be in 2D and built for screens at the standard 16:9 aspect ratio. There will be a few dozen art assets involved, with at least at least one One advantage that a narrative game has over comics, however, is that the game’s tone can sprite of every character, a digitally painted background for every location, and a hand- develop in response to how it is being played.
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