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<channel>
	<title>John Mawhorter</title>
	<link>https://johnmawhorter.net</link>
	<description>John Mawhorter</description>
	<pubDate>Fri, 20 Dec 2024 17:16:58 +0000</pubDate>
	<generator>https://johnmawhorter.net</generator>
	<language>en</language>
	
		
	<item>
		<title>Hyperkinetic</title>
				
		<link>https://johnmawhorter.net/Hyperkinetic-1</link>

		<pubDate>Fri, 20 Dec 2024 17:16:58 +0000</pubDate>

		<dc:creator>John Mawhorter</dc:creator>

		<guid isPermaLink="true">https://johnmawhorter.net/Hyperkinetic-1</guid>

		<description>HyperKinetic is

a competitive multiplayer movement shooter 

bringing together the fastest movement mechanics and juiciest weapons
from FPS history along with dynamic new designs,





Set in an original science-fantasy universe

where Earth was torn apart and is

being sewn back together by a 

sentient energy vortex,


And also an FPS Construction Kit that’s
 highly moddable, community-first, with
intuitive tools for ability and weapon design

Based on my work designing devices for

Fortnite Creative,

&#38;amp; also a Platform for sharing freely, 

With the goal of emulating the success

Of the Half Life/Warcraft 3 modding scenes.
All footage is from pre-Alpha prototypes.
Further movement and weapon demos:

&#60;img width="2129" height="1344" width_o="2129" height_o="1344" data-src="https://freight.cargo.site/t/original/i/10dd2869cd6b893ad3062fb334f50d56f602c96a422d2968e4578f921e30a8f4/2024-12-20-12_25_00-Hyperkinetic-Preview-NetMode_-Standalone-0--64-bit_PC-D3D-SM6.png" data-mid="223635413" border="0"  src="https://freight.cargo.site/w/1000/i/10dd2869cd6b893ad3062fb334f50d56f602c96a422d2968e4578f921e30a8f4/2024-12-20-12_25_00-Hyperkinetic-Preview-NetMode_-Standalone-0--64-bit_PC-D3D-SM6.png" /&#62;


The goal is to have as many movement abilities and weapons as possible, inspired by my long journey investigating the history of multiplayer FPS design by playing every obscure mod and game I can find. Here is a short list.

Key Inspirations:

Titanfall 2



Quake 2/3/Live/Champions (including Railwarz mod)
Action Quake
The Specialists
CS 1.6/Source/GO/2 (especially fy_ maps)
Surf maps
Team Fortress Classic/2
Tribes 2/Ascend
Wolfenstein: Enemy Territory (and True Combat: Elite mod)


catboyZOOM!


GunZ


Dirty Bomb


Vanquish
Warframe</description>
		
	</item>
		
		
	<item>
		<title>Lead Game Designer at Meta4 Games</title>
				
		<link>https://johnmawhorter.net/Lead-Game-Designer-at-Meta4-Games</link>

		<pubDate>Fri, 12 Jan 2024 09:48:49 +0000</pubDate>

		<dc:creator>John Mawhorter</dc:creator>

		<guid isPermaLink="true">https://johnmawhorter.net/Lead-Game-Designer-at-Meta4-Games</guid>

		<description>
 I have 3.5 years of experience working at Meta4 as a designer, including work in Unreal Engine 4/5, Unreal Engine for Fortnite, and Fortnite Creative as game designer and technical designer. I also have experience with world building, narrative design, level design, and writing. At Meta4 we worked directly with Epic and our projects were included in the UEFN release showcase. I worked on 7 game projects in total.



I was promoted to lead game designer during development of Miner Clash VIP, a team-based shooter project that also involved designing a new device, the Player Marker, that was released to the entire Fortnite community. I worked closely with our technical team to make sure that all of the options exposed to Creative players were intuitive and powerful.

I did narrative design and scriptwriting for The Phantom Ship, a coop horror experience that was showcased by Epic as part of it’s Unreal Engine for Fortnite launch reveal.
The companies current project, RU1, involves creating customized and personalized party islands for Fortnite and Roblox. I helped develop the initial working prototype in Fortnite Creative, working collaboratively with the CEO to nail down a complex game flow and novel UX.

I also did level design on multiple projects. For RU1 Space Station I built a space wreck themed death run with traps designed in Sequencer that really sharpened my Unreal Engine skills.
 On RU1 Spies I did core level, enemy, and objective design for one of the main missions, as well as game and level design for the hacking segments throughout the experience.

&#60;img width="1570" height="1207" width_o="1570" height_o="1207" data-src="https://freight.cargo.site/t/original/i/17e3a717973a6beb9db2b66660f72568bfd43765b7d0a5109e1e217a5fc605c4/2023-10-05-10_35_19-Unreal-Editor.png" data-mid="201531177" border="0" data-scale="38" src="https://freight.cargo.site/w/1000/i/17e3a717973a6beb9db2b66660f72568bfd43765b7d0a5109e1e217a5fc605c4/2023-10-05-10_35_19-Unreal-Editor.png" /&#62;&#60;img width="1109" height="892" width_o="1109" height_o="892" data-src="https://freight.cargo.site/t/original/i/2bf6739ef505623fd507179b37f30b27744a4d2b467430f3bf71d3c3629d5d5c/2023-09-13-22_23_33-Unreal-Editor.png" data-mid="201531183" border="0" data-scale="36" src="https://freight.cargo.site/w/1000/i/2bf6739ef505623fd507179b37f30b27744a4d2b467430f3bf71d3c3629d5d5c/2023-09-13-22_23_33-Unreal-Editor.png" /&#62;


My pre-prod and prototyping of the core game experience on RU1 Zombies, finding the limitations of zombie AI used throughout, made production much smoother for everyone.
&#60;img width="1768" height="1230" width_o="1768" height_o="1230" data-src="https://freight.cargo.site/t/original/i/39a6cb33292bcfde96f3153661697d4771d6547f43ce475224a1a22cd9d28511/2023-10-05-10_35_34-Unreal-Editor.png" data-mid="201531176" border="0" data-scale="37" src="https://freight.cargo.site/w/1000/i/39a6cb33292bcfde96f3153661697d4771d6547f43ce475224a1a22cd9d28511/2023-10-05-10_35_34-Unreal-Editor.png" /&#62;&#60;img width="1188" height="754" width_o="1188" height_o="754" data-src="https://freight.cargo.site/t/original/i/6e1907e889027f2b5b8cc39f72277b856bed2b80d5b77575f55d411de7eb4aca/2023-09-13-23_17_48-Unreal-Editor.png" data-mid="201531181" border="0" data-scale="36" src="https://freight.cargo.site/w/1000/i/6e1907e889027f2b5b8cc39f72277b856bed2b80d5b77575f55d411de7eb4aca/2023-09-13-23_17_48-Unreal-Editor.png" /&#62;
During my three years at Meta4, the team grew from 3 to over 20, so I handled multiple roles throughout development. While my title was game designer, technical design was a core component of my work. I scripted enemy encounters, minigames, randomized loot spawning systems, and worked with our programmers on new device designs. I also frequently worked to communicate the design teams requirements more accurately to the programmers, and relay their technical needs back. I also took extensive time building out and organizing the Miro and maintaining and pitching design documents to Epic.

&#38;nbsp; &#38;nbsp;&#38;nbsp;I started at Meta4 working directly with the CEO to prepare presentations to Epic on future design directions for Fortnite Creative. We identified pain points as users and proposed solutions; one of them, a full UI redesign of the discovery and access system for all player-made experiences, was later adopted by Epic.
&#60;img width="1207" height="1076" width_o="1207" height_o="1076" data-src="https://freight.cargo.site/t/original/i/fe9e2cc7c212313ddfc754613d1a5967b0623ac599468a3c910a04f00bcb0d16/2023-09-08-14_37_20-Unreal-Editor.png" data-mid="201531184" border="0" data-scale="25" src="https://freight.cargo.site/w/1000/i/fe9e2cc7c212313ddfc754613d1a5967b0623ac599468a3c910a04f00bcb0d16/2023-09-08-14_37_20-Unreal-Editor.png" /&#62;

&#60;img width="1784" height="1214" width_o="1784" height_o="1214" data-src="https://freight.cargo.site/t/original/i/293131e981261edc055fab577a424f069507bdd353c0ef56a9a86956a58b5867/2023-10-05-10_35_49-Unreal-Editor.png" data-mid="201531175" border="0" data-scale="32" src="https://freight.cargo.site/w/1000/i/293131e981261edc055fab577a424f069507bdd353c0ef56a9a86956a58b5867/2023-10-05-10_35_49-Unreal-Editor.png" /&#62;


I often find myself taking on tasks that support the whole team. I maintained a spreadsheet of upcoming features and additions to Fortnite Creative, sifting through Epic’s roadmaps and reading internal documents to help our team keep track of useful changes. I wrote complex Photoshop macros to screengrab all the Fortnite item icons so we could use them in Miro to design classes and loadouts. I created a spreadsheet with all the stats and images of enemy AI so we could coordinate stats changes. When we first started working on Roblox, I did market research and presented a profile of Gen A so we could understand their tastes and preferences.

I am a systems-focused designer who believes in doing research and presenting my team with a range of options to discuss. I am also a player advocate, pushing for quality of life additions, adding fun surprises, and making sure general UI/UX flows smoothly. I was generally in charge of items and economy on every project, as I had spent a while familiarizing myself with what guns and consumables players enjoyed the most. When we needed a spreadsheet to help balance resource acquisition rates, I made one.

&#60;img width="1751" height="1224" width_o="1751" height_o="1224" data-src="https://freight.cargo.site/t/original/i/23367d183e52f83b7dfb2653cc882513106e125caec58e1d5b743e3a51e76cdd/2023-10-05-10_35_05-Unreal-Editor.png" data-mid="201531178" border="0" data-scale="38" src="https://freight.cargo.site/w/1000/i/23367d183e52f83b7dfb2653cc882513106e125caec58e1d5b743e3a51e76cdd/2023-10-05-10_35_05-Unreal-Editor.png" /&#62;

&#60;img width="1784" height="1214" width_o="1784" height_o="1214" data-src="https://freight.cargo.site/t/original/i/293131e981261edc055fab577a424f069507bdd353c0ef56a9a86956a58b5867/2023-10-05-10_35_49-Unreal-Editor.png" data-mid="201531175" border="0" data-scale="39" src="https://freight.cargo.site/w/1000/i/293131e981261edc055fab577a424f069507bdd353c0ef56a9a86956a58b5867/2023-10-05-10_35_49-Unreal-Editor.png" /&#62;</description>
		
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	<item>
		<title>Game Design Consulting: Fortnite</title>
				
		<link>https://johnmawhorter.net/Game-Design-Consulting-Fortnite</link>

		<pubDate>Tue, 20 Jul 2021 10:37:44 +0000</pubDate>

		<dc:creator>John Mawhorter</dc:creator>

		<guid isPermaLink="true">https://johnmawhorter.net/Game-Design-Consulting-Fortnite</guid>

		<description>&#60;img width="1920" height="1080" width_o="1920" height_o="1080" data-src="https://freight.cargo.site/t/original/i/8f0f2dfdc0c0a0f8fb41f45c34faa02215d8adc8341063177aaca9372bed197f/balloonGridTest.png" data-mid="114436050" border="0"  src="https://freight.cargo.site/w/1000/i/8f0f2dfdc0c0a0f8fb41f45c34faa02215d8adc8341063177aaca9372bed197f/balloonGridTest.png" /&#62;
I worked as a game design consultant on Fortnite. Together with Montreal-based Minority Games we presented Epic with new and exciting ideas for refreshing the project. This includes current work on a new game mode, where I conducted play-based research (genre mapping), and created systems for progression, gameplay loops, and overall game structure. The title has hundreds of millions of players and runs in Unreal Engine 5, so I have extensive experience with those tools.&#60;img width="1920" height="1080" width_o="1920" height_o="1080" data-src="https://freight.cargo.site/t/original/i/9ca0dc83d5bf0c47ae74cb16d35f1d7e147f28ab77a87ebdde80604e0e7139fe/ftnite.png" data-mid="114436052" border="0"  src="https://freight.cargo.site/w/1000/i/9ca0dc83d5bf0c47ae74cb16d35f1d7e147f28ab77a87ebdde80604e0e7139fe/ftnite.png" /&#62;
To help guide future additions to the toolset, I created a detailed classification system for interactive objects with a multitude of examples, redesigned a discovery UI, and prototyped another game mode using in-engine tools.
&#60;img width="1879" height="1053" width_o="1879" height_o="1053" data-src="https://freight.cargo.site/t/original/i/ad4cfb86ae9dd125d0f5b475a7c6851e684fcdfb990e9cf2ae7ebd256137299d/fortnitecreative.png" data-mid="114436051" border="0"  src="https://freight.cargo.site/w/1000/i/ad4cfb86ae9dd125d0f5b475a7c6851e684fcdfb990e9cf2ae7ebd256137299d/fortnitecreative.png" /&#62;
I also worked on two different VR game projects for Montreal-based Minority Games. Click the links below for more details:
For Time Machine VR I led research on competing products UI/UX and game mechanics in the early days of Oculus Rift. 
For their superhero project I owned the disability research component which helped secure them 2.1 million dollars from the Canadian government. 
</description>
		
	</item>
		
		
	<item>
		<title>Time Machine VR</title>
				
		<link>https://johnmawhorter.net/Time-Machine-VR</link>

		<pubDate>Wed, 24 Apr 2019 03:26:11 +0000</pubDate>

		<dc:creator>John Mawhorter</dc:creator>

		<guid isPermaLink="true">https://johnmawhorter.net/Time-Machine-VR</guid>

		<description>



	



 Time Machine VR is a game for the Oculus Rift where you travel back in time and use a scientific submarine to investigate underwater dinosaurs.&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/16a646386bb43dacee603db1e11f49ae33a07815a3872bd4b37c7ee53b88ef75/7.jpg" data-mid="40709473" border="0"  src="https://freight.cargo.site/w/1000/i/16a646386bb43dacee603db1e11f49ae33a07815a3872bd4b37c7ee53b88ef75/7.jpg" /&#62;
I worked directly with Vander Caballero, the CEO and lead game designer at Montreal-based Minority Games. This project was being developed in the early days of VR (Rift SDK 2). 


	

 My role in the project was to research competing titles, mostly early prototypes and experiments, to understand user interface and game mechanics that would be effective for the Oculus Rift. I took extensive notes on over 30 projects and distilled them into a set of guidelines for VR game design that I presented to the team.&#60;img width="715" height="572" width_o="715" height_o="572" data-src="https://freight.cargo.site/t/original/i/cf678c4cb408b8bdece2c20eb96f8fa310c1a2b2cef1f9da179d7acf010ff1ed/8.png" data-mid="40709474" border="0"  src="https://freight.cargo.site/w/715/i/cf678c4cb408b8bdece2c20eb96f8fa310c1a2b2cef1f9da179d7acf010ff1ed/8.png" /&#62;



</description>
		
	</item>
		
		
	<item>
		<title>Superhero VR</title>
				
		<link>https://johnmawhorter.net/Superhero-VR</link>

		<pubDate>Wed, 24 Apr 2019 03:26:14 +0000</pubDate>

		<dc:creator>John Mawhorter</dc:creator>

		<guid isPermaLink="true">https://johnmawhorter.net/Superhero-VR</guid>

		<description>Superhero VR is a game for the Oculus Rift for disabled gamers that makes full use of head-tracking to provide an accessible experience even for the fully quadraplegic. I did story, core game design, and accessibility research that helped result in the Canadian government funding the project for 2 million dollars. My primary research was on guidelines written by disabled gamer groups on how to design games accessible to their community as well as on the custom controllers and different input methods they use to interact with games.



I also made a prototype of one of the superpower scenarios we developed in Unreal Engine 4 using visual scripting. The project is still in development.

An example of accessibility guidelines from AbleGamers:

&#60;img width="1177" height="958" width_o="1177" height_o="958" data-src="https://freight.cargo.site/t/original/i/7667ee192fd5592f36c1011517f2ea4ef902b1fc7f893b3ed4b4436d2c149b17/slowitdownaccessibility.png" data-mid="40749758" border="0"  src="https://freight.cargo.site/w/1000/i/7667ee192fd5592f36c1011517f2ea4ef902b1fc7f893b3ed4b4436d2c149b17/slowitdownaccessibility.png" /&#62;



	
	


	
The Time Control superpower I came up with for the first prototyping phase directly adresses these usability/accessibility concerns with consideration for hardware/engineering constraints and fun.


The Time Control superpower I came up with for the first prototyping phase directly adresses these usability/accessibility concerns with consideration for hardware/engineering constraints and fun.



“15. Time Control - Player can stop, slow, speed-up, and rewind time.

Positives:

Stop and slow can help people process information/plan. Rewind is especially useful from an accessibility perspective, allowing players the chance to quickly try and re-try actions that are difficult until they succeed.

Negatives:

Can make some things too easy, depending on player (stop time especially) might need to be limited access.“


</description>
		
	</item>
		
		
	<item>
		<title>Wild Things: Outdoor Toys for Nature Play</title>
				
		<link>https://johnmawhorter.net/Wild-Things-Outdoor-Toys-for-Nature-Play</link>

		<pubDate>Fri, 26 Feb 2021 06:49:33 +0000</pubDate>

		<dc:creator>John Mawhorter</dc:creator>

		<guid isPermaLink="true">https://johnmawhorter.net/Wild-Things-Outdoor-Toys-for-Nature-Play</guid>

		<description>My thesis project as part of RISD’s Masters in Industrial Design program.

Exhibition Page

Thesis Book




&#60;img width="1876" height="1246" width_o="1876" height_o="1246" data-src="https://freight.cargo.site/t/original/i/a4063f2cee2e4dc8971860daf382e8dd023102017130de1d1e2474f3c2d10ee1/groupEdited.png" data-mid="110251280" border="0"  src="https://freight.cargo.site/w/1000/i/a4063f2cee2e4dc8971860daf382e8dd023102017130de1d1e2474f3c2d10ee1/groupEdited.png" /&#62;This toy is designed to create outdoor play that reconnects kids to natureand develop full-body dexterity through reactions to it’s unpredictable movements.






Goal: Develop
full-body
improvised
movement
skills
by responding
to the variability
of nature.

&#60;img width="960" height="540" width_o="960" height_o="540" data-src="https://freight.cargo.site/t/original/i/87227323eb091ceebff01057961b1b89ffa918086ddcc7f2ee7a85857ab9fb61/thwackersmall.gif" data-mid="101033429" border="0"  src="https://freight.cargo.site/w/960/i/87227323eb091ceebff01057961b1b89ffa918086ddcc7f2ee7a85857ab9fb61/thwackersmall.gif" /&#62;Testing the Jabber, a lathe-turned playing stick for manipulating the toy.





Testing the 2nd Prototype



&#60;img width="1008" height="756" width_o="1008" height_o="756" data-src="https://freight.cargo.site/t/original/i/29b9e82ddb6a069a9d035ece2b1c23e4137789d1849b440fa09916cd73b22a5a/incrediball.jpg" data-mid="101033424" border="0"  src="https://freight.cargo.site/w/1000/i/29b9e82ddb6a069a9d035ece2b1c23e4137789d1849b440fa09916cd73b22a5a/incrediball.jpg" /&#62;</description>
		
	</item>
		
		
	<item>
		<title>Play the Environment</title>
				
		<link>https://johnmawhorter.net/Play-the-Environment</link>

		<pubDate>Sun, 21 Apr 2019 22:34:01 +0000</pubDate>

		<dc:creator>John Mawhorter</dc:creator>

		<guid isPermaLink="true">https://johnmawhorter.net/Play-the-Environment</guid>

		<description>
	
Play the Environment, a trilogy of ecosports for the beach, river, and forest was designed to make the environment itself the center of play. My goal was to create bodily connection with and focused perception on the movement and structure of the environment. 

&#60;img width="1024" height="575" width_o="1024" height_o="575" data-src="https://freight.cargo.site/t/original/i/4f776350321b43fd97f533be71f521ba75240364a3027f53b6a72aa8293987d2/6.jpg" data-mid="40701716" border="0" data-scale="100" data-marker-id="2" src="https://freight.cargo.site/w/1000/i/4f776350321b43fd97f533be71f521ba75240364a3027f53b6a72aa8293987d2/6.jpg" /&#62;

	These games were&#38;nbsp;my thesis project for my MFA in Playable Media at UC Santa Cruz and also selected and shown at Indiecade, a game festival in Los Angeles.
&#60;img width="551" height="500" width_o="551" height_o="500" data-src="https://freight.cargo.site/t/original/i/6c98375a5a239d0f38eb3353aaa7b56181132cb47075dd5f6b7c1a3335b56165/3.png" data-mid="40701714" border="0"  src="https://freight.cargo.site/w/551/i/6c98375a5a239d0f38eb3353aaa7b56181132cb47075dd5f6b7c1a3335b56165/3.png" /&#62;&#60;img width="1024" height="574" width_o="1024" height_o="574" data-src="https://freight.cargo.site/t/original/i/999b2cc97a80e498103a5e3a972d803b55753a5f12d9c5f5b88ed9abb58a8e78/5.jpg" data-mid="40701715" border="0" data-scale="93" src="https://freight.cargo.site/w/1000/i/999b2cc97a80e498103a5e3a972d803b55753a5f12d9c5f5b88ed9abb58a8e78/5.jpg" /&#62;
</description>
		
	</item>
		
		
	<item>
		<title>Throw Into Chaos</title>
				
		<link>https://johnmawhorter.net/Throw-Into-Chaos</link>

		<pubDate>Thu, 11 Jul 2024 07:38:39 +0000</pubDate>

		<dc:creator>John Mawhorter</dc:creator>

		<guid isPermaLink="true">https://johnmawhorter.net/Throw-Into-Chaos</guid>

		<description>
	&#60;img width="792" height="612" width_o="792" height_o="612" data-src="https://freight.cargo.site/t/original/i/3db8cda57b869561095afb95b462264b49b85c6bc42dc6bd60157fa46586237a/Artboard-1.png" data-mid="214477179" border="0"  src="https://freight.cargo.site/w/792/i/3db8cda57b869561095afb95b462264b49b85c6bc42dc6bd60157fa46586237a/Artboard-1.png" /&#62;Throw Into Chaos is best described as Warhammer meets Beer Pong (drinks optional). It is a tactical wargame where opponents (individuals or teams) take turns moving wooden figures around a fully destructible battlefield and throwing balls to knock over their opponents units.&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/691be433a854d5a60e9c7378d0c94a6ab995af357eff2427b8a58229d488ca90/throwintochaos2.png" data-mid="214477181" border="0" data-scale="93" src="https://freight.cargo.site/w/1000/i/691be433a854d5a60e9c7378d0c94a6ab995af357eff2427b8a58229d488ca90/throwintochaos2.png" /&#62;
	

&#60;img width="480" height="270" width_o="480" height_o="270" data-src="https://freight.cargo.site/t/original/i/e1b3802f97a8e11d227427798bbc2effcbf3a89da0c3479716c50b76a4da8375/102.gif" data-mid="214477180" border="0" data-scale="100" src="https://freight.cargo.site/w/480/i/e1b3802f97a8e11d227427798bbc2effcbf3a89da0c3479716c50b76a4da8375/102.gif" /&#62;&#60;img width="3753" height="1581" width_o="3753" height_o="1581" data-src="https://freight.cargo.site/t/original/i/1e442f74f77e1a6df0f09d0f715ea2b68e1e5d0a2b0fc70030bab22c6aa0799f/20210303_041413.jpg" data-mid="214477178" border="0"  src="https://freight.cargo.site/w/1000/i/1e442f74f77e1a6df0f09d0f715ea2b68e1e5d0a2b0fc70030bab22c6aa0799f/20210303_041413.jpg" /&#62;Claiming the center territory gives access superweapons (nerf assault rifle, giant wooden ball, pitcher of balls) while throwing marbles (or ping pong balls) to eliminate their enemy's figures.
&#60;img width="544" height="368" width_o="544" height_o="368" data-src="https://freight.cargo.site/t/original/i/f460df1ef13856c2ba5df3050966cbfdecb88a6bf2bb671f56472bc1f5697c3a/10.jpg" data-mid="214477182" border="0" data-scale="100" src="https://freight.cargo.site/w/544/i/f460df1ef13856c2ba5df3050966cbfdecb88a6bf2bb671f56472bc1f5697c3a/10.jpg" /&#62; It has been played at many events, festivals, and locations but most notably Come Out &#38;amp; Play SF.
</description>
		
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	<item>
		<title>Game Design Teaching &#38; Workshops</title>
				
		<link>https://johnmawhorter.net/Game-Design-Teaching-Workshops</link>

		<pubDate>Wed, 24 Apr 2019 03:26:06 +0000</pubDate>

		<dc:creator>John Mawhorter</dc:creator>

		<guid isPermaLink="true">https://johnmawhorter.net/Game-Design-Teaching-Workshops</guid>

		<description>As an educator I have been involved in teaching about game design, virtual reality, and art for social change at the college level. I also run game design workshops for kids and adults. These have been hosted by the Santa Cruz Museum of Art &#38;amp; History as well as an academic games conference. At Santa Cruz I was teaching assistant for Robin Hunicke, creator of Journey and other games.
My teaching philosophy is focused on iterative design, hands-on making and playing in class, and responsiveness to students individual interests and development.Most recently I taught my own class, Introduction to Game Design &#38;amp; Development, at Rhode Island School of Design. Here are some photos of my class:
 &#38;nbsp;&#60;img width="1512" height="2016" width_o="1512" height_o="2016" data-src="https://freight.cargo.site/t/original/i/74c43a8641d18f21b020bc730a37439e924bb88d7c6e1be479e9ad6882bf106e/IMG_2846.jpg" data-mid="63478763" border="0"  src="https://freight.cargo.site/w/1000/i/74c43a8641d18f21b020bc730a37439e924bb88d7c6e1be479e9ad6882bf106e/IMG_2846.jpg" /&#62;&#60;img width="1182" height="665" width_o="1182" height_o="665" data-src="https://freight.cargo.site/t/original/i/ae25c0e55e0250c09ead3d8a09a3119afa6cb1d13d4725e574f65afe9f224220/5F0066CA-1B4E-4125-84A0-10E5651A7232_1_105_c-1.jpeg" data-mid="63478762" border="0"  src="https://freight.cargo.site/w/1000/i/ae25c0e55e0250c09ead3d8a09a3119afa6cb1d13d4725e574f65afe9f224220/5F0066CA-1B4E-4125-84A0-10E5651A7232_1_105_c-1.jpeg" /&#62;&#60;img width="2016" height="1512" width_o="2016" height_o="1512" data-src="https://freight.cargo.site/t/original/i/da0b9431312ec8dab8eb45a7e1f352e35e1060b2e9a7ba6b021492d09035ed82/IMG_3168.jpg" data-mid="63478764" border="0"  src="https://freight.cargo.site/w/1000/i/da0b9431312ec8dab8eb45a7e1f352e35e1060b2e9a7ba6b021492d09035ed82/IMG_3168.jpg" /&#62;</description>
		
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	<item>
		<title>Totally Accurate Sea Level Rise Simulator</title>
				
		<link>https://johnmawhorter.net/Totally-Accurate-Sea-Level-Rise-Simulator</link>

		<pubDate>Sun, 21 Apr 2019 22:34:00 +0000</pubDate>

		<dc:creator>John Mawhorter</dc:creator>

		<guid isPermaLink="true">https://johnmawhorter.net/Totally-Accurate-Sea-Level-Rise-Simulator</guid>

		<description>
Totally Accurate Sea Level Rise Simulator is an analog simulation of one result of our climate crisis. It is a construction game  where players build structures to survive the rising tides. Total emissions for the player(s)-built structure determine,

based on scientific data about material emissions,

 the rate and total amount of sea level rise.

&#60;img width="3300" height="2550" width_o="3300" height_o="2550" data-src="https://freight.cargo.site/t/original/i/bbf5cd6a31d93f44fc14df2b92ebea290929785eacc60a75caa958369b3ab3fd/019FA.GradStudio.FinalProject9.Mawhorter_John.jpg" data-mid="57219551" border="0"  src="https://freight.cargo.site/w/1000/i/bbf5cd6a31d93f44fc14df2b92ebea290929785eacc60a75caa958369b3ab3fd/019FA.GradStudio.FinalProject9.Mawhorter_John.jpg" /&#62;
A group playing the game, in process of placing parts of structures on the randomly-generated terrain.

&#60;img width="1200" height="675" width_o="1200" height_o="675" data-src="https://freight.cargo.site/t/original/i/182668e1170f7f26a173dc53f2d24d37a750e2901d4ef410026b97d89095f3c3/searise.gif" data-mid="57220178" border="0"  src="https://freight.cargo.site/w/1000/i/182668e1170f7f26a173dc53f2d24d37a750e2901d4ef410026b97d89095f3c3/searise.gif" /&#62;
Their structure being tested by the rising ‘sea’. Only a couple pieces fell off, but a whole neighborhood was drowned.



&#60;img width="3300" height="2550" width_o="3300" height_o="2550" data-src="https://freight.cargo.site/t/original/i/27d34c56fe329d7589839dcd74f376294f2ec8f498e1d56a0bb2ca916b96bb64/019FA.GradStudio.FinalProject2.Mawhorter_John.jpg" data-mid="57219546" border="0"  src="https://freight.cargo.site/w/1000/i/27d34c56fe329d7589839dcd74f376294f2ec8f498e1d56a0bb2ca916b96bb64/019FA.GradStudio.FinalProject2.Mawhorter_John.jpg" /&#62;Installed at the RISD Museum, where patrons played and had their emissions and structural damage scores recorded on a leaderboard.


&#60;img width="3300" height="2550" width_o="3300" height_o="2550" data-src="https://freight.cargo.site/t/original/i/1fc20d26dc0bb4fc7ec4575b8f4aa04db23b10d8cba2e055321a1f58cb7c6417/019FA.GradStudio.FinalProject.Mawhorter_John.jpg" data-mid="57219545" border="0"  src="https://freight.cargo.site/w/1000/i/1fc20d26dc0bb4fc7ec4575b8f4aa04db23b10d8cba2e055321a1f58cb7c6417/019FA.GradStudio.FinalProject.Mawhorter_John.jpg" /&#62;
The material emissions table used for calculating total emissions and thus total rate/quantity of sea level rise. Based on extensive research comparing multiple datasets compiled by researchers. Wood was the most difficult to estimate, as research in this area is hotly disputed and claims vary from carbon negative (-2 to -5 or so) to positive (2 to 10), so I picked a low positive number based on logging ecosystem impact (cutting roads, disrupting forest systems, etc.) balanced with carbon storage.</description>
		
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