Black Mirror: Bandersnatch
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Documents about Black Mirror: Bandersnatch
Whitepaper3 pages
Democratizing Interactive Filmmaking: A No-Code Solution for Arts Students
This paper, by Conor McKeown of the University of Stirling, addresses a practical barrier in teaching interactive filmmaking: the scarcity of free, accessible software that lets arts students build branching film experiences without programming skills.
- Arts students learning interactive filmmaking face a shortage of free, accessible authoring tools, forcing them to learn intermediate coding, use workarounds, or pay for costly software, a problem worsened by tight university budgets and coding anxiety among arts and humanities students.
- The paper proposes TwineForge, a modified version of the open-source Twine storytelling tool with a largely drag-and-drop interface for uploading video, adding choices, setting variables, previewing, and viewing a story map, with output exported as code or compiled into a playable Twine story via Tweego.
- The revival of interactive and full-motion-video (FMV) films and games has been hampered by the disappearance of dedicated authoring tools and by remaining platforms shifting to costly enterprise or subscription models.
DiGRAJun 2026
Whitepaper10 pages
Glitched Perfection: The Ontological Crisis of Hyperreal Avatars in Cinematic Gaming
This theoretical paper, presented at the DiGRA 2025 proceedings, argues that cinematic gaming's drive toward photorealism turns human performers into commodified simulacra, a process the author terms the "ontological furnace."
- The paper argues that photorealism in cinematic gaming turns human performers into commodified simulacra, a process it calls the "ontological furnace," and frames the result as a "promethean paradox" of technological awe coupled with human dispossession.
- Using a four-dimension framework (Organic Crucible, Fracturing, Forged Replica, Commodified Specter), it compares motion capture (Detroit: Become Human) with live-action filmed footage (the FMV game Erica), concluding both prioritize spectacle over substance despite their technical differences.
- The author contends that motion capture fragments performers' embodied presence into quantified data, while rendering pipelines produce hyperreal figures that generate "existential dissonance" in players.
DiGRAJul 2025
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