Daily Creative · DIGC202 · DIGC310 · Digital Media

EXPOSE YOURSELF: #DIGC202 Presentation


(square bracketed titles indicate each prezi slide)

[General intro]

Expose Yourself is a game that I am working on.  The focus is not on the creation of the game – I did that last semester in Digital Game Cultures (DIGC310).  The presentation aims to give a quick context of what the game actually is, before launching into the focus of this semester.

[What is ‘Expose Yourself’?]

Expose Yourself is a board game, which aims to comment on the freelance industry in a fun and satirical way, placing the player in the shoes of a freelance worker.  As the player, you are then forced to determine which assets are more valuable to you: money to live, obtained through part time jobs, or exposure to ‘earn a name’.  The win state of this game is to earn a full time job, however whether that is as a full time freelancer or industry specialist depends on the way you play.


This is what your gameboard would look like if you were playing – you have your timeline board, which leads to the deadline, featuring jobs and chance cards; a separate character card, skills, exposure track, and unit trackers (If you want a more detailed understanding on how each of these elements work within the gameplay, I strongly recommend reading the rules).  The first person to get a ‘full time job’ wins the game.  You can see play-test accounts in my blog posts, or in the development dossier.

[Find out more!]

Links to digital copies of the handouts can be found on this slide.

[DIGC202 Project Dev]

While, I’m continuing to develop the game on the side, the focus of my digital artefact this semester is different.  My initial project idea for this class was to launch the game on kickstarter, however after some research into what makes a successful kickstarter  campaign, I found that one of the core difference between a funded and unfunded campaign of the same quality was the pre-existing audience.  Since I don’t have this, I decided to post-pone the idea of using kickstarter, to create some marketing propaganda for the game and build up an audience list who would be interested in it.

My first idea for this was a YouTube channel, using video to show short stories about the narratives of the cards – for example a designer getting a weird request to photoshop a dinosaur lady into the photograph – however I decided against this as it wasn’t Fast, Inexpensive, Simple, or Tiny.

So I moved on to memes, or meme like images, and a website (which I’ll re-visit again in a second).


My first platform is twitter, which is home to all the memes, WIP design images and similar voiced posts retweeted from other users.

The core element of the memes consist of a client quote, and a hashtag to direct the audience to find out more, with coming soon to generate interest.


The idea for the above meme preys on the idea that photoshop is a magical program that anyone under the age of 30 can use to fix anything.

The use of these memes aims to engage an audience who can relate to the game; that is to say, other freelancers and/or creative individuals who get the little jokes which stem from hyper exaggerated client quotes.  These serve as a point of entry into the product, to the target audience.

I was planning on building my own website, but I decided to create a tumblr instead as it meant I wouldn’t have to code.  While the tumblr also hosts the memes, it has the option to add pages, and give a bit more information on the project.  Currently, the site has an about section, which gives the audience an understanding of what the game is, where it’s at, and where it’s heading (so essentially a condensed version of this presentation).  It also has an option to join a mailing list, which is a key thing to have for launching a kickstarter, as it will allow me to email people when the game launches and get backers quickly.  Furthermore, it has a place to submit your own experience, for it to be made into a meme or game card.


I chose twitter and tumblr over other platforms, not only for the community it has embedded into it (for example, tumblr has a very creative community), but also because they allow for easy sharing across platforms.  Instagram, while great for posting images, isn’t great for sharing outside of Instagram.

[Do you have what it takes?]

Another side element that has developed from this project is the creation of a play-tester mailing list, which could help improve the game using a print-at-home prototype kit.  Interested parties would simply print themselves a copy and film a group of friends attempting to play the game without instruction from others who have already played it.  While this is stepping away from the marketing approach in the short term, the footage could also be used to promote the game further in the future.

[Class comments are included in the soundcloud recording]

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