OUR DIGITAL PLAY GARDEN

Welcome to our play garden. Here you will find our games, and playful experiences (both online and offline). Our games are created to inspire imagination through feeling, we hope you feel something when you play them.

Adventures of the Witch’s Garden

 

The game takes place in a fictional setting of Anagh. A world where the encroaching forces of modern technology are represented by dark creatures, choking wires and dense, brutalist architecture. Yara sets out on a journey of renewal, after experiencing spiritual depletion. Through the journey they are learning how to become a “witch”. 

The project is based on real stories from a research examining technological surveillance as violence and power that creates inequalities in motion, illustrated through the lives of three friends. It is an experimentation of how queer techniques of opacity are used as resistance and refusal. 

It brings together an interactive narrative/ puzzle adventure through gameplay. 

The rabbit is another supportive member who becomes Yara’s familiar and guide within the spiritual and physical world. Its ears grow into wings, and fly around. Yara

Hyper-realistic birds designed by the state and a private corporation to watch, and collate information.  The bird often confuses other creatures like the rabbit to trust them, only for the birds to harass those creatures and other times attack them. They are modeled after surveillance cameras. 

The jabberjay is another surveillance bird that mimics voice, or personality based on information collated. It serves to disorient people in the community, and deepens their loss.  The jabberjay taps into one’s deepest fears, or sometimes their happy moments. It is designed after AI bots that mimic human art and interaction. 

The gabberbird is one of many state, and corporation designed artefacts. They are rogue mechanical birds who steal and destroy food crops, plants, muddy water, and other resources. They are a metaphor for technology extractivism.. 

Yara is a traditional priest , they are forced to embark on a journey where they regain their spirituality. They relearn the ways of cosmology, engage with mythical creatures and plants. On their path, Yara is confronted with evil entities, and they are able to see the extent of surveillance threats outside of their city.

The queen represents one of the community members Yara meets along the way. She supports Yara in remembering who they are at the final part of the journey by teaching them how to use plants to make balms for protection, and expand their imagination

play the interactive STORY

The motherboard represents the complicated relationships and realities we have with technology. On one end, we are confronted with the threats and spoils of surveillance, yet on the other side, where our trusted communities gather we may find support, and sometimes small forms of joys. Each character on the motherboard represents these dichotomies. From Yara who experiences direct threats of surveillance, to the queen, rabbit or villager supporting their journey to healing and renewal, and the hyper-realistic mechanical birds who facilitate surveillance on behalf of the Anagh state. 

Each scene of the game unfolds a narrative, and an aspect of gameplay

Did you enjoy our game or loved the story it tells?

Please donate a dollar to help us develop the subsequent experiences related to the story. 

OUR DIGITAL PLAY GARDEN

Welcome to our play garden. Here you will find our games, and playful experiences (both online and offline). Our games are created to inspire imagination through feeling, we hope you feel something when you play them.

Play Adventures of the Witch’s Garden

The game takes place in a fictional setting of Ghana. A world where the encroaching forces of modern technology are represented by dark creatures, choking wires and dense, brutalist architecture. The main character, Yara, and their friends still hold memories of what their homeland used to be. Yara sets out on a journey of renewal, after experiencing spiritual depletion. Through the journey they are learning how to become a “witch”. 

The project is based on real stories from a research-data examining technological surveillance as violence and power that creates inequalities in motion, illustrated through the lives of three friends. It is an experimentation of how queer techniques of opacity are used as resistance and refusal. 

It brings together an interactive narrative/ puzzle adventure through gameplay. 

PLAY THE INTERACTIVE STORY

Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings.

Did you enjoy our game or loved the story it tells?

Please donate a dollar to help us develop the subsequent experiences related to the story. 

JOIN OUR COMMUNITY

Plants hold our memories and stories. They force us to be still, and give us space to feel, whatever it may be. This is our space to simulate similar workings by documenting oral histories, stories, sharing our thought process and research that inspired a particular play experience. 

As we plant seeds and tend to them, we nurture the land and ourselves through stories. In this space, we document the oral histories, our research that inspired a particular game, and general thought process. 

JOIN OUR COMMUNITY

Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings.