Gamoglyphics
Exploring the aesthetics, visuals, story-telling and gameplay that make up video games, aiming to offer creative and designers a new artistic reference to draw inspiration from
Problem
I believe video games are a form of art: They’re nothing if not experiential. They are visuals, design, music, and poetry, all wrapped up into a single package. And although creatives have looked at fine art, design, architecture, music or even literature to find inspiration, the world of gaming hasn’t had as much traction as a legitimate artistic reference. And I think that this is because there is no source, no real editorial voice that talks to us about video games as an art form.
Role
Gamoglyphics is a personal concept project that I developped entirely, which means I took many different roles. Among them, I engaged with my users, thought of a marketing strategy, dabbled on the business model and developped the product from sketch to fully functionnal prototype.
Discovery
Understanding users
The “Bit Baby Generation” as I like to call it is comprised of “older” gamers. The grew up with video games and closely followed its evolution. They’re the most interested in engaging with video games in other ways that simply playing it.
Initial user journey mapping
Initial market research
Research insights
Gamers enjoy consuming gaming related content, be it videos, articles, news etc...
There is an emotional component related to video games among the baby bit generation
Gamers have a tendency to collect (be it games, posters, cartridges, manuals etc...)
Some gamers feel frustrated to keep seeing the same video games over and over again
Users make a habit of reading up on a game before playing or buying a new game
Type of gamers and type of games have widely expanded
Observed gamers carrying conversation around many different elements of a game
Ideation
Gamoglyphics as an IMDB for video games
Gamoglyphics took on many different iterations, based on preliminary research, before getting to where it is now. Initially aimed at being the largest video game database, preliminary research showed that this project wouldn’t bring much added value to the table
Feedback and insights
Users have access to better platforms with same content, and have developped habits
Users are confused by the platform, unsure how to use it. Didn’t know how to engage with the content
Saw no need for a “mega” database as the information is already easily accessible
Discovered the video game industry’s market size, and confirmed there was an opportunity for a new project
No new information or innovative outlook on video games featured
Observed a growing interest for engaging with video games as a form of art
Iteration
Gamoglyphics, the artistic side of video games
Gamoglyphics in its current state is a publication focused on offering a more artistic outlook on video games. The target audience also evolved from gamers to artists and creatives.
Target audience
Gamoglyphics in its current state is a publication focused on offering a more artistic outlook on video games. The target audience also evolved from gamers to artists and creatives.
Creatives, artists & designers
Anxious to get a new source of inspiration, and are excited to engage with video games a new art medium.
Game makers
Looking for a curation of thoughtfully crafted video games to draw inspiration from and expand their work tools.
Competitive analysis
Sitemap
Gamers
Seeking to consume fresh gaming culture content, and add a platform on which to review video games.
User journey