Between

2022

Between is a game that uses projection to illuminate the space between two people.

Two players sit face to face. Their bodies create silhouettes which light up their skin. When they hold both sets of hands, they create a geometric shape in the space between their bodies. They must move this shape to fit outlines on the floor. Players end up moving their bodies together, creating a performance for the audience.

This game aims to create an intimate experience for two people. It encourages players to touch so they can express themselves and connect with each other.

The installation consists of a white surface (about 5 by 7 feet) and two cushions for players to sit on. A Kinect captures motion on the floor, and a projector projects video onto it. Both devices are mounted and connected to a laptop running OpenFrameworks.

Commissioned for and exhibited at:
No Quarter in New York, NY

Also exhibited at:
Playtopia in Cape Town, South Africa
Installation Mashup at The Lower Case in New York, NY

No Quarter

Playtopia

The following text is from a development board that accompanied the installation.

Projection
I started from the projector. The NYU projector I borrowed has a short throw and projects at a 90 degree angle. It was really easy to project on the floor. When I put the projector on my dining table, the projection could fit two people. I loved how the projections felt on my skin, and I could only feel them when I sat down. When I think of projection art I think of big, sweeping installations. I wanted to do the opposite – an intimate experience for two people.

Touch
I really wanted people to touch each other. I wanted players to experience simultaneous sensations of projections on their skin and the touch of another person. But it’s very hard to make people touch. Society establishes strong barriers against it, and COVID did not help. I decided on a simple mechanic – holding hands. Touching another person’s hand felt as safe and socially acceptable as I could get, while still feeling a little transgressive. I saw a lot of possibilities in making shapes in the space between peoples’ arms.

Game Mechanics
I struggled between making this a game versus an experience. Having a goal makes people move and keeps them engaged, but might be too prescriptive. Not having a goal lets people explore, but they might not know what to do. I developed several different sandbox prototypes – physics, particle systems, fluid simulations. People had fun with this, but I felt that they didn’t stay engaged without a gameplay loop. I also couldn’t make them touch without guiding them. Ultimately I provided a game mechanic that was optional, but still kept the space open for people to create whatever they want.

Playtesting
I attended Playtest Thursday at NYU every week. Each time, I dragged my projection setup from the subway (in an IKEA bag) and set it up in the hallway because it was the only place dark enough. I really enjoyed the iterative process of getting feedback from Game Center students. I’m a very indecisive person, but I think that made me open to feedback and ideas. One of my goals for this piece was for two people to have a conversation. I ended up having a lot of conversations with students about this work – collaborating with them.

Why?
I’m interested in creating social games because it allows people to do things they normally wouldn’t. I’m shy, socially anxious, and a little touch phobic. Making this game is a way for me to connect with other people. I can express parts of myself that I can’t in real life, and hopefully enable others to do that too. I felt closer to people after playing this game, whether they were strangers at Playtest Thursday or close friends. I hope that you feel something after playing this too.