Super Street Arcade: Yawa and Yomeci

Yawa concept art

The RMIT Future Play Lab’s latest project is Super Street Arcade, which will bring five custom-designed, arcade-inspired installations to South Melbourne’s streets. This week’s post profiles two of these in-development installations that involve collaborations between the Future Play Lab and other artist-gamemakers in Melbourne: Yawa and YomeciArcade.

Yawa

Yawa is being co-created with Indigenous multimedia artist Jarra Karalinar Steel. Steel is working with Boon Wurrung senior elder and Boon Wurrung Foundation founder and chairperson, N’arweet Carolyn Briggs, and RMIT student and game designer Duncan Corrigan. Yawa means “journey” in the Boon Wurrung language. Yawa will take players on a journey across an abstract map of Country, discovering stories and collecting and learning Boon Wurrung words as they explore.

Yawa will be housed in a table-like arcade cabinet. It will be playable by up to four people. Joysticks and speakers will be located on each of the cabinet’s four sides, and as soon as players move the joystick a character will appear on the map. Like all of Super Street Arcade’s projects, Yawa will be waiting on a street in South Melbourne for residents, passers-by, and people who hear about the project in advance to discover and explore.

Concept art of Yawa‘s unique, custom-designed cabinet

As Yawa’s art director, Steel is creating its characters, game map, and other elements. As with her other public artworks and Kulin-influenced design, Steel embraced bold colours, cartoon-esque characters and urban motifs that break down barriers around Indigenous art for Yawa’s design. “Having these characters that are more modern and city dwellers, a bit more than country, is something that’s important to me, because that’s what I grew up in,” she says. “When it comes to talking about my culture and my people and what I grew up in, I want to reflect that and not treat us like museum pieces.”

Walert Murrup (Possum Spirits), 2020, by Jarra Karalinar Steel (still from Augmented Reality work).

Three of the characters are young and distinctly urban First Nations people, with dyed hair and casual clothing, while the fourth character is a possum – one of Melbourne’s most ubiquitous urban animals. The map players explore through the characters is strongly influenced by traditional Indigenous art. But it also resembles a cityscape seen from above, while visually evoking Melbourne’s pre-colonial history as a wetlands.

These design elements bridge Melbourne’s past and present while challenging players’ assumptions about place. Steel says, “I think people think just because it’s a city and an urban area, it’s not Country anymore, it’s not sacred and it doesn’t have the importance that it does. But you’re still on Country. It’s still there.”

You Are On Country, a permanent LED installation in Melbourne’s CBD by Jarra Karalinar Steel as part of her Flash Fwd 2021 Wurrung series.

Yawa is still very much in development and its custom cabinet hasn’t been fabricated yet. The main challenge so far has been designing for its unique physical design, where players will be looking down at the screen from four different angles. The characters currently appear in 2D side profiles. But, as Corrigan explains, if the characters all face one direction “it’s going to be upside down to one person, it’s going to be 90 degrees [to the others]. But then if we were to solve that problem by making it completely top down” – seeing the characters’ heads from a bird’s-eye-view – “you would lose a lot of the character sprites” and detail.

In a meeting last week the team discussed different ways to solve this. They included having each character oriented towards their respective players’ joystick, having separate character profiles in each corner of the screen, or even placing stickers of the characters next to each joystick to represent them in analogue fashion. The team are also currently trying to find a sound designer to incorporate the music and sound elements. As with all the Super Street Arcade projects, the pressure is building to pull everything together in time for the games’ debut later this month.

YomeciArcade (tentative title)

YomeciArcade concept art

YomeciArcade is the latest project from the collective YomeciPlay, which consists of Uyen Nguyen, Max Piantoni and Matthew Riley. The Yomeci project began around four years ago as You, Me & the City, when Nguyen began exploring the “playful potential of sounds in animation, games and interactive media.” She “sound walked” around Melbourne’s CBD, recording sounds and reimagining them as “heartfelt animated stories.”

Riley and Piantoni then joined the team, collaborating with Nguyen to create a pervasive mobile game app called Yomeciland. It allows players to record sounds and create their own “digital ecology” of animated creatures on their phone. Yomeci has since evolved into multiple, ongoing projects. It has taken the form of two gallery installations. One was commissioned by Bunjil Place in 2019. Another, You, Me, Things, is travelling across Australia as part of the Experimenta Life Forms exhibition. These installations use participants’ voices and other sounds they make – stomping, finger snapping, laughing, clapping – to create creatures using sound recognition software.

Participants interact with Yomeciland x Bunjil Place in 2019

The team also created You Me Sings, a web application that allowed people to create Yomeci creatures during lockdown, and YomeciBand, their first collaboration with the Future Play Lab for its “playful parklet.” YomeciBand involved chalk drawings of Yomeci creatures on the pavement, which then produced sounds – covertly created by the team hidden nearby using a synth keyboard – as passers-by hopped, stepped, skipped, or danced on them.

YomeciArcade will also be situated on the pavement, but with a higher-tech approach than YomeciBand. Instead of an arcade cabinet, though, it will be housed in a virtual hole in the ground, surrounded by a slightly raised platform with artificial grass. Players interact by looking down and stomping on six buttons that surround the hole, taking them further and further into a subterranean world inhabited by Yomeci creatures. “We wanted to make an arcade that is on the ground and not a conventional set-up that you would expect from an arcade machine,” Nguyen says. “It ticked all of the unconventional boxes in our head.”

Players will interact with the YomeciArcade world with their feet

She describes YomeciArcade – which may be renamed You, Me, Hole – as “a musical toy.” There will be different levels or “layers” of the game inspired by musical instruments, like drums, string instruments, and xylophones. Nguyen explains that the project was inspired by Piantoni’s idea of a hole in the ground where all the layers – grass, dirt, worms, water pipes – are “stacking and sticking together.” They evolved this idea so “through your feet stomping you’d be knocking on [the Yomeci creatures’] door and they would clear their way for you to go down.”

YomeciArcade players will encounter Yomeci creatures as they go further down the hole

Other aspects of the game – including its ending – have yet to be decided. The team’s main challenge has simply been creating “a fun game to play.” They tried out five different iterations before settling on their current approach.

Another major consideration with YomeciArcade – perhaps moreso than the other projects – is accessibility, since players use their feet to play the game. Nguyen says the team are exploring ways to accommodate people with different physical capabilities, injuries, and disabilities. “I don’t want it to require too much energy from the player. This being a musical instrument or toy, you could play it in your own way, it doesn’t have the right way to do it or the better way to do it.”

Dale Leorke is an embedded ethnographer in the Future Play Lab.

Under Construction: Super Street Arcade

RMIT’s Future Play Lab are partnering with the City of Port Phillip in Melbourne for Super Street Arcade, a new Playable City Melbourne project aimed at reactivating Melbourne’s streets post-pandemic. Five arcade cabinets loaded with games and interactive installations co-created with local gamemakers, artists, academics, First Nations peoples and RMIT students will (literally) hit the pavement in South Melbourne in mid-July. These arcade machines will be fully playable outdoors and on the street.

The project is funded by the City of Port Phillip’s COVIDsafe Outdoor Activation Fund. It sought activators to create street arcades for South Melbourne that will “enliven public spaces” and “provide exhibition opportunities for game makers.” RMIT’s successful pitch involves creating bespoke arcade cabinets and arcade-inspired installations with games influenced by Melbourne’s geography, culture, city life, and Indigenous history. The games include:

  • YomeciArcade by the collective YomeciPlay (Uyen Nguyen, Max Piantoni and Matt Riley). Players peer into a virtual hole in the ground and interact with a subterranean world of Yomeci creatures.
  • MAGI 10-in-1, a compilation of up to ten mini-games. The games are created by RMIT MAGI (Masters of Animation, Games and Interactivity) students.
  • Yawa by N’arweet Carolyn Briggs and Jarra Karalinar Steel. Up to four players gather around a screen and explore an abstract map of Country, discovering stories as they go.
  • Musimoji by Troy Innocent, Allison Walker and Nick Margerison. Up to three players compete against each other to create music by firing emojis in a Space Invaders-inspired battle.
  • Jukebot by Innocent and three musicians and producers. A device resembling a jukebox creates light and sound as players press a multitude of buttons, matching the colours to tracks by familiar music artists.

YomeciArcade, Yawa, Musimoji, and Jukebot are based on new and existing collaborations between the Future Play Lab and Melbourne artists, gamemakers, academics and First Nations peoples. Magi 10-in-1, meanwhile, was developed through a two-day game jam where the Street Arcade team and MAGI students gathered to brainstorm ideas. Up to ten mini-games will be playable in one cabinet, each session lasting around 90 seconds. Some of the games include Sticky City, where objects on the street stick to players and boost or reduce their score; The Glug Glug Game, a frantic rush to keep wilting plants alive; and Tram Chaser, a side-scrolling platformer where players dodge obstacles to catch a departing tram. Street Arcade’s Creative Producer, Carlo Tolentino, says the games are designed to be played in short loops: “almost like retro gaming…it harkens back to the old classic Super Nintendo cartridges that had one hundred games in one.”

Over the past two weeks Dale Leorke has been an “embedded ethnographer” in the Future Play Lab, tracking the Street Arcade team’s progress, interviewing gamemakers and artists and documenting their works in progress. On the week starting June 20th, the project team had been working for several weeks translating their concepts into playable versions.

The Street Arcade project team meet to discuss progress.

Several, like Musimoji and MAGI 10-in-1 minigames Sticky City and The Glug Glug Game, were already approaching completion. The previous week, the joystick components ordered for the arcade machines were not interfacing with the Unity game software, creating a setback for Technical Director Nick Margerison and the team. But a newly arrived shipment of different hardware resolved the problem, allowing for initial playtesting to go ahead. As Margerison put it, this “hadn’t stopped the development of the games” but it “took up a lot of time trying to troubleshoot that process, thinking that it was something in Unity or that it was the way that we had the board set up, a driver issue or something.”

Recently graduated MAGI student Justin Jattke working on The Glug Glug Game.

Monique Kemboi is the project’s Digital Designer, creating assets and designs for various games, as well as co-designing Sticky City with Khatim Javed Dar. She is currently a MAGI student, having recently relocated to Melbourne from Kenya to pursue a career in game design and animation. She says the most challenging aspect of the project for her so far has been going “back to basics” for the games’ aesthetics, often using simple elements like 2D animation and pictograms. But she also acknowledges that “it’s a good restriction to have. Because it allows me as a creative to also simplify my brain and understand that not everything has to be this majestic thing. It could be majestic in its most simplest form as well.”

Clockwise from left: Khatim Javed Dar, Monique Kemboi, Carlo Tolentino, Eamonn Harte and Nick Margerison.

The arcade cabinets themselves will be fashioned from wood and other materials, but they’re yet to be fabricated. Currently, they exist only as digital sketches, cardboard prototypes and hardware like joysticks, buttons, wires, circuit boards and television screens that will eventually be integrated into the cabinets. Next week, the project team expect to begin embedding their games into the cabinets and testing them in situ.

As for how people will react to playable, musical arcade cabinets on South Melbourne’s streets – and whether people will actually stop to play them – Kemboi believes they will be a popular drawcard for the area and cause people to pause their daily activities to play. “When it’s just this wonderful, nostalgic thing there, you’re definitely bound to be curious to know what it does, and how to interact with it,” she says. “Sometimes people don’t really know that they need a little playfulness, a little pick-me-up, because we’re going through so much in our lives as adults. I think it being on the street is very bold and something that shouldn’t be seen as a small feat. It’s sending a message.”

Urban Commons: making parklets playful again

Download the Brunswick program.

Parklets have rapidly become part of urban landscapes everywhere during the pandemic. While rapid changes to planning policy that enable more space for people in our cities are a positive development, most parklets are not public spaces in which everyone is welcome. Can parklets be reclaimed as a form of tactical urbanism? How do we make parklets playful again?

Check out the program of urban play or create your own event in the parklet in Saxon Street (between Dawson Street and Siteworks).

Developed in collaboration with City of Moreland, Siteworks and the Brunswick Design District.

Parklet Events Program

Check out our program for special events within the playful parklet.

The parklet is located on Llaneast St just off Glenferrie Road outside Crate Expectations and it is free for the public to work, rest or play within.

Café Games
Saturday February 19
2.30-4.30pm

Drop in and learn to play a new board game!

Yomeciband
Friday February 25
2.30-4.30pm

Singing creatures take over the footpath in Llaneast St!

Café Games
Saturday February 26
12.00-2.00pm

Drop in and learn to play a new board game!

Board games with Justin
Friday March 4
2.30-4.30pm

Drop in and learn to play a new board game!

Play the Commons
Friday March 11
12.00-2.00pm

A beginner’s course in parkour!

Communitas
Friday March 11
2.30-4.30pm

Play three musicians – drums, trombone, vocals – in a music game!

Café Games
Saturday March 12
12.00-2.00pm

New board games in play!

Play the Commons
Saturday March 12
2.30-4.30pm

A beginner’s course in parkour!

A collection of board games has been left in the parklet for you to enjoy anytime. BYO coffee or drink of choice – or bring your lunch!

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We Are Where Now?

Download our 2021 program.

Let’s play in public space again!

We’re excited to finally announce the event dates and program for ‘We Are Where Now?’

From the 20th of November to 5th of December 2021, at 176 Little Lonsdale St. Melbourne becomes a playable city connecting music, games and fashion with public space. Inspired by the Watershed method, the program includes playful parklets, musical plants, nomadic urban play agents, pop-up street games and a three-hour augmented reality journey.

Follow and tag us on our Instagram at @playablemelb or Twitter @playablemelb !

Visited the parklet already? We’d love to hear from you so we can bring playfulness back to Melbourne! Click here to share your thoughts!

Playful parklet coming in November 2021

Playable City Melbourne’s playful parklet

As the city reopens, Melbourne will become a playable city connecting music, games and fashion with public space.

This event will showcase experiences such as playful parklets, musical plants, nomadic urban play agents, pop-up street games and a three-hour augmented reality journey. Get ready to play in public space again!

Follow @playablemelb for announcements!

Our 2021 program is launching at Melbourne International Games Week.

Join Melbourne’s urban play community to experience installation and events connecting music, games and fashion with public space. Playable City Melbourne is an arts festival distributed over space and time responding to ways our cities are changing in response to the pandemic. Play musical plants in a parklet, join street games with physical distancing, or experience a 3-hour show in the privacy of your own phone. The everchanging program responds to our current collective mood: hopeful, exhausted, lost, found, vulnerable, resilient, or all of the above. Working with the Watershed Pervasive Media Studio and featuring work from Chad Toprak, Helen Kwok, Playable Streets, 64 Ways of Being and many others, urban play will hit the streets post-lockdown.
A parklet with playful figures.

2021 program coming soon

A ten-day program of public events and playable city installations during Melbourne International Games Week in October 2021.

Playable City Melbourne will bring the Watershed method to the city to co-create and remake works that connect music, games and fashion with public space.

Watch this space!