A Yet-Unforeclosed Possibility of Freedom and Joy

Screenshot of the title slide from the talk. The title text surrounded by a series of idiosyncratic pixel images taken from Klik & Play.
Screenshot of the title slide from the talk. The title text surrounded by a series of idiosyncratic pixel images taken from Klik & Play. The title slide projected onto a wall at the Biome Collective x Hapworks Takeover. Me talking in front of a screenshot of the cohost post that formed the initial seed of the talk. Me talking in front of the Glorious Trainwrecks manifesto projected onto a wall.

An interactive talk about old game dev subcultures, Klik & Play, and the necessity of spaces that don't revolve around 'hard work', 'success', and your ability to produce on demand.

My attempt to pull together a bunch of things I'd been thinking about for the past few years. Split into 3 parts: an intro where I talk about my own history as a game dev, before talking about Glorious Trainwrecks and Klik & Play, followed by an extended interlude where we make a game together in Klik & Play, ending with an argument for spaces that do not impose standards and expectations on our creative work, that treat art not as something sacred, but as something everyday, as common and natural as breathing.

Performed at the 2024 Biome Collective x Hapworks Takeover, in the Hapworks space in Dundee. The talk was not recorded, unfortunately, but hopefully I'll get a chance to do it again.

Photos credit: Matthew Cormack