Nicky Case (born September 11, 1994[1]) is a Canadian indie game developer, web designer, and critical theorist. They have developed interactive websites and online video games such as Coming Out Simulator, Explorable Explanations, We Become What We Behold and Parable of the Polygons.[2][3] Case's works are characterized by their recurring goal to "help people understand complex systems", presenting dilemmas and potential resolutions in a philosophical manner.[4] Case has also collaborated with theorists and academics such as Stefano Gualeni,[5] Vi Hart and Bret Victor.

Nicky Case
Case at the 2019 Game Developers Conference 2019
Born (1994-09-11) September 11, 1994 (age 29)
OccupationIndie game developer
Known forGame development
Notable workComing Out Simulator 2014 and Parable of the Polygons
Websitehttps://ncase.me

Besides designing and developing games, Case has been active on their website and blog, ncase.me, regularly updating posts, short stories and comics about mental health, games and media culture, COVID-19 safety, and social science, among others. They have also written educational blog posts teaching mathematics, how to code, and how to make games.[6]

Career edit

Case began game development at a young age of 13 through the creation of various independent flash games on the media platform Newgrounds. Case's first entry into the gaming industry was an internship at Electronic Arts (EA), with the help of a Newgrounds game made by Case (literally titled :the game:) that became popular.[7]

Despite saying that EA was queer-friendly – describing it as "...ahead of the time for queer acceptance" – Case said that they were inspired to become independent by the way that projects could fall through any moment at EA.[7] As of 2023, they've made 42 websites, games, videos, blogs, and other content, all of them available on their official website.[8]

First independent projects and Coming Out Simulator 2014 edit

Through a crowdfunding platform, Case funded their first independent project Nothing To Hide.[9] During the project, however, Case worked on a few side projects that turned out to be more successful than the game itself.[9] The first was an instructional tutorial on how the shadows worked in the game,[4] and the second was a submission for the Nar8 Game Jam4 for which they made Coming Out Simulator 2014.[9] Coming Out Simulator, which told their personal story about coming out to their parents as bisexual and the consequences thereof. Though, as opposed to reality, the game had multiple endings, depending on the choices by the player. The response to the game was very positive. It was nominated to the Independent Games Festival's 2015 edition in the Excellence in Narrative category.[10] and Case even received emails from queer individuals who related to and felt seen by the game.[9] These side steps were their first foray into interactive and exploratory design.

Parable of the Polygons edit

The shadow explainer also achieved success and reached the front page of the image website Imgur, and Case was approached by interaction designer Bret Victor to join a workshop where they met Vi Hart,[9] an educative YouTuber with a focus on mathematics. This led to a collaboration project named Parable of the Polygons, an interactive explanation about the complications of bias and discrimination. It received overwhelmingly positive critical reception, with Salon's Joanna Rothkopf calling it "an adorable and eloquent primer on the issues of segregation".[11][12]

With the success of the shadow explainer, Parable of the Polygons and following interactive games, Nicky Case began to truly build their name as an interactive designer. It became their mission "to explore the yet vastly under-explored medium of interactivity".[13] And they began to help others with this pursuit as well by setting up Explorable Explanations, a platform where others could make and publish interactive articles of all types and educational fields.

Adventures with Anxiety edit

Case's latest release took a slight step away from system-based gameplay, and back to the more narrative interactivity of Coming Out Simulator 2014. Adventures with Anxiety represents Case's own struggles with accepting and coping with anxiety disorder.[7] The game's intent was to help teach players how to have a better relationship with themselves as well as with other people.[7] In an interview with Storybench, Case explains that games are their format of choice, just like a musician uses song to express themselves. For Case, "[they] could use the choices in the game to force the player to reflect on, and express, their own deepest fears and then create a healthier relationship with those fears".[14]

Adventures with Anxiety, along with some of their other projects, are public domain, and the webpage of the games feature the full source code for free. Case explains that they benefited greatly from the public open source codes of others when they started out making games. They want to pay it forward and stimulate others to make games as well.[14]

Other works edit

Case released Nothing to Hide, a stealth game prototype, in 2013. The crowdfunded surveillance/privacy-themed video game prototype was crowdfunded and opened under CC0 on GitHub between 2013 and 2015.[15][16][17][18][19]

In 2016, Case released We Become What We Behold, a game about Yellow journalism and vicious cycles.[20]

In 2017, Case released the interactive presentation The Evolution of Trust. In an attempt to explain the Christmas truce and the rise of mistrust in modern society, The Evolution of Trust uses a prisoner's dilemma–like thought experiment. As the presentation goes on, most optimal play styles to the experiment are discussed, and the experiment is expanded upon to include factors like human mistakes and repeated interactions.[21][22][23]

During the COVID-19 pandemic, Case has also released an explainer about the spread of COVID-19 and how they interact with lockdown measures,[24] and an awareness comic about the use and need for contact tracing apps that are surveillance free.[25]

Personal life edit

Case is non-binary and has chosen to be referred to in gender-neutral terms, expressing a lack of preference for pronouns.[26][27] They were born in Singapore and moved with their family to Vancouver when they were young.[9]

References edit

  1. ^ Case, Nicky. "It's Nicky Case!". ncase.me. Retrieved 2023-07-08.
  2. ^ "Games for LGBT audience are finally hitting the market". VentureBeat. 2014-07-11. Retrieved 2022-01-12.
  3. ^ "Nicky Case's New Game Examines Why We Should all Stop Being Such Bastards". www.vice.com. Retrieved 2022-01-12.
  4. ^ a b Human Brains Are Awesome, Humans Brains Suck (GDC 2019 Microtalk), retrieved 2022-01-12
  5. ^ "Something Something Soup Something". soup.gua-le-ni.com. Retrieved 2023-04-17.
  6. ^ "Nicky Makes Words Sometimes". ncase.me. Retrieved 2022-01-12.
  7. ^ a b c d Joho, Jess (2019-06-08). "How a game designer uses interactive play to explain the world's worst problems". Mashable. Retrieved 2022-01-12.
  8. ^ "It's Nicky Case!". ncase.me. Retrieved 2023-04-20.
  9. ^ a b c d e f Nicky Case, Explorable Explanations - XOXO Festival (2015), retrieved 2022-01-12
  10. ^ "Coming Out Simulator 2014". Independent Games Festival (IGF). 2016-08-22. Retrieved 2022-01-12.
  11. ^ "Could 'explorable explanations' help tell a new kind of story?". Columbia Journalism Review. Retrieved 2019-05-11.
  12. ^ Rothkopf, Joanna (2014-12-10). "Great new game teaches an important lesson about segregation". Salon.
  13. ^ "Drag & Drop". blog.ncase.me. Archived from the original on 2023-01-11. Retrieved 2022-01-14.
  14. ^ a b "How Nicky Case designed the game "Adventures with Anxiety"". Storybench. 2019-10-07. Retrieved 2022-01-12.
  15. ^ nothingtohide.cc (archived)
  16. ^ Nothing to hide license on github.com
  17. ^ Walker, John (2014-02-12). "Nothing To Hide Is A Very Smart Anti-Stealth Game". Rock Paper Shotgun. Archived from the original on 2017-06-07.
  18. ^ Swinnich, Anthony (2014-02-16). "Demo + Crowdfunding: anti-stealth game Nothing To Hide takes its name literally". IndieGames.com. Archived from the original on 2016-10-08.
  19. ^ Lee, Matt (2014-05-16). "Attention game designers: Public Domain Jam". Creative Commons.[permanent dead link]
  20. ^ "We Become What We Behold by Nicky Case!". itch.io. Retrieved 2022-01-12.
  21. ^ "The Evolution of Trust". ncase.me. Retrieved 2022-01-12.
  22. ^ Alexandra, Heather (2017-08-03). "A Game That Explains Why Nobody Trusts Each Other Anymore". Kotaku. Retrieved 2023-04-12.
  23. ^ Walker, Alex (2017-08-02). "A Genius Intro To Game Theory". Kotaku Australia. Retrieved 2023-04-13.
  24. ^ "Protecting Lives & Liberty: How Contact Tracing Can Foil COVID-19 & Big Brother". ncase.me. Retrieved 2022-01-12.
  25. ^ "What Happens Next? COVID-19 Futures, Explained With Playable Simulations". What Happens Next? COVID-19 Futures, Explained With Playable Simulations. Retrieved 2022-01-12.
  26. ^ "Drag & Drop". Nicky Case's Blog. 2014-10-13. Archived from the original on 2023-01-11. Retrieved 2019-05-11.
  27. ^ "Nicky Case (@ncasenmare)". twitter.com. Retrieved 2019-05-11.

External links edit