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GAD170.2 Game Scripting: Game Loops and Collections Example 2
A high quality example of GAD170 project 2
GIM110.1: Introduction to Games Research and Analysis Example 1
Exemplar for GIM110.1 Introduction to Games Research and Analysis. The text details an analysis of Baldur\u27s Gate II: Shadows of Amn, and specifically uses four reliable sources to describe the game, fun and play qualities of the experience
ANI175.1 Activities Doc Example 1
ANI175.1 student exemplar of completed Activities docuentation
DDX220.1 Science Communication Example 3
Infographic design as social media posts informing about the dangers of consuming ultra-processed food
I was your age once!
Intergenerational Connection and Australian Identity in I Was Your Age Once Introduction Intergenerational storytelling serves as a powerful mechanism for preserving familial bonds and cultural identity. I Was Your Age Once is an illustrated children\u27s story presented as a narrated video, structured in verse, that explores thematic connections between generations. Through visual and auditory storytelling elements, the work highlights the continuity of shared experiences despite changes in societal and technological landscapes. Additionally, the project engages in a critical discussion on self-publishing, positioning itself as a challenge to traditional publishing paradigms. This paper examines the narrative, visual, and structural elements that contribute to the work’s representation of intergenerational connection, Australian identity, and independent creative dissemination.
Methods A qualitative textual and visual analysis was conducted to examine the narrative and aesthetic strategies employed in I Was Your Age Once. The study considers three primary elements: (1) the use of visual representations of Brisbane’s housing and historical technological context, (2) the narrative structure in verse and its role in emphasizing commonalities between generations, and (3) the work’s distribution model, which prioritizes self-publishing and digital dissemination. These elements were analyzed through thematic coding, focusing on intergenerational connectivity, cultural identity, and narrative accessibility in a digital storytelling framework.
Results Findings indicate that I Was Your Age Once successfully constructs an intergenerational dialogue through visual and linguistic storytelling devices. By juxtaposing past and present depictions of daily life, the story illustrates how common experiences—such as play, exploration, and curiosity—transcend generational divides. The distinctly Australian setting, characterized by local accents, architecture, and environmental cues, reinforces a sense of cultural specificity, grounding the narrative in a recognizable yet evolving landscape. Furthermore, the decision to release the work as a self-published digital video highlights shifting paradigms in contemporary storytelling, where creators utilize multimedia formats to reach audiences outside of traditional publishing constraints.
Discussion The study suggests that intergenerational storytelling in digital media offers new opportunities for audience engagement and cultural preservation. The use of verse as a storytelling medium not only enhances narrative rhythm and accessibility but also mirrors oral storytelling traditions, reinforcing the timeless nature of familial connections. Additionally, the visual representation of Brisbane’s urban and technological evolution allows audiences to recognize both continuity and change in their lived experiences, strengthening empathic engagement between generations. Finally, the work’s self-published model challenges the necessity of traditional publishing channels, demonstrating how digital platforms enable independent creators to control the dissemination of their narratives.
Conclusion By integrating narrative, visual, and digital storytelling strategies, I Was Your Age Once successfully bridges generational experiences while celebrating Australian cultural identity. The work underscores the value of self-publishing in expanding literary accessibility, emphasizing the potential of independent digital storytelling as a tool for fostering intergenerational connection. Future research could further explore how multimodal storytelling influences audience reception and how self-publishing impacts the representation of local narratives in children’s literature
The Statue: Representing queerness in myth and fairytale through animation
There is a preexisting overlap of myth and fairytale, queer representation, and animated film. Many of the earliest animated films were adaptations of fairy tales, and those adaptations often included queer-coded villains. This is usually where the combination of all three of these elements ends, often falling short of meaningful representation (Baker, 2010). Fairytale and animation are synonymous in our modern cultural understanding (Holiday and Sergeant, 2018) after all, the first full length animated feature film was an adaptation of Snow White and the Seven Dwarfs (1937). Queer representation within the fairytale and mythology genre is not a new area of exploration (Baker, 2010; Brown, 2021; Davis, 2006; Davis, 2013), and queer representation in animated media is becoming more prevalent (White & Chik, 2020; GLAAD, 2021; GLAAD, 2022; GLAAD, 2023). While there has been an overlap of all three elements in the past, they have traditionally failed to include positive representation. This is an area that I aim to rectify through my works, and the exploration and documentation of such works as a queer identifying animator.
The Statue is a short, animated trailer that explores the relationship between art and artist through the lens of queer individuals as a means of security and expression. The goal of this project is to utilise the genre of fairy tale and mythology through the medium of animation, retelling a classic mythology text through the perspective of a queer-identifying protagonist. This project utilises a structure of practice-led research through autoethnographic reflection, with influence from Butler (Gender Performance Theory) and Deleuze’s (Difference and Repetition) works, to challenge the socially upheld semiotic influences found in the animation medium
The Prepared Bystanders : A Social Impact Campaign
1,272 people died on Australian roads in 2023 (BITRE, 2024). The Government’s 2021-30 Road Safety Strategy is to reduce the annual count to 571 (Commonwealth of Australia, 2021). No less than 1,000 people have died each year since 1935
The Legacy of Tabletop Role-Playing Games: Shaping Contemporary Game Design
In this study, we have delved into game design elements in certain modern games and argue that traditional tabletop role-playing games (TRPGs), such as Dungeons and Dragons (D&D) (Gygax et al., 1981), and their design legacies continue to shape and influence modern game design (Wainwright, 2021; Ho, 2014). These contemporary games themselves serve as sources of inspiration for many other modern games, in turn, acting as a bridge between traditional TRPGs and the digital realm of CRPGs and other genres (Wainwright, 2021). This symbiotic relationship, therefore, indeed demonstrates the profound and enduring impact of TRPGs on the gaming industry as a whole, a legacy likely to persist for generations to come
Kaleidofye\u27s Infinitely EP
This work, a 5 track EP of original works, thematically linked through an exploration of the limitlessness of love, was composed, recorded, mixed and mastered independently by Stephen O’Connell, artist name Kaleidofye. Musically, the work explores the notion of “Post-Genre” composition, where the artist’s musical influences, rather than genre conventions, are used to shape the music in a way that transcends genre boundaries. Within this EP, influences from art rock, electronica, cinematic music, pop, indie and rock are heard, moving fluidly between these genres and marrying components together in unique ways. In completing this work, Steve was able to continue their professional practice, honing their craft, and exploring more development within the conceptual realm of post-genre. It puts into practice the same skills they teach within songwriting and composition, music production and studio production.
The work was also a way to challenge the amatonormative cultural perspective of romantic love, as represented in popular music, an area Steve explores further within their academic research. While many popular music songs and albums focus on amatonormative narratives (a social phenomenon coined by Elizabeth Brake in 2012 where the romantic, heteronormative, exclusive, dyadic couple maintain a social hierarchy above all other forms of relation), this work aims to challenge this. By telling the story of a person who experiences the emotional throws of love for another and the difficulty of grappling with what this means to them and the world they live in, it writes outside of the normative expectations we socially construct around romantic relationships, arriving at an expanded conception of how relationships can be built and valued