The End of 2013

It’s been a busy year!

My colleagues and I have setup and launched +Play, a gamification company with two major projects on from the get go: City+, a 3.0 georeal social platform for people, places, and things, and Little Elementals, an entertainment property for children with resilience teachings and a real world social and physical activity component.

I’ll post more over the next while to catch up on what’s been going on in 2013 and to keep up on the exciting things to come!

Abundance Mentality talk at MDS Part I

A little while back Frances Valintine, the CEO of Media Design School, asked me to speak at the Soul Food II evening which was ultimately held last night.

Soul Food evenings at Media Design School are social events featuring prominent speakers in the area of Maori and Pacific Design.

This event is an informal gathering of people interested in finding out more on up-and-coming contemporary designers, design influences and opportunities to bring Maori and Pacific art and design to a global audience. The Soul Food speakers for June are Nathan Suniula, Janet Lilo and Damien Caine.

I couldn’t stay as long as I wanted to thanks to urgent work at hand (which means I missed the valuable networking aspect – please contact me below if you were there and want to chat!) but it was easy to see the value of this excellent event and I had a great time there. Definitely planning to head along to the next one just to check things out if possible!

Amongst other things I showed our Danger Balls Trailer as an example of collaboration and the abundance mentality at work (more to come in Part II about the abundance mentality). This game was made with the support of Mukpuddy Animation (specifically Tim Evans for the art, Ryan Cooper for the voices, Alex for encouraging words : ) and Thinkt Studios (Damian and Josh for the sound fx)!:

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Thanks also to Wojciech Kilar for the soundtrack to Francis Ford Coppola’s “Dracula” and Ill Bill & Max Cavalera for War is my Destiny!

 

All things being equal

At the moment, our core development team in Pixelati consists of an artist, a programmer and a writer/producer. We all contribute to the game design and we’re all cross-disciplinary to some degree – you have to be, these days.

Pixelati has a non-hierarchical structure. That doesn’t mean we’re all action and no direction. “Non-hierarchical” means we don’t have managers but we do have Leaders.

Leaders rise organically from the group. Because we cultivate a culture of respect without egos, everyone’s ideas are heard and when we hear a good one, we push it to the top.

“I am quite aware that for any organization to reach its goals, one man must do the thinking and directing and generally bear the responsibility. But the led must not be coerced, they must be able to choose their leader.” – The World As I See It by¬†Albert Einstein

I’m not gonna pretend it’s plain sailing, or that it’s not going to get a lot harder as we grow, but it works for us and so far it’s worked well. We put that down to the fact that our non-hierarchical structure has roots in values that preclude the problematic areas that often arise in organisations like ours – specifically, that our purported values manifest not only in our organisational structure but also in our financial.

And there’s plenty more to say on that : ).