Blanket Fort Chats: Game Making With Marie Claire LeBlanc Flanagan

Marie Claire LeBlanc Flanagan

Blanket Fort Chats” is a semi-regular column featuring women and nonbinary game makers talking about the craft of making games. In this week’s post, we feature Marie Claire LeBlanc Flanagan, a Berlin-based game maker who’s teaching herself how to make experimental games. She loves ideas, creative expression, and french fries.

Miss N: Can you tell us a bit about your background and how you got into making games?

Marie: My path was not straight. My work is mostly in social enterprises. I’ve done work in alt-education with high-risk youth, created social arts experiences, and used my hands and hours on community building. I’ve led small, scrappy DIY organizations.

I founded Wyrd, a national non-profit dedicated to encouraging, documenting, and connecting creative expression across Canada. I am the Editor-in-Chief of Weird Canada, a website that celebrates and documents do-it-yourself, experimental, and emerging music, books, ideas, and art. I also made a day for the celebration of drone music.

A year ago, I felt like there was no more room in my life for me. I decided to move to Berlin and make experimental games. I had made one game, Þink, with DMG four years before, but otherwise had no exceptional background or experience playing or making games.

For a long time, I thought I hated games, but I was just playing the wrong games. I’m generally not very excited about competitive, complicated, disempowering, rule-heavy experiences where I am enacting a vision that fundamentally misaligns with my being. I’m into experimental narratives, soft experiences, deeply transformative ideas, ritual, and strange expressions of play.

In my very first days in Berlin, I signed up to volunteer at the Wikimedia Free Knowledge Game Jam, and they asked me, “Why not participate?” I said, “I have no idea what I am doing,” and they gave me a name tag that said “Marie Claire LeBlanc Flanagan: Game Designer.” That was that.

I pitched an idea at the jam, found a team, and made TexTiles, a paper prototype of a pattern-matching game using textile samples from the historical archives (and we actually won third place!).

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