Saturday, 5 March 2022

Gamifying Maslow?

I've been diving deeper into the development of Jobopoly, and one thing's for sure: it's not just about money. It's about time. And not just any time, but quality, uninterrupted chunks of it. The kind where you can sit down, get in the zone, and produce some of your best work. But how do you ensure that in a game setting? Enter Maslow's hierarchy of needs.



Maslow's pyramid has always fascinated me. The idea that our basic needs must be met before we can even think about our higher, more abstract needs makes so much sense. But in the hustle and bustle of the illustration industry, it's easy to forget that. We're so focused on the next paycheck, the next client, the next deadline, that we often neglect our basic needs. And that's where Jobopoly comes in.

In the game, players must ensure their basic needs are met before they can take on jobs. This is represented by "time pools". The better you are at managing your basic needs, the more time you have available to work. But it's not just about time management. It's about life management.

For instance, if a player doesn't secure housing in the game, they'll find their available time drastically reduced. No shelter means less sleep, which means less energy to work. Similarly, without proper nutrition, players will find themselves with less stamina and focus. And without social interaction? Well, let's just say it's hard to be creative when you're feeling isolated and lonely.

But here's the twist: players can't just focus on their basic needs. They also have to think about their higher needs. Things like self-esteem, creativity, and personal growth. Because in the real world, it's not enough to just survive. You have to thrive.

The challenge, then, is to balance these needs. To ensure you're not just living, but living well. And that's what I hope players will take away from Jobopoly. That success in the illustration industry isn't just about talent or hard work but finding a manageable balance.

Thursday, 3 March 2022

Simulating the Illustration Industry in an afternoon?

I'm currently working on a new unit on the new curriculum - "EXPLORING SUBJECT" (IL403) which we have preliminarily earmarked to be the industry unit. Within this, we have attempted to simulate the industry in a series of weekly briefs, with very tangible real-world expectations. This was led with a very gamified and automated series of editorial illustration briefs to both keep the students busy - and also get them used to the real-world cycle of engaging with the transactional nature of illustration (i.e. - you are not the main character here anymore...). We supported this with real-world fees, and fake money (BENJACKS!) to support this. As the sessions went on, a nagging thought kept popping up: while they're earning this money, do they truly grasp where it might need to be spent in the real world?

A lot of students are asking where this is heading - and currently, I don't know. We considered making a tuck shop so they could spend their money - but really without having to fund a pretend real-life existence with the pretend real-life money it seems a bit meaningless.  Ideally, I'd like to develop something (likely a game) that simulates the entire hustle of the illustration industry. Not just the earning, but the spending, the managing, the juggling. Invoicing, tax, handling multiple deadlines, client communication... all of it.

But, here's the thing: at that moment, I didn't have a clear roadmap. I just had this gut feeling that there was potential here. A game could be the bridge between classroom learning and real-world application. It could be the tool that makes the abstract tangible.

Currently within my own practice - I am attempting to sell a flat, buy a house, day job as a lecturer, manage an online shop, paint a Warhammer army - and maybe - just maybe - draw a sausage. Whilst none of this is too overwhelming individually, I am very aware of both my inability to manage time, and Maslow's hierarchy of needs - that we are just human, trapped in this linear grind of time. It's something I'd like to play with as being an illustrator is not just about balancing the books, but also life-ing too.

Balancing the intricacies of professional life with personal aspirations and day-to-day challenges is a dance every illustrator must learn. Ideally it will be a sandbox to practice, fail, learn, and ultimately prepare for the rhythm of the real world. Stay tuned as I delve deeper into this project, sharing insights, challenges, and progress.