Personal website of Iskandar Izul Zulkarnain

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Screenshot from American Pharaoh

Global Video Games Spring 2025

Last spring I taught another iteration of Global Video Games class at HWS. I can say that it was a much better experience for both the students and me.

This time I used Construct as the game-making platform for the students to learn. The company behind it boasts that it is a game-making platform that requires no coding (not with AI though!). And to a certain extent it is true. My students were significantly less frustrated with Construct than with Godot platform that I used two years ago. However, with Construct they still need to understand the logic of programming and to follow the instruction in the correct order. Otherwise, bugs will be everywhere. Thankfully, Construct has a huge amount of resources for troubleshooting and experimenting with their platform, which was a huge help for my students. Another thing about Construct is that it is best for simple games. If you want complex games, then it is a very limited platform as one of my students found out.

Last spring was also the first time that all my students were able to realize their ideas into playable games, which I am quite happy about. One project that I want to highlight in this post is from my independent study student titled American Pharaoh. It is a thoughtful project about Islamophobia, stereotypes about Middle Eastern country, and being a person “in-between” two cultures. The student was inspired by Mike Yi Ren’s Twine/Unity game, Yellow Face, that we played as a class assignment. And I think he executed his ideas quite well in this game. Particularly the subtle changing of the environment mimicking the Yellow Face‘s game mechanic. This is also the student who complained about the limitation of Construct for creating complex games as his original vision was much more complicated than his final prototype.

You can play his prototype game here.

Two honorable mentions are Matching Madness, a card matching game about memorable landmarks/persons at HWS (featuring the voice of yours truly), and The Divide, a game about the unequal relationship between indie and AAA game industries.

Title screen of Matching Madness game

Screenshot from The Divide
Bytebreaker start screen

Bytebreaker: A Maze of Piracy

Screenshot from Bytebreaker

Last spring I taught a Global Video Game course and experimented with Godot for a game design and development assignment. My colleague, Casey Puccini, and I never used Godot game engine before. It was quite a trip for both us and the students as we did not anticipate the level of learning curve demanded by Godot. All in all, it was still a good experience. I would like to thank my students who persevered until the end of the semester learning how to develop a game using Godot with virtually no background in game design or development. They started (as usual) with an ideal project, but had to pivot to a more realistic approach. Most of their projects ended up as reskins of Godot game templates. One of the groups did manage to develop an original game though. It\’s a maze puzzle game about game piracy called Bytebreaker. Casey and I were quite impressed with it and I think I am going to use it as a model for the next iteration of the course in spring 2025.

Below is the description of the game:

Bytebreaker explores the dynamic of piracy of popular video games in the global south. By creating a game that highlights this concept, ByteBreaker strives to bring attention to the issue of piracy and issues of inequality in video games by emphasizing the difference in access between consumers in the global north versus the global south.

ByteBreaker is a single-player, first person POV game. The goal of the game is to move throughout the network-like maze and collect all the games on each level. The games to collect are carefully curated as they represent the most pirated games by people in the global south regions.

This game is created and developed as part of an assignment in the Global Video Games course at HWS in Spring 2024.

Developers:

Cullen Beck \’25, Zach Manuel \’24, Laurens Van Alen \’24, Emma Kirts \’24, and Julia Kunzelmann \’24

You can play the game on Itch.io by following this link.

Polygon screenshot

Crunch Culture in Indonesian Video Game and Animation Industry

When I was doing my week-long residency at Georgia College, I came across a news report about a case of workplace exploitation and abuse in Indonesia. At first, I read it out of curiosity and then realized that it is perhaps related to crunch culture and exploitation that have been prevalent in the global video game industry.

The perpetrator, Brandoville Studios, also sounded familiar to me. I tried to remember when I first heard it. It turns out one of my former students at President University did an interview with a game designer who at the time worked at the company, for their thesis project. According to my student, Brandoville Studios had a reputable name in Indonesian video game and animation industry. They always had a strong presence at job fairs. And as a AAA game company, they also had worked with big clients such as Disney. So this is not just a case of a random Indonesian video game company.

This makes me wonder about how much of a norm crunch culture is in Indonesian video game and animation industry. The creative industry in Indonesia has developed rapidly in the last five or ten years. Many Indonesian game and animation studios, as well as individual artists and designers, have worked as subcontractors for big companies like EA, Disney, etc. And I am guessing that these studios and people probably have to sign NDAs for their clients. This is something that I will have to research further.

The case of Brandoville also makes me think about the recent unionization movement in video game industry, particularly in the US. World of Warcraft developers recently formed a union, the largest and most inclusive union at Blizzard. SAG-AFTRA is currently authorizing a video game strike in support of its video game worker members. In an ideal world, I would also like for this unionization movement to happen in Indonesian video game and animation industry. But Indonesia has a union culture that is distinct from the US or many other western countries. So I need to think more about this Brandoville Studios case and its ramification to Indonesian video game and animation industry.

In the meantime, if you are not familiar with crunch culture in video game industry, you can watch this episode from Hasan Minhaj\’s Patriot Act, which is a good intro to understand this problematic culture, that I always use it in my Global Video Games class.

Visiting Georgia College and State University

This coming week I will be visiting Georgia College and State University for a week. A friend of mine, Ruben Yepes, has invited me to participate in the Visiting Artists and Scholars Program organized by the Department of Art. I will be giving guest lectures about anime in Ruben\’s classes and a public talk about the history of Atari and dingdong under the Indonesian New Order regime. I am excited and honored for the opportunity.

Webinar: Close Reading/Close Watching/Close Playing

I have been invited by a friend of mine, Eta Farmacelia Nurulhady, to give a webinar on literature and media studies at Universitas Diponegoro in a couple of days. This will be the first time in more than a decade that I have to connect my current research interest to literature. I am a bit nervous since I know that my knowledge of literary analysis is already rusty. That is why I choose to discuss the concept of \’close reading\’ in literature since this concept intertwines with medium-specific analysis in film and video game studies. I hope I will be clear enough to discuss the connections between close reading (in literature), \’close watching\’ (in film studies), and \’close playing (in video game studies). Do join the webinar if this is a topic that you\’d be interested in!

JSTOR Daily Feature

I just came across this article posted in JSTOR Daily featuring my research on Nusantara Online game. Didn\’t even realize they did this. It is interesting to read how the author connects playable nationalism to the concept of \”soft\” power.

Here it is: https://daily.jstor.org/game-saw-conquered-nationalism-in-indonesian-video-games/

CIVIC Interactive Media and Games Symposium 2024 (Cornell)

Excited to be participating in this symposium. I will be giving a presentation on the historical trajectory of Atari and dingdong, a local form of video game arcades, under the New Order regime. Come check it out if you are in the area!

Virtual Q&A with Dimas N. Delfiano, game director of A Space for the Unbound

Organizing this event for my Global Video Games course this semester.

The Discourse of Banning PUBG in Indonesia: The Conversation Podcast Interview (2021)

This video is from a podcast interview that I did for The Conversation Indonesia podcast show, SuarAkademia, in 2021. I was invited by Luthfi Dzulfikar, the producer of the podcast program, to discuss about the discourse of “fatwa haram” on video games like PUBG in Indonesia, which I personally think is ridiculous and historically clueless.

I gave my two cents about the long history of moral panic about video games, which usually revolves around the rising popularity of a new genre, or a new mechanic system (e.g. battle royale), and also briefly touched upon my current research on the early history of Indonesian video games culture. You can watch the full interview (in Indonesian) below, or listen to it here.

FLEFF Conversations Across Screen Cultures (2021)

This one here is a video from the Conversations Across Screen Cultures event that’s part of the Finger Lakes Environmental Film Festival (FLEFF) in 2021. I am very humbled and honored to be invited by the organizers of this event to talk about my personal trajectory as a scholar in global digital humanities. Big thanks again to the organizers of the event: Patty Zimmermann, Leah Shafer, Enrique González-Conty, and Jiangtao “Harry” Gu, as well as everyone who came to the event.

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