Arcade and Installations

The exhibition will show artistic computer games, interactive and playful installations, video documentations of public intervention and games.

As South African and European culture is brought together, games and media art stands united too. Both fields open discussions, show parallels and therefore, gain new insights and knowledge. Artistic arcade games far off the mainstream allow for different experiences and new views on (un)known topics in a playful way, whereas technology is used as playground for artistic expression and experimental interaction with oneself, the people around or the world. Interested in critical reflection on social and political issues, both combine playful interaction to stun and amaze us.

The A MAZE. Exhibition will be presented at Wits Art Museum and Alexander Theatre.

A game about HIV/ AIDS


A Game About HIV/AIDS attempts to address the physical and emotional experience of this disease. Developed in Unity during a 24 hour Game Jam, the game is an experiment in expressing ideas through game mechanics alone.

Artist: Ahmed Elongi

Artist Aided Design

Performance/ Installation

A technician meticulously reads out a series of x-y Cartesian coordinates that result in a final, unrevealed, image being drawn by two artists simultaneously interpreting these spoken coordinates into a visual artwork. Unlike its computerised counterpart CAD (Computer Aided Design), AAD allows for the expression of an artist to emerge through the image’s creation, but inherent in this creation are the errors and misunderstandings that can take place between the technician and the artist.


Artist: Eduardo Cachucho



Each player has a keyboard, and the keyboard is mapped to the screen. To fly, hit letters that point towards your intended direction. If you get shot you have a chance to survive by typing REPAIR. To get a highscore you have to keep your plane on screen while shooting down other players.


Artist: Messhof



is a radical interactive audiovisual installation. In absence of audience, the screen remains black and speakers remain silent. Once people are in front of it, all the action will start. The visitors will be able to interact with themselves, with others or with the computer. The audiovisual outcome of the installation is proportional to the real activity in front of it.

Artist: Servando Barreiro



Interactivity is a distinguishing feature of video games and sound plays an important role in achieving it. Actions taken by players during gameplay can trigger various forms of sounds: From dialogue to special effects, ambience and music – It’s enhancing realism. Audiosyntheses proposes to engage visitors in a space with motion-activated video game sounds that draws them unknowingly into a simulated play of sounds. The work aims to create a fun and immersive sound installation that is achieved through ordinary activities like people navigating a space.

Artist: Emeka Ogboh

Board games

by games design students of the University of the Witwatersrand

Hunter/ Hunted (Luc Wolthers, Andy Turton, Robert King, Sean Goncalves, and Michael Frolic)
A game of survival of fittest, and often the most devious…
6 Chonn (Ben Myres, Viashin Govender, Arnuad Desvaux De Marigny, Alice van Wouw, Tim Flusk, and Tokelo Seremane)
A strategic dice game for four players, where one seldom rolls the dice!

Antics (Daniel Kalmer, Reg Krommenhoek and Dirk Krommenhoek)
Prepare for Antocalypse.
Pirates Mmkay? (Andy Turton, Michèle Dykes, Tsitsi Chiumya, Lucky Nkosi, and Tim Flusk)
Battle for supremacy on the high seas in this two player strategy game.
Cold Steam (Viashin Govender, Alice van Wouw, Michael Willson, Arnuad Desvaux De Marigny, and Dirk Krommenhoek)
A strategic, steampunk cold war fought between two players.

Bro Force


Bro Force is a shooter platformer in the spirit of Metal Slug and Contra. It attempts to create an atmosphere of cooperation and experimentation with simple set of actions that provide deep and varied tactics.

Artist: Evan Greenwood

Daina: The Herbarium


is a 3D adventure game characterized by lush environments and a strong fairy-tale flair. The game tells the story of Daina, a little girl stranded on an apparently deserted island with her grandpa. Besides experimenting with the graphical style, the game incorporates nontraditional gameplay that might be best described as a refreshing blend of point and click adventure, action role-playing game and farm simulation.


Artist: Dario Hardmeier

Desktop Dungeons


Explore dungeons, slay enemies and try to stay alive long enough to take out the dungeon boss in this quick-play rogue-like puzzle. Too many buzzwords? Don't worry, that means you can play a complete game in less than 10 minutes, no games will be the same and it's easy to get into, but hard to master. Upgrade your Kingdom to unlock different heroes and different races, items and gods whose mollification might just mean the difference between glorious victory and ignominious defeat! Desktop Dungeons won the award for Excellence in Design at the 2011 Independent Games Festival in San Francisco and was a finalist in the 2011 IndieCade contest, appearing at E3 that year. Desktop Dungeons is currently available for pre-order at DesktopDungeons.net where pre-order customers can enjoy the online beta.


Artist: Danny Day



Under the auspices of Masters research in Contemporary Performance I collaborated with the local student improvisation group NATCAF to explore originals ways in interpreting a Fugard theatre text. The story of loss and guilt in Dimetos was given a little twist, so much so that the story is not even complete without intervention from what we once called: audience. By playing a game called Checkpoint, spectators became players who suddenly found themselves in a building they once knew, teeming with security guards that they must avoid in order to return two ghostly characters to Dimetos and complete the story experience.

Fling Fu


Fling Fu is a action orientated fighting game in which the player takes control of a small rag-doll ninja that can be flung around using the mouse cursor. The game is always in super slow motion accept taking action. This gives the player time to plan out his or her next move. Although at first glance the object of the game seems to be mindlessly flinging from one opponent to another it soon becomes clear that precision and planning is the key to success.

Artist: Herman Pienaar

Hotline Miami


In an alternative version of Miami in the late 1980s someone is trying to reach you. Strange voices on your answering machine seem to urge you to commit terrible acts of violence. Are you willing to participate? Hotline Miami is best described as an overhead inverted stealth shooter, encouraging the player to take risks with its arcade style gameplay. Wrapped around it is a subtle story that raises questions about the violent and surrealistic nature of the game.


Artist: Dennaton



is an experimental mobile art game/app created to help where work and play in the digital arts come to terms with the dark material reality brooding behind the luminous utopianism of the digital age. Through a networked game interface, users are brought into the unglamorous undemocratic, but absolutely essential world of mining the raw materials for the electronic components that also promise us a better future. Imine elaborates the incompatibility between the hope invested in perceived technological advance and the material conditions of the extraction process assumed to generate such technology.


Artist: Baruch Gottlieb



A lonely subaquatic tophat found a human foot and managed to get it to work. With that newly achieved autonomy, the tophat starts to explore the world, always trying to imitate its human creator.


Artist: Mario v. Rickenbach

Picture for you


By making use of the latest in Kinect technology, the solution is an interactive installation that communicates the client's vision of combining art and technology to position itself as a contemporary museum, and at the same time, act as a dynamic billboard for the museum to communicate information about current and upcoming events. For visibility and engagement, the installation is rear projected onto 2 of the street facing window panels for a display area 5 meters long. As viewers interact with the piece, their movements are recorded. When the piece is idle for a time, it replays their movements, together with any textual information that the client wishes to communicate to the public.




Proteus is a game about the joy of immersion and self-directed exploration, set on a surreal procedurally-generated island. Ruins and strange creatures draw the player into the four seasons of the world and everything around you adds a voice to the dynamically-mixed soundtrack to your wanderings.


Artist: Ed Key, David Kanaga



works with any telephone and requires no phone credit. R15N is completely free to join and use and does not require you to have any phone credit on your phone! Do you have a message you would like to share with the entire community? Do you want to spread the word about an event? A party? A garage sale? Or do you just have some interesting news? Try R15N today!


Artist: Dmytri Kleiner

Rock Paper Scissors


is a multiplayer game of - you guessed it - 'Rock Paper Scissors" that is played from the touchtone keypad of any phone, and designed for public display. Using the '1', '2', or '3' buttons on the phone, participants make their choice, and square off against their friends, or a passing stranger. The cutting, smashing and enfolding consequences are made vivid through a series of animated sequences.


Artist: Mitch Said



Drawing inspiration from the older PC era, Stingray is a third-person vehicular combat game mixing elements of shoot-em ups and dodge-em ups with a tiny bit of strategy and sand-box thrown into the mix. Specifically this is a chopper combat game, but not a simulation. The design philosophy is 'easy to pick up, hard to master', and everything in the game is designed by those two principles. Flying a helicopter is not the simplest thing in the world, so a lot of effort has been put into streamlining the controls to make this game more about concentrating on the fun rather than on keeping your bird in the air. But that all depends on how much damage you can sustain.


Artist: Henk Roux

The game design experiment

by students of the University of the Witwatersrand and the University of Johannesburg

Bringing the practice of mobile, location-based gaming into bustling Braamfontein, A MAZE. showcases 4 original public space projects that were the result of an intensive collaboration between the Wits Digital Arts Interactive Media programme and The University of Johannesburg’s Multimedia programme in cooperation with Praekelt Consulting. The teams of students designed mobile gaming interactions using the innovative mobile platforms provided by Praekelt Consulting.
Supervisor: Mitch Said

Building Tetris
Building Tetris is a collaborative interaction based around the game of Tetris, but incorporates the local buildings of Braamfontein surrounding the AMAZE festival locations. Utilizing the game dynamics of Tetris in conjunction with the mobile platforms of Praekelt, participants become collaborators in the production of a new, composite cityscape of Braamfontein.
Creators: Johannes Van Zyl, Almar Daniel Phillips Pretorius, Adrian de Souza, Khosi Mpungose, Molefen Thwala, Photo Assassino, Jennifer Cohen
Photo Assassino
Snap Snap, you’re dead! Foto de Asesino/Photo Assassino is a stealth based mobile phone game featuring multiple teams playing against each other, while simultaneously attending the
A MAZE. Festival. Your mobile phone camera is a weapon - ‘shoot’ an opposing player, upload the pictures via various channels to a central website, and watch your assassin’s ranking soar.
Creators: Andrew Smith, Muzi Nhlapo, Gabriella Bajkai, Nicole Greeff, Morne Smit, Lawrence Manyapelo
Chat Lab
This project allows people to interact with each other in real environments. It’s an attempt to redefine the way people think of chatrooms and the way they normally interact with each other through their mobile phones and social networks. The project explores the possibilities of returning to a time when people were not consumed by the technologies the own, specifically in how we relate to each other in a social context.
Creators: Farrell West, Tshepo Lehutjo, Ryan Julyan, Happy Songelwa, Nellien Nkwazi, Vicky Esterhuizen, Jade Bowyer
Agent Balloon – Inflated Knowledge
“Agent Balloon” we summon you! Sign up. Receive a map. Through sound balloons and a texpedition (text expedition), discover secret codes and inflate your knowledge.
Creators: Constantina Caldis, Sennah Johnson, Alexander Bosman, Chuckie Maholwana, Elias Montsho, Carol Mpungose, Ruelle Tarr

The Street Omens

Public Play Documentation

The Street Omens is a video installation reflecting on disjunctures and connections between people and spaces in Johannesburg. Through the set up and the recording of playfully choreographed engagements of (racial, class) ‘outsiders’ with the opposed spaces of township Alexandra and inner city Braamfontein, the performance illustrates the bitter sweet game played by residents of the two environments and the ridiculousness of spatially constructed political and cultural attitudes. The performances allude to the comic intensity of maintaining and sustaining a divided spatial social fabric, and simultaneously make evident how as humans and racial groups hopes and dreams have been brutalized through the lack of sensitive interactions with each other.

Artist: Prophet

Toxic Bunny


Find out what happens when an almost normal rabbit gets into a really bad mood. Follow Toxic as he tries to find the person responsible for interrupting his coffee break, brainwashing all his friends and covering the planet with decaffeinated goo.



Urban Wetlands


Urban Wetlands is an artificial reed field crafted out of aluminium and light nodes, which dim when a participant draws near. The reeds mimic ‘snake grass’, a reed, listed as an extreme invader and dangerous to the South African ecosystem because of its unstoppable growth system that roots across kilometers underground. In the same manner as snake grass is an alien plant to the nature in South Africa, the interactivity of the installation serves as a reminder of our presence in this equation of the natural (Self) being dominated by the urban, the mechanical and the technological (Other).

Artist: Jenna Burchell

Wipe your soundscape


Interactors of this artwork enter an acoustic environment (soundscape) that includes a veriaty of sounds. In response to the things heard, visitors can make efforts to wipe out designated sounds with a simple cleaning cloth, In the research field “urban acoustic culture and interactive environments” it is the artist’s intention to reflect on the relationship between sounds in the city and the (sonic) space they constitute. Soundscapes, in that manner, surround our everyday life. The sounds of ourselves and of everything around us constantly change and sound. But we can not turn them off or change them. The only possibility one has, is to contribute with another sound. This installation, somehow, is a playful caricature of our unlucky situation within the soundscape. It provides the oppertunity to wipe out different sounds in the soundscape. The visitors can explore a conscious interaction with their soundscape. They have to make efforts to get rid of unwanted sounds, play with them and compose in a certain way.


Artist: Felix Urban

Yeti Hunter


Yeti Hunter is a game about hunting yetis. However, if you were expecting rampant mayhem and a cadre of collectible firearms, you would be wrong. Unlike most first-person shooters, Yeti Hunter is kind of on the quiet side, a minimalist experience. Most of your time in Yeti Hunter is spent combing through the woods, alert for a fresh pool of blood or a flicker of movement. Though initially simple seeming, the tension in the game can ramp up when night falls. Will the hunter become the hunted? How many are out there? Does your prey have family? Does it have angry family members hell-bent on immediate, messy revenge?


Artist: Vlambeer



zX is an eight-way scrolling exploration-based shooter. It draws inspiration from Gamma Bros (Pixeljam) and Hero Core (Daniel Remar), in an attempt to combine the best of those two stellar titles, as well as his own gameplay ingredients. The games’ primary focus is to progress from zone to zone via disabling locks while under a continuous barrage of enemies. Movement is an eight-way free-scrolling dimension, while weapons can be fired left or right. Lock terminals are scattered throughout each zone, each needing to be disabled in order to activate the exit portal. Deactivating the locks must be done manually, so the player is forced to land and exit the ship to access the terminal, leaving them extremely vulnerable to enemy attack.


Artist: Michael de Jager