Formal art games challenge the expectations of the player. In Shifted we do this by offsetting the colliders of colored objects in the scene. The compass is there to help the player discover where the physical objects actually are (instead of where they appear to be). In the end, the space is simple, but it's a challenge to move around because you can't really trust your eyes or your preconceptions.
I played a large part in both creating and refining the game's mechanics. I also built the scene in engine, which mostly involved shifting a bunch of colliders around. I was the only programmer on the project. Interesting challenges were building a custom player controller (because I don't like Unity's) and a script for the compass GUI. I also composed the background music.
Political Art Games can be a lot of things, but my group decided to experiment with gamer culture and online play. Our adventures are laid out in great detail here. We set out to create moments of personal interaction and play, outside of the norm for the online games we played.
It's pretty self explanatory, but I mean if you really need it spelled out... My social experiments in gaming including trying to create a parkour only server in Team Fortress 2 and going for maximum role-play in War of the Roses.
The goal of this game was to capture the logic and feel of this animation. Everything from the movement of the obstacles to the growth of the play-space was meant to reinforce the link to the animation. Goals like going in-between obstacles and bouncing on the "sun" were put in to reward the player for things they would want to do in the space anyway. This game was interesting to make, as capturing the essence of the short was more important than everything else.
I implemented both how the obstacles and player move about. I also set up the scene in-engine and added in some functionality to make the play-space grow as the player completed challenges. The background music was written by me as well.
My friends and I decided to go big for our final project and made an installation piece. Players enter a small room with no instructions, and as they explore and touch various objects they are given audio and visual feedback. The room has an invisible "pleasure meter" which will fill as players work together and touch objects that are pleasurable to the room. The game was built using Unity3D and a Makey Makey controller.
Programming was fairly simple, it being hooking up different audio and visual responses to different inputs. The real challenge was in building an interesting space for players to explore, which to some extent, we succeeded in.