Whit Pow

Digital TV Breakfast

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I am the sole designer and artist of a video game titled Digital TV Breakfast, which is a commissioned art piece tied to the Chicago art exhibition, Chicago New Media 1973-1992. The exhibition is curated by School of the Art Institute of Chicago Associate Professor Jon Cates with assistance from the Video Game Art Gallery’s Director of Exhibitions and Programs Chaz Evans and Executive Director Jonathan Kinkley.. The game itself was made in Unity.

Digital TV Breakfast was exhibited at Gallery 400 in Chicago as well as in the international new media art festival, Ars Electronica 2019 in Linz, Austria as a part of the art exhibition Chicago New Media 1973-1992.

I created Digital TV Breakfast in response to game designer Jamie Faye Fenton’s foundational 1978 glitch art piece titled Digital TV Dinner, made with Raul Zaritsky and Dick Ainsworth. The original artwork was made using a home video game console, the Bally Astrocade, which creates a beautiful display of glitch images upon “banging it with your fist.” In Digital TV Breakfast, I consider the ways that this art piece re-focuses the history of digital glitch and new media art in everyday, home spaces and its intersection with histories of transgender media and game design.

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The Doctor Will See You Now

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I am the Project Lead and Lead Artist for The Doctor Will See You Now, an experimental game about being queer, non-binary, and trans in the American healthcare system. The Doctor Will See You Now examines feelings of belonging and estrangement, comfort and discomfort, and invisibility and hypervisibility , and how these experiences of disempowerment in the healthcare system can be intersectional across race, gender, sexuality, class, nationality, citizenship and age. 

The Doctor Will See You Now was generously supported by a two-year research fellowship from the University of Chicago’s Game Changer Design Lab, and it was showcased at the Different Games Conference at New York University. I was also invited to speak about TDWSYN on a panel titled "Chicago Made Video Games as New Media Art" at the Adler Planetarium's Adler After Dark Series.

The game is implemented in Unity, and I designed graphics and animations with the Adobe Creative Suite and Spriter.

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Flora Finder

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I am the sole artist and designer of the video game, Flora Finder. The game was implemented in Adobe Animate and designed using the Adobe Creative Suite. 

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Scrap Titans

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Scrap Titans is a board game made in partnership with the Institute of Scrap Recycling Industries, Inc. (ISRI), a non-profit organization that represents more than 1,300 scrap recycling companies and 6,000 facilities across the United States. Scrap Titans has been approved for a 1,000-unit print run with ISRI, with board games being delivered to scrap recycling facilities across the country.

As Lead Artist and Graphic Designer, I had complete creative control over the design and layout of Scrap Titans. I illustrated all of the graphics, created all concept arts and layouts, and made final decisions about the design of all of the game parts and pieces for Scrap Titans.

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Destructive Interference

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Destructive Interference is a competitive bidding game designed to be incorporated into science curricula on wave behavior.

As Lead Artist and Graphic Designer, I had complete creative control over the design of Destructive Interference. I created all of the illustrations, all concept arts and layouts, and made final decisions about the design of all game parts and pieces.

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Project Stormfury

Digital mock-up of the box art for Project Stormfury that will be shipped with printed copies of the game.

Digital mock-up of the box art for Project Stormfury that will be shipped with printed copies of the game.

Take on the role of disaster management specialists in Project Stormfury, an educational board game that simulates an incoming hurricane.

As Lead Artist and Game Designer, I designed the overall concept for the visual design of the game, created concept arts and layouts, box art, and promotional materials and branding, and made final decisions about the design of all of the game parts and pieces.

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Quest for Mars

In Quest for Mars, act as a team of scientists controlling a rover on the Martian surface, interpreting incoming data to determine the most likely hypothesis for the existence of life.

As Artist and Graphic Designer, I created game iconography and illustrations for Quest for Mars, in addition to designing promotional materials, logos, box art and early-concept user interfaces for early versions of the game.

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Digital mock-up of the box art that will be shipped with printed copies of Quest for Mars.

Digital mock-up of the box art that will be shipped with printed copies of Quest for Mars.