Anti-Design in Video Games
Ganszky, Sára Bogárka (2025)
Ganszky, Sára Bogárka
2025
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2025052515800
https://urn.fi/URN:NBN:fi:amk-2025052515800
Tiivistelmä
This thesis explores the presence and significance of anti-design within the context of video games, a medium where aesthetics, narrative, and player experience are deeply intertwined. While anti-design has been examined in other creative disciplines, its application in video games remains underexplored.
Drawing from both academic and non-academic sources, it constructs a theoretical and visual framework for recognizing anti-design. This research argues that anti-design not only exists within games but also functions as a meaningful design philosophy that challenges conventional expectations and thus, can be used to leave a lasting impact on the player.
Through detailed case studies of Getting Over It with Bennett Foddy, The Beginner’s Guide, and Cruelty Squad, the thesis identifies recurring anti-design traits—such as visual chaos, friction in gameplay, subversion of user expectations, and often, a prioritization of something other than function. The findings suggest that anti-design in games can be both intentional and emergent, offering a valuable space for creative resistance and critical engagement. This work contributes to broader discussions about design norms in interactive media and invites reconsideration of discomfort, ambiguity, and disruption as powerful tools for digital expression.
Keywords: Anti-design, design thinking, video games, game design, aesthetics,
Drawing from both academic and non-academic sources, it constructs a theoretical and visual framework for recognizing anti-design. This research argues that anti-design not only exists within games but also functions as a meaningful design philosophy that challenges conventional expectations and thus, can be used to leave a lasting impact on the player.
Through detailed case studies of Getting Over It with Bennett Foddy, The Beginner’s Guide, and Cruelty Squad, the thesis identifies recurring anti-design traits—such as visual chaos, friction in gameplay, subversion of user expectations, and often, a prioritization of something other than function. The findings suggest that anti-design in games can be both intentional and emergent, offering a valuable space for creative resistance and critical engagement. This work contributes to broader discussions about design norms in interactive media and invites reconsideration of discomfort, ambiguity, and disruption as powerful tools for digital expression.
Keywords: Anti-design, design thinking, video games, game design, aesthetics,
