currently researching african animation : interested in compiling a database of practitioners in various sub-saharan countries : welcome any postings from practitioners

Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Thursday, March 28, 2019

SquidMag.Ink a great online resource for animation, comics and games from Africa




SquidMag is a website that offers a great selection of news on animation, games and comics from the continent. In their own words they aim to be....

the go-to resource to find the best works of art across comics, video games and animation and to start conversations about the geekdom we love so much.
Squid Mag was started by Kofi Sydney Asare and KaDi Yao Tay in 2015. The Squid Mag team comprises Cassandra Mark, Kevin Sampong, Kiyindou Yamakasi, Dela Attikesse, Fafa and Elom MacAuley and Elizabeth Temitayo Johnson.
We are on a mission to alter the African narrative through channels atypically associated with Africa.

Definitely worth a visit.

Tuesday, June 19, 2018

Salim Busuru... Comic artist, illusrator, animator

Watch Salim Busuru illustrator from Kenya talk about the beginning of Avandu Studio and his motivation to tell African stories as he engages with aesthetic and notions of authenticity. A great interview on Vimeo from the project AfriDesignX. AfriDesignX is a V&A and UaL project that set out to investigate ' new design typologies and visual strategies from African megacities'.

Interview with Salim Busuru of Avandu Studios from AfridesignX on Vimeo.

Monday, October 30, 2017

More African animation on the Blogosphere...SQUIDMAG

Another great little find, SQUIDMAG is a blog on African animation, comics and games. With some great posts about events happening on the continent - such as screenings for Afro/Animation in Accra, Ghana, or Comics at the Literary Festival in Accra. 




Tuesday, August 01, 2017

#CollabNowNow - Opportunities for digital arists and storytellers on the continent


Great news from Jepchumba from AfricanDigitalArt - you can apply for this by clicking here: BritishCouncilConnect.ZA. This is one great project that animators in Africa should be looking out for... 

#ColabNowNow is looking for you: the artists, coders, architects, storytellers, bending your artform in the digital now for the NowNow.
British Council Connect ZA invites young digital storytellers and artists working in digital, from Southern Africa, East Africa, West Africa and the UK to take part in ColabNowNow. This platform for collaboration will showcase innovative digital work which will be shown during the Fak’ugesi Festival. The artists will partake in a 10 day programme curated by, Jepchumba, the founder and creative director of African Digital Art, and take part in the larger Fak'ugesi Festival programme.
Call for Artists10 artists working in the digital realm who will create work independently or collaboratively, to be shown at the Fak’ugesi Block Party. Artists include, but are not limited to: visual/graphic artists, architects, technical artists, programmers, music/sound artists, performers and animators.
Call for Digital Storytellers5 Digital Storytellers who will document and engage in the collaborative activities of the artists, telling the story to audiences in their respective countries. They are also encouraged to work with the artists. Digital storytellers include, but are not limited to: writers, photographers, videographers, bloggers and vloggers.

Eligible CountriesSouthern Africa: South Africa, Zimbabwe, Botswana, Malawi, Zambia, Mozambique, Mauritius, and Namibia
East Africa: Kenya, Ethiopia, Tanzania, Uganda, South Sudan, Sudan, Rwanda West Africa: Nigeria, Ghana, Senegal, Sierra Leone
United Kingdom: England, Scotland, Wales, and Northern Ireland

This project will take place in conjunction with the Fakugesi Festival.

Tuesday, November 03, 2015

WAGE 2015, Gaming in Lagos Nigeria


On the 29th - 31st October, the West African Gaming Expo (WAGE) hosted a number of different players in and around the gaming industry and related educational fields at Pinefield School in Lekki, Lagos.

Spread across two days, the event included specialised lectures and presentations given around the technology, and the specific hurdles and obstacles that are faced with this regional context. Some presentations included a focus upon local content such as Geniigames - and their educational games that promotes local language and culture, and representative Zuibar Abubakar from Chopup games on wider perspectives on game development. 


With game developers as young as 10 years old, the Centre4Tech showcased the outcomes from their summer camps that run with young children and adolescents interested in this field. Their attendance also included presentations on gaming and the projects that their organisation offers. 



The event also included showcasing different hardware, including the OculusRift and Google VR set Cardboard.

And there was also room for fun where delegates and attendees played their favourite games.

One other great find at the event was making the acquaintance of Tolu from the Podcast Channel, Tao of Otaku, where you can find regular podcasts of '
African perspectives on comics, video games, tv shows, anime and all things geeky'.



The WAGE website was redesigned in 2016 and can now be viewed at: http://www.africgames.com/

Below is an article I wrote for the website on local content in 2015.

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The subject of local content for local audiences has been an ongoing concern within different post-colonial spaces as there remains an inevitable engagement with the discourses on hegemony and dominant cultural brokers in the field of animation, film, games and popular entertainment at large. Therefore when WAGE2015 (West African Gaming Expo, Lagos) introduced the themed focus on ‘local’ production in gaming in West Africa, this discussion was bound to arise across a range of aspects within this field, whether in the context of infrastructure, production (artistic and technical), distribution or exhibition.

How can different parties negotiate these tensions in a transnational context of production and distribution? Global players in the market increasingly appear to be ‘setting up shop’ across different countries outside of the West, establishing studios and creative hubs. Furthermore their market dominance would suggest that they are favourably positioned as ‘trend-setters’. A counter narrative to this is to be found in the utopian views of Web 2.0, that technological moment that heralded in a new wave of ‘prod-users’ who were/are able to upload their films and animations on YouTube or develop and sell their apps in this global marketplace (Bruns, 2006). Still one may argue this vision belies the continued difficulties that independent producers face. Somewhere in the midst of this minefield of discourses I interjected with a small window onto a handful of African animation/multi-media artists who move within these transnational spaces and in a cosmopolitan sense presenting work that re-frames the ‘exotic’ to different audiences.

These artists appropriate an aesthetic, narrative, and form that stems from range of spaces (real and virtual). Their content resonates with local audiences who are able to recognize the motifs and excite foreign audiences who view these images as different, other and exotic. The term ‘exotic’ is not without its own historical and problematic associations – and here I wish to propose that it is this precise 'othering' quality that these artists are capitalizing upon, turning the table so to speak, to re-present versions of content that can be viewed and enjoyed by a range of audiences across different contexts albeit for different reasons. Artists like Nigeria’s own Ebele Okoye or Kenneth Coker who work and live between Africa and Europe or the US, are constantly creating work that whilst greatly inspired by Yoruba mythology, as one example, can also incorporate motifs from North African architecture in sci-fi worlds with a cast of characters that look like they belong alongside any of the Marvel crew. Kenneth (Shof) Coker’s recent kickstarter project was made in collaboration with his siblings Shobo and Funola Coker. ‘Outcasts of Jupiter’ (http://tapastic.com/episode/65786) is a graphic novel that is set in the future with a cast of characters befitting a sci-fi context. The drawings collapse unusual elements together by illustrating the familiar ‘exotic’ spaces of dying and tanning pits on rooftops in Fez in Morocco, for example, alongside technologies that could be easily placed in retro-futuristic American sci-fi.  This combination of different aesthetic references facilitates resonances with different readers/viewers, and importantly as Coker has articulated many times it recasts a range of African characters, whether it is Abdullah captain of the Caliph’s guard, the astrophysicist Persio, or the powerful Denari designed ‘as a man of Afar ancestry, a descendant once of the Kush Empire in Northern Africa’ (Coker, 2013) each equally different in physical appearance and garb. Kenneth Coker has also produced earlier animated work that presented similar exotic appeal. The CGI (computer generated imagery) animations Oni Ise Owo (2008), and Iwa (2009) both provide further evidence of this recontexualization of myth and aesthetic forms that stem from different places/ spaces (https://vimeo.com/4488258)  . 

These new configurations of ‘local’ content offer a way to conceive of content development that is not determined by the “Us” and “Them” model, but instead one the engages with different aesthetic conventions and genres to enable the work to travel to, from and across trans-national spaces. One strong example of this repositioning of ‘local’ content can be identified in the work of the Kenyan multi-media artists/ musicians/ animators known as Just a Band. Their work gained visibility through online exhibition and distribution of their music and videos. For their music video Inwiyo Piny (2008) the viewer is confronted with a collage of urban photographic scenes in Nairobi and illustrated characters that stylistically reminiscent of the Gorillaz characters culminating in a surreal sequence with a flying tortoise and deejay, intercut with scene that could sit within a manga anime. (https://www.youtube.com/watch?v=Q3FIpWxUqXA) However, the music video that they would become most famous for was Ha-He (2010). The video went viral clocking over 657,000 views on YouTube with memes, associated online activity on social networking sites and spin off websites. This Kenyan take on American Blaxplotation films from the 1970’s presents Makmede as the superhero ‘bad-ass’ that saves the day. ‘Makmende’ was so popular he even garnered his own Wikipedia entry. More importantly whilst the video has strong aesthetic references to the American 1970’s B-movies it includes strong cues to its Kenyan context. This unique positioning resonated with Kenyan online users/viewers within Kenya and the diaspora as they related to the specific references to Makmende, and simultaneously a transnational audience could recognize the genre that this was alluding to. (https://www.youtube.com/watch?v=_mG1vIeETHc ).

It is also worth pointing readers to the artist Jim Chuchu, who was a member of the band, who has subsequently gone off to make his own work as digital artist and director. His own short films include, HomeComing  (2013) and To Catch a Dream (2014) (https://vimeo.com/116848487). These films reconfigure stereotypical representations of Africa, within the science fiction or Afro-Futurist genre or through the surreal lens of dreamscapes that bring together cosmopolitan urbanites with mythical characters. This reimagining of Kenyan space and narrative aligns well with other transnational films that are ‘accented’ with elements from different places, urban/rural, real/virtual and times past/ present/future (Naficy, 2001). And whilst these examples are manifest within film or animation, it is worth reflecting upon how games developers across the continent could look towards recognizing these formats in there own work. One recent example of this in practice can be found in the work of the Kenyan animator (and game developer) Andrew Kaggia and his move from the political animation in 3D CGI Waguezi 2012 (2011) to the game NairobiX  (2015) (http://edition.cnn.com/2013/03/01/world/africa/kenya-wageuzi-elections/index.html). Kaggia’s animation referenced different cultural motifs, in this case re-presenting Kenyan politicians as Transformers that race and battle through an urban landscape pre-empting the then incumbent elections. Later in his game NairobiX Kaggia uses the city of Nairobi as his game world where players move through a post-apocalyptic space shooting aliens. 


All of the examples I provided can of course be met with a critique or scrutiny of the ‘authenticity’ of their work. People may examine how closely they align with the individual narratives, or motifs, and local contexts. They may question the players that are involved in some capacity with the development, production and distribution of these forms. Any adaptation or change to these could be construed as a corruption of the heritage or cultural context that inspired the work. These opinions call for the need for artists to align themselves with certain local themes and to do so exclusively. However perhaps it is important to move away from essentialist positions that pre-suppose that these artists resort to exclusionary devices of either one or the other, and simply recognize that in today’s contemporary spaces, real and virtual, transnational productions are the becoming more commonplace. Developers, artists and digital media creatives are more adept and likely to engage with a range of media that stem from different contexts, and therefore perhaps we should not be surprised when they are able to combine these influences with other aesthetic motifs that could sit easily within discussions on Yoruba mythology, Ghanaian fertility dolls, and Tanzanian popular art such as Tinga Tinga painting.




Bruns, A. (2006), ‘Towards Produsage: Futures for User-Led Content Production’ in F. Sudweeks, and H. Hrachovec, C. Ess, (eds.), Proceedings Cultural
Attitudes towards Communication and Technology 2006, Estonia, pp. 275-284.

Callus, P. (2012), ‘Reading Animation through the Eyes of Anthropology: A Case Study of sub-Saharan African Animation’ in Animation: an interdisciplinary journal, Vol. 7 No. 2, pp. 113-130.

Huggan, G. (2001), The Post-Colonial Exotic: Marketing the Margins, London: Routledge.

Naficy, H. (2001), An Accented Cinema: Exilic and Diasporic Filmmaking, Oxford:
Princeton University Press.



WAGE 2015, Gaming in Lagos Nigeria


On the 29th - 31st October, the West African Gaming Expo (WAGE) hosted a number of different players in and around the gaming industry and related educational fields at Pinefield School in Lekki, Lagos.

Spread across two days, the event included specialised lectures and presentations given around the technology, and the specific hurdles and obstacles that are faced with this regional context. Some presentations included a focus upon local content such as Geniigames - and their educational games that promotes local language and culture, and representative Zuibar Abubakar from Chopup games on wider perspectives on game development. 


With game developers as young as 10 years old, the Centre4Tech showcased the outcomes from their summer camps that run with young children and adolescents interested in this field. Their attendance also included presentations on gaming and the projects that their organisation offers. 



The event also included showcasing different hardware, including the OculusRift and Google VR set Cardboard.

And there was also room for fun where delegates and attendees played their favourite games.

One other great find at the event was making the acquaintance of Tolu from the Podcast Channel, Tao of Otaku, where you can find regular podcasts of '
African perspectives on comics, video games, tv shows, anime and all things geeky'.



The WAGE website was redesigned in 2016 and can now be viewed at: http://www.africgames.com/

Below is an article I wrote for the website on local content in 2015.

The subject of local content for local audiences has been an ongoing concern within different post-colonial spaces as there remains an inevitable engagement with the discourses on hegemony and dominant cultural brokers in the field of animation, film, games and popular entertainment at large. Therefore when WAGE2015 (West African Gaming Expo, Lagos) introduced the themed focus on ‘local’ production in gaming in West Africa, this discussion was bound to arise across a range of aspects within this field, whether in the context of infrastructure, production (artistic and technical), distribution or exhibition.

How can different parties negotiate these tensions in a transnational context of production and distribution? Global players in the market increasingly appear to be ‘setting up shop’ across different countries outside of the West, establishing studios and creative hubs. Furthermore their market dominance would suggest that they are favourably positioned as ‘trend-setters’. A counter narrative to this is to be found in the utopian views of Web 2.0, that technological moment that heralded in a new wave of ‘prod-users’ who were/are able to upload their films and animations on YouTube or develop and sell their apps in this global marketplace (Bruns, 2006). Still one may argue this vision belies the continued difficulties that independent producers face. Somewhere in the midst of this minefield of discourses I interjected with a small window onto a handful of African animation/multi-media artists who move within these transnational spaces and in a cosmopolitan sense presenting work that re-frames the ‘exotic’ to different audiences.

These artists appropriate an aesthetic, narrative, and form that stems from range of spaces (real and virtual). Their content resonates with local audiences who are able to recognize the motifs and excite foreign audiences who view these images as different, other and exotic. The term ‘exotic’ is not without its own historical and problematic associations – and here I wish to propose that it is this precise 'othering' quality that these artists are capitalizing upon, turning the table so to speak, to re-present versions of content that can be viewed and enjoyed by a range of audiences across different contexts albeit for different reasons. Artists like Nigeria’s own Ebele Okoye or Kenneth Coker who work and live between Africa and Europe or the US, are constantly creating work that whilst greatly inspired by Yoruba mythology, as one example, can also incorporate motifs from North African architecture in sci-fi worlds with a cast of characters that look like they belong alongside any of the Marvel crew. Kenneth (Shof) Coker’s recent kickstarter project was made in collaboration with his siblings Shobo and Funola Coker. ‘Outcasts of Jupiter’ (http://tapastic.com/episode/65786) is a graphic novel that is set in the future with a cast of characters befitting a sci-fi context. The drawings collapse unusual elements together by illustrating the familiar ‘exotic’ spaces of dying and tanning pits on rooftops in Fez in Morocco, for example, alongside technologies that could be easily placed in retro-futuristic American sci-fi.  This combination of different aesthetic references facilitates resonances with different readers/viewers, and importantly as Coker has articulated many times it recasts a range of African characters, whether it is Abdullah captain of the Caliph’s guard, the astrophysicist Persio, or the powerful Denari designed ‘as a man of Afar ancestry, a descendant once of the Kush Empire in Northern Africa’ (Coker, 2013) each equally different in physical appearance and garb. Kenneth Coker has also produced earlier animated work that presented similar exotic appeal. The CGI (computer generated imagery) animations Oni Ise Owo (2008), and Iwa (2009) both provide further evidence of this recontexualization of myth and aesthetic forms that stem from different places/ spaces (https://vimeo.com/4488258)  . 

These new configurations of ‘local’ content offer a way to conceive of content development that is not determined by the “Us” and “Them” model, but instead one the engages with different aesthetic conventions and genres to enable the work to travel to, from and across trans-national spaces. One strong example of this repositioning of ‘local’ content can be identified in the work of the Kenyan multi-media artists/ musicians/ animators known as Just a Band. Their work gained visibility through online exhibition and distribution of their music and videos. For their music video Inwiyo Piny (2008) the viewer is confronted with a collage of urban photographic scenes in Nairobi and illustrated characters that stylistically reminiscent of the Gorillaz characters culminating in a surreal sequence with a flying tortoise and deejay, intercut with scene that could sit within a manga anime. (https://www.youtube.com/watch?v=Q3FIpWxUqXA) However, the music video that they would become most famous for was Ha-He (2010). The video went viral clocking over 657,000 views on YouTube with memes, associated online activity on social networking sites and spin off websites. This Kenyan take on American Blaxplotation films from the 1970’s presents Makmede as the superhero ‘bad-ass’ that saves the day. ‘Makmende’ was so popular he even garnered his own Wikipedia entry. More importantly whilst the video has strong aesthetic references to the American 1970’s B-movies it includes strong cues to its Kenyan context. This unique positioning resonated with Kenyan online users/viewers within Kenya and the diaspora as they related to the specific references to Makmende, and simultaneously a transnational audience could recognize the genre that this was alluding to. (https://www.youtube.com/watch?v=_mG1vIeETHc ).

It is also worth pointing readers to the artist Jim Chuchu, who was a member of the band, who has subsequently gone off to make his own work as digital artist and director. His own short films include, HomeComing  (2013) and To Catch a Dream (2014) (https://vimeo.com/116848487). These films reconfigure stereotypical representations of Africa, within the science fiction or Afro-Futurist genre or through the surreal lens of dreamscapes that bring together cosmopolitan urbanites with mythical characters. This reimagining of Kenyan space and narrative aligns well with other transnational films that are ‘accented’ with elements from different places, urban/rural, real/virtual and times past/ present/future (Naficy, 2001). And whilst these examples are manifest within film or animation, it is worth reflecting upon how games developers across the continent could look towards recognizing these formats in there own work. One recent example of this in practice can be found in the work of the Kenyan animator (and game developer) Andrew Kaggia and his move from the political animation in 3D CGI Waguezi 2012 (2011) to the game NairobiX  (2015) (http://edition.cnn.com/2013/03/01/world/africa/kenya-wageuzi-elections/index.html). Kaggia’s animation referenced different cultural motifs, in this case re-presenting Kenyan politicians as Transformers that race and battle through an urban landscape pre-empting the then incumbent elections. Later in his game NairobiX Kaggia uses the city of Nairobi as his game world where players move through a post-apocalyptic space shooting aliens. 


All of the examples I provided can of course be met with a critique or scrutiny of the ‘authenticity’ of their work. People may examine how closely they align with the individual narratives, or motifs, and local contexts. They may question the players that are involved in some capacity with the development, production and distribution of these forms. Any adaptation or change to these could be construed as a corruption of the heritage or cultural context that inspired the work. These opinions call for the need for artists to align themselves with certain local themes and to do so exclusively. However perhaps it is important to move away from essentialist positions that pre-suppose that these artists resort to exclusionary devices of either one or the other, and simply recognize that in today’s contemporary spaces, real and virtual, transnational productions are the becoming more commonplace. Developers, artists and digital media creatives are more adept and likely to engage with a range of media that stem from different contexts, and therefore perhaps we should not be surprised when they are able to combine these influences with other aesthetic motifs that could sit easily within discussions on Yoruba mythology, Ghanaian fertility dolls, and Tanzanian popular art such as Tinga Tinga painting.




Bruns, A. (2006), ‘Towards Produsage: Futures for User-Led Content Production’ in F. Sudweeks, and H. Hrachovec, C. Ess, (eds.), Proceedings Cultural
Attitudes towards Communication and Technology 2006, Estonia, pp. 275-284.

Callus, P. (2012), ‘Reading Animation through the Eyes of Anthropology: A Case Study of sub-Saharan African Animation’ in Animation: an interdisciplinary journal, Vol. 7 No. 2, pp. 113-130.

Huggan, G. (2001), The Post-Colonial Exotic: Marketing the Margins, London: Routledge.

Naficy, H. (2001), An Accented Cinema: Exilic and Diasporic Filmmaking, Oxford:
Princeton University Press.



WAGE 2015, Gaming in Lagos Nigeria


On the 29th - 31st October, the West African Gaming Expo (WAGE) hosted a number of different players in and around the gaming industry and related educational fields at Pinefield School in Lekki, Lagos.

Spread across two days, the event included specialised lectures and presentations given around the technology, and the specific hurdles and obstacles that are faced with this regional context. Some presentations included a focus upon local content such as Geniigames - and their educational games that promotes local language and culture, and representative Zuibar Abubakar from Chopup games on wider perspectives on game development. 


With game developers as young as 10 years old, the Centre4Tech showcased the outcomes from their summer camps that run with young children and adolescents interested in this field. Their attendance also included presentations on gaming and the projects that their organisation offers. 



The event also included showcasing different hardware, including the OculusRift and Google VR set Cardboard.

And there was also room for fun where delegates and attendees played their favourite games.

One other great find at the event was making the acquaintance of Tolu from the Podcast Channel, Tao of Otaku, where you can find regular podcasts of '
African perspectives on comics, video games, tv shows, anime and all things geeky'.

Tuesday, February 10, 2015

KIRO'O Games - Cameroon and Games

The studio Kiro'o has been in operation since 2013, although the project Aurion has been in development since 2003. The studio consists of a team of 20 young Cameroonian artists, programmers, designers. The founders are Madiba Guillaume Olivier, based in Cameroon, Yakan Dominque Brand, based in Belgium, and Wouafo Nono Hugues, in France. 


Sponsored by the Ministry of Arts and Culture in Cameroon, the games studio Kiro'o has been developing a game that aims to present an 'African Fantasy' game Aurion an action role-player game that follows the Prince of Zama who is trying to regain his kingdom that has been usurped by his brother-in-law.