UQAC Game ‘CLTRS’ Redefines Digital Space with Exploration of Female Pleasure
Montreal, QC – In a move that’s already sparking conversation and challenging industry norms, a video game developed by a professor and students at the School of Digital Arts, Animation and Design of UQAC (NAD-UQAC) is set to debut at the Mutek festival in Montreal this week. ‘CLTRS,’ a deliberately evocative title referencing the clitoris without explicitly stating it, isn’t about shock value; it’s about representation, and a bold new approach to storytelling within the interactive medium. This is breaking news for the gaming world, and a significant moment for digital art.
Beyond Pixels: A Game Built on Metaphor
Created by Laureline Chiapello, a professor at NAD-UQAC, ‘CLTRS’ is a ten-minute exploration game that utilizes a winged ball as a central mechanic. Players navigate a landscape rich with metaphors and allegories designed to evoke the experience of female pleasure. Crucially, Chiapello emphasizes that the game is “all public,” meaning it’s not overtly sexualized. “This is also the game, we’re going to tell you about the clitoris, but without ever showing you,” she explained. This deliberate choice highlights a key intention: to discuss a topic often shrouded in silence, and to do so with artistic nuance.
The development of ‘CLTRS’ wasn’t a solo effort. Chiapello collaborated with a team of her students, providing a valuable real-world learning experience and fostering a new generation of game developers with a different perspective. The project also benefits from the support of the research chair on digital creativity, paving the way for future explorations of underrepresented themes in gaming.
Challenging the Male Gaze in Game Design
Chiapello’s motivation stems from a critical observation of the gaming landscape. “I chose this type of environment because the realistic environments are mainly male, shots, war games,” she stated. “I wanted to change this precisely, I wanted it to be the characteristics of the realistic games usually reserved for men, but with a female theme.” This is a powerful statement about the historical dominance of male perspectives in game design, and a conscious effort to reclaim and redefine the digital space.
For decades, video games have largely catered to a male audience, often featuring hyper-masculine protagonists and narratives centered around conflict and power. While this isn’t inherently problematic, the lack of diverse representation has been a long-standing criticism within the industry. ‘CLTRS’ directly addresses this imbalance, offering a unique and much-needed perspective. This isn’t just about adding female characters; it’s about building a world from a female perspective, exploring themes and emotions that are often overlooked.
The Future of Emotional Exploration in Gaming
Chiapello isn’t stopping with ‘CLTRS.’ She already has her sights set on a new project, aiming to explore the theme of tears from a male point of view. This demonstrates a commitment to broadening the emotional spectrum within gaming, and to challenging conventional notions of masculinity and vulnerability. The professor’s work signals a potential shift in the industry, one where games are not just about action and competition, but about empathy, understanding, and the exploration of the human experience in all its complexity.
The debut of ‘CLTRS’ at Mutek is more than just a game launch; it’s a cultural moment. It’s a testament to the power of digital art to spark dialogue, challenge assumptions, and create space for new voices. As the gaming industry continues to evolve, projects like this will be crucial in shaping a more inclusive and representative future. Stay tuned to archyde.com for continued coverage of innovative developments in digital art and gaming, and for insights into the evolving landscape of interactive storytelling. We’ll be following the reception of ‘CLTRS’ at Mutek closely, and bringing you updates as they become available.