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AUTOSAVE: REDOUBT is a scale reconstruction of a World War II bunker system in Hong Kong made as a playable map within the computer game Counter-Strike: Global Offensive (CS:GO). The project was a collaborative effort by Andrew Luk, Peter Nelson, and Alexis Mailles.

In this talk, we’ll delve into the research process and proposal journey involved in designing site-specific games that simulate military vision like CS:GO, using the example of AUTOSAVE: REDOUBT.  Are such technologies perceived as realistic or neutral but as simulations of military perception?

About Your Speakers

Andrew Luk specializes in the history and memory embedded in detritus materials from the urban environment. He studied Fine Art and European History at the School of Art & Design at Suffolk University in Boston and has exhibited in the USA, Hong Kong, and Korea.

Alexis Mailles has a long history of working between digital and analog technologies and produces hybrid art installations referring to Arte Povera and cyberpunk aesthetics. He taught at the École nationale supérieure des Beaux-Arts and has exhibited widely in France, Taiwan, and Mainland China.

Peter Nelson works between drawing, 3D graphics, and interactive digital media. He also specializes in art historical landscape research and computer game studies. He studied at the University of New South Wales and City University Hong Kong. Luk, Mailles, and Nelson worked together for one year to produce the historical creation of Autosave: Redoubt, which is now freely available as a custom environment for Counterstrike: Global Offensive. 

Unveiling the Ghosts of History: The Making of AUTOSAVE: REDOUBT in Counter-Strike: Global Offensive

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AUTOSAVE: REDOUBT is a scale reconstruction of a World War II bunker system in Hong Kong made as a playable map within the computer game Counter-Strike: Global Offensive (CS:GO). The project was a collaborative effort by Andrew Luk, Peter Nelson, and Alexis Mailles.

In this talk, we’ll delve into the research process and proposal journey involved in designing site-specific games that simulate military vision like CS:GO, using the example of AUTOSAVE: REDOUBT.  Are such technologies perceived as realistic or neutral but as simulations of military perception?

About Your Speakers

Andrew Luk specializes in the history and memory embedded in detritus materials from the urban environment. He studied Fine Art and European History at the School of Art & Design at Suffolk University in Boston and has exhibited in the USA, Hong Kong, and Korea.

Alexis Mailles has a long history of working between digital and analog technologies and produces hybrid art installations referring to Arte Povera and cyberpunk aesthetics. He taught at the École nationale supérieure des Beaux-Arts and has exhibited widely in France, Taiwan, and Mainland China.

Peter Nelson works between drawing, 3D graphics, and interactive digital media. He also specializes in art historical landscape research and computer game studies. He studied at the University of New South Wales and City University Hong Kong. Luk, Mailles, and Nelson worked together for one year to produce the historical creation of Autosave: Redoubt, which is now freely available as a custom environment for Counterstrike: Global Offensive. 

Our Approach

Game-Making Practice

It's for everyone! We believe that game design and thinking is not limited to "the video game industry." It's a creative point of view that any discipline can use.

LEARN FROM Doing

Our workshops are focused on activities with a majority of time spent on making things.

this is only the start

You'll grow from here. We hope that this is a stepping stone for you to permanently work with the material of games.

Pay What You Can
Pay What You Can
Pay What You Can