~/talk

Microtalk - The Past, Present & Future of Representation in Games

Talkat Game Devs of Color Expo 2018 · on Saturday, 2018-07-14· [game-development]
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slides:none on file

Argues that Cuphead’s 1920s Fleischer/Disney homage borrows minstrel archetypes (devil, trickster, gambling associations) which explains why people of color are omitted or sanitized; shows Cab Calloway’s influence reduced to caricature rather than real representation. Points to photographic biases (Kodak film rollout, the missing Shirley card/Lee Perry-Smith analogue) and a concrete NES example where designers use one shade for all characters, producing flatter dark skins; praises works like Moonlight lighting and Jay‑Z’s Story of OJ for confronting history head‑on.

AI-written summary · about

  1. 0:00Representation in games
  2. 1:01Cuphead’s minstrel archetypes
  3. 3:30Cartoon tropes and sin
  4. 5:18Racist history in art
  5. 6:22Film stock bias
  6. 7:48Skin tone in game design
  7. 8:55Lighting black skin
  8. 10:19Art and racial identity
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