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_Coded Black

Coded Black is an educational walking simulator that explores the complex and violent history of anti-Blackness in the US and UK.

2025 Maisha Wester
EN Visit the project

“The project idea arose out of a need to reach my Indiana undergraduate students, who were making vile racist comments of the kind I’d thought (or maybe just hoped) were bygone. Media treatment of Black victims of racist violence further fueled the disbelief, pain and anger that grew this project from a narrative-driven 360 video into an interactive experience.”

 

Maisha Wester, Author, to Docubase

Coded Black (2025) is a deeply atmospheric interactive, narrative-driven resistance simulator for PC. The project confronts the hidden histories of anti-Black racism and systemic violence in the United States and the United Kingdom. Composed of two scenes–a 19th century plantation and a modern city–the game uses real historical documents, eyewitness accounts, folklore and audio-visual artifacts as players follow the stories of two, young Black girls. As users wander the landscape, various burning shadow figures offer additional observations and insights which, upon closer inspection, is actually de-jargonized theoretical commentary from critical race theorists and cultural psychology experts like Achilles Mbembe, Frantz Fanon, Kimberlé Crenshaw, Michelle Alexander, and WEB Du Bois, to name just a few. Even the two “fictional” narratives of the young Black girls are rooted in archival records. As such, users might recognize revised excerpts from James Baldwin, for instance, and references to Sally Hemmings. With a replayable structure that surfaces different historical content in each run, Coded Black is a narrative crafted for both personal reflection and educational engagement.

The game’s logic and ethos is informed by a number of important theories and conversations, particularly Critical Fabulation, Critical Race Theory, and RealHorror. Saidya Hartman’s notion of Critical Fabulation as a method of archival social justice is central to this project. Hartman’s notion marks archival gaps as intentional rather than inevitable, thus reminding us of how our construction of history inherently reproduces and enables racist violence, ensuring oppressive systems, structures and ideologies accompany us well into the future. The two lead narratives demonstrate the informed, subjunctive narration at the center of Critical Fabulation. The game likewise ties Critical Race Theory to notion/s of RealHorror to remind players that existence as a racialized subject within white-centered nations is a living nightmare. Thus the entirety of the project–landscape, skybox, character figurations, and game score–is guided by Horror and Gothic ethos to remind players of the Gothic affect Black people experience in the Global North.

Players are not driven by a standard contest and/ or triumph objective because, as the game hopes to prove, no one wins in systems of racist oppression and violence. The experience is emotionally-challenging, featuring a range of harrowing scenes, reflections, and recounts of anti-Blackness. When users find themselves exhausted by the real horror, they can look to the balls of light dotting the environment; the spheres contain a variety of examples of Black success, intellect, inventiveness, humanity, will-power….everything anti-Blackness says Black people cannot be and/ or do. In doing so, the project hopes to subtly retrain users to rejoice in stories of Black success and accomplishment, rather than embracing and resharing stories of Black death, imprisonment, and violation. This is not a game about winning. It’s about witnessing, understanding and feeling the weight of history through an interactive lens. Maybe then, through “playing”, we may finally start recognizing when we are repeating the same vile patterns and insist on breaking the trends.

Preservation Wishes

I want Coded Black to be remembered as a social justice project that unites research with new technologies in order to foster activism and create change. I also hope it is remembered as an archival justice project that reminds us of the voices buried and/ or erased from the archives. Lastly, I want it to inspire educators to become creators and generate work that reaches beyond academic readers and students in university classrooms to the larger world, even when it means ignoring the research metrics set for us. If we want to see actual social progress and justice, we have to start doing things differently.

Project at a Glance :

Language : EN
Country : United Kingdom
Year : 2025
Author : Maisha Wester
Producer : Human Studio
Team : Brandon Tanner,Desiree Reynolds,Lucas Bax,Maisha Wester,Nick Bax
Developers : Abby Hambleton
Designers : Abby Hambleton
Topics : Activism,African-American Culture,Agency,Animation,Archival Activism,Archival Justice,Archival Violence,Archive,Arts,Arts and Culture,authenticity,Autobiography,Autonomy,Beauty,Biography,Caribbean,Celebration,Children,Civic Life,Civil Rights,Class,Colonialism,Connection,Consciousness,Control,Criminal Justice,Crisis,Critical Fabulation,Critical Game,Cultural Heritage,Death,Democracy,Diaspora,Digital Humanities,Discrimination,Displacement,Economics,Economy,Education,Emotion,Epistemology,Europe,Family,Film,Film Heritage,Gaming,Gender,Gender and Sexuality,Gentrification,Harlem,Health and Wellness,History,Home,Homelessness,Housing Rights,Human Experience,Human Rights,Human Testing,Identity,Immigration,Incarceration,Industrialization,Interactive Storytelling,Interconnection,Internally Displaced People,Internet Activism,Isoloation,Journalism,Labor,life,Love and relationships,Mass Death,Mass Incarceration,Media,Media Representation,Media Studies,Memorial and Remembrance,Memory,Misinformation,Music,News,North America,Oral History,Painting,performance,Philosophy,Photography,Police,Politics,Pop culture,Post-colonial National Identities,Power,Prison,Protest,Psychology,Public Media,Public Scholarship,Public space,Race,Religion and Spirituality,Science,Sense-Making,sexual Assualt,sexual harrassment,Social Conflict,social justice,Social Media,sociology,State violence,Stigma,Terrorism,Theft,Time,Tragedy,Transnational Culture,Truth,undocumented,Universities,Urban Life,Violence Reduction,wolrd building,Women,Women of Color,Youth Culture
Technologies : 3D Modeling,Adobe,Adobe After Effects,Adobe Premiere Pro,Audacity,Audible Sound editor,Blender,ElevenLabs voice cloning,PlayHT Voice lab,Steam,Unreal Engine
Techniques : 3D,3D modeling,3D rendering,Archival,archival footage,Audio,Audio Recordings,Augmented reality,Creative Writing,Educational,Game,Immersive,Journalism,multimedia,Oral History,Public Art,Reconstruction (in the form of Critical Fabulation),Screen recording,Single-player,Television,text,Text to Speech,Voice Over,World-building
Exhibition Venues : Aesthetica Short Film Festival,Alpinale Short Film Festival (August 2026),Alternate Realities (June 2026),Amsterdam (November 2025) CPH:DOX,Animaze,Bozar Immersive Cinema Festival (May 2027),Church of VR (June 2026),Copenhagen (March 2026),De Brakke Grond,Elastic Arts Foundation,Fine Arts Film Festival (September 2026),Fugue State Chicago (April 2026),IDFA DocLab,Kunsthal Charlottenborg,Montreal International Film Festival (September 2025),Rotterdam Immersive Tech Week,Sheffield Doc/Fest,Venice Institute of Contemporary Art,York (November 2025)
Awards & Nominations : Best Virtual Reality @ Harlem International Film Festival 2025,Breakthrough in Storytelling @ Columbia DSL 2026; SPECIAL MENTION: Digital Storytelling @ IDFA DocLab 2025,VR and 360 @ Berlin Kiez Film Festival 2025,WINNER: Best in PC Gaming @ Queensland XR 2025
distribution : Steam
Budget Range : £148.6k
Funders AND Incubators : The British Academy
Trailer :

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