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To elaborate further on my previous post about rapid practical game design, here is how it turned out with my current project. The context is that the tourist roadsign system currently in place in Utrecht is inconsistent and isn’t up to standard. They are planning a new tourist roadsign system in the city, that is going to be placed in this year and they would like a game that connects to that. The game has to encorporate four core values: Historic, Talented, Innovating and Personal. Given those core values, we’ve depicted three goals as restriction for our design: Exploration, Utrecht and Learning.
In the end we ended up with three concepts which we pitched to the city of Utrecht; Read the rest of this entry »
As promised, I’m going to elaborate on the process of game design we’ve used for our new to create game as part of my experimentation project. I’ve pro-creatively called it Rapid Practical Game Design and what it basically achieves is proper design results in a very short time. It requires very intense collaboration between the programmer, the game designer and perhaps an artist, to create several prototypes over a certain short period, for instance one prototype each day of the week. The goal in the end is to destillate one or several game designs from the small prototypes by combining (aspects of) them. Read the rest of this entry »

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