-
You are reading the Hubbub blog. We write about work we've done and (occasionally) things we find interesting. A feed is also available.
Similar posts
Featured posts
- Engaging sleep mode
- Shifting from Gamification to Playful Design
- ‘Playful Design for Activism’ at E‑Motive Day 2015
- New Planning Methods
- Procedural Instruments Enable Powerful Ways of Making and Seeing Playable Systems
- Designing Playful Museum Exhibitions
- Three Perspectives on Serious Games
- Five Behaviour Design Principles You Never Suspected Would Work
- Video of our Playing with Rules workshop at Mozilla Festival 2013
-
Recent posts
Archives
- March 2016
- January 2016
- December 2015
- November 2015
- October 2015
- September 2015
- August 2015
- July 2015
- June 2015
- May 2015
- April 2015
- March 2015
- February 2015
- January 2015
- December 2014
- November 2014
- October 2014
- September 2014
- August 2014
- July 2014
- June 2014
- May 2014
- April 2014
- March 2014
- February 2014
- January 2014
- December 2013
- November 2013
- October 2013
- September 2013
- August 2013
- July 2013
- June 2013
- May 2013
- April 2013
- March 2013
- February 2013
- January 2013
- December 2012
- November 2012
- October 2012
- September 2012
- August 2012
- July 2012
- June 2012
- May 2012
- April 2012
- March 2012
- February 2012
- January 2012
- December 2011
- November 2011
- October 2011
- September 2011
- August 2011
- July 2011
- June 2011
- May 2011
- April 2011
- March 2011
- February 2011
- January 2011
- December 2010
- November 2010
- October 2010
- September 2010
- August 2010
- July 2010
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- December 2009
- November 2009
- October 2009
Week 196
Last week, Alper spent time leading development on Victory Boogie Woogie and Ripple Effect while I lead the design.
For the former, we worked on the final update which should considerably improve the homepage. It’s always a challenge to design ahead of actual content. Now that the game has been running for some time we have much more material to work from.
For the latter, we’ve been processing the pilot’s results and wrapping up things for further development later on. One of the things I particularly enjoyed doing was to make a quick video for our client demoing a new physical prototype created by Tim, which demonstrates solutions to some of the issues encountered during the pilot.
Alper published a Recess! on the nihilism inherent in game design—recommended reading.
I also facilitated a workshop at a Dutch broadcaster together with Jeroen van Mastrigt of We Love Your Work. The workshop focused on adapting a game concept—which takes as its input clips from TV—to a new show. In the process we introduced some new mechanics that were thematically appropriate to the show’s content. It was a very focused, very productive workshop with immediately actionable items as the outcome.
In between all this there was also time for cake with our friends at Game Oven to celebrate the launch of their latest game Bam Fu, which you should totally go out and play.