At the start of last week, I prepared for and delivered a number of presentations at TFI’s inspiration day about games & heritage. The first was a short case as part of a session lead by Valentijn Byvanck, about ways in which games might enrich a hypothetical car museum. This session was aimed at identifying opportunities as well as challenges around bringing the worlds of heritage and games together. I also did a brief portfolio presentation, to showcase Hubbub’s work and vision. Finally, together with Aniek Bax of the University Museum Utrecht I shared lessons learned from our work on Beestenbende. Which lead to lively discussions with the people in the room about such things as: what is the best way to connect an exhibit and a game? To what extent do we still need publicly funded projects in this space, and so on.
Speaking of Beestenbende, the game is finished although not yet available on the App Store. We have published a project writeup, which includes a short promotional video. I think it provides a good sense of what people actually do when playing, in stead of what happens on the screen, which really isn’t the point of a game like this.
Beestenbende from Hubbub on Vimeo.
I’ve also published the writeup of my talk at the Hide&Seek Weekender Conference. It’s about public play and the weird. I enjoyed putting this together, and the thoughts are very much still in development. I hope it’s of some use to others and welcome any thoughts or comments it might spark.
Work continues on the SAKE front. Alper has started setting up a first digital prototype. Simon is sketching out screens, some of which we’ll show at the Gids’s anniversary in a few weeks. In the meantime, I continue to fiddle with the game design. I have a reasonably stable set of features for a first release but hope to be able to iterate on those once we’ve played through them with a select group.
I ended the week in the trusty old Bastaard, drinking a few beers with Monobanda who have just launched their latest project, a gorgeous responsive audiovisual experience layered on top of a 1000-year old ship on display in Utrecht’s Central Museum.
This entry was posted in Weeknotes and tagged Aniek Bax, Beestenbende, De Bastaard, De Gids, heritage, Hide&Seek, Monobanda, Saba, Sake, Taskforce Innovatie, TFI, universiteitsmuseum, Valentijn Byvanck. Bookmark the
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Week 164
At the start of last week, I prepared for and delivered a number of presentations at TFI’s inspiration day about games & heritage. The first was a short case as part of a session lead by Valentijn Byvanck, about ways in which games might enrich a hypothetical car museum. This session was aimed at identifying opportunities as well as challenges around bringing the worlds of heritage and games together. I also did a brief portfolio presentation, to showcase Hubbub’s work and vision. Finally, together with Aniek Bax of the University Museum Utrecht I shared lessons learned from our work on Beestenbende. Which lead to lively discussions with the people in the room about such things as: what is the best way to connect an exhibit and a game? To what extent do we still need publicly funded projects in this space, and so on.
Speaking of Beestenbende, the game is finished although not yet available on the App Store. We have published a project writeup, which includes a short promotional video. I think it provides a good sense of what people actually do when playing, in stead of what happens on the screen, which really isn’t the point of a game like this.1
Beestenbende from Hubbub on Vimeo.
I’ve also published the writeup of my talk at the Hide&Seek Weekender Conference. It’s about public play and the weird. I enjoyed putting this together, and the thoughts are very much still in development. I hope it’s of some use to others and welcome any thoughts or comments it might spark.
Work continues on the SAKE front. Alper has started setting up a first digital prototype. Simon is sketching out screens, some of which we’ll show at the Gids’s anniversary in a few weeks. In the meantime, I continue to fiddle with the game design. I have a reasonably stable set of features for a first release but hope to be able to iterate on those once we’ve played through them with a select group.
I ended the week in the trusty old Bastaard, drinking a few beers with Monobanda who have just launched their latest project, a gorgeous responsive audiovisual experience layered on top of a 1000-year old ship on display in Utrecht’s Central Museum.