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Category Archives: Projects

Notes on project AJI (part 1)

Next to our work with clients, we reg­u­lar­ly ini­ti­ate research projects. Their aim is to inves­ti­gate sub­jects in the fields of soci­ety, pol­i­tics, pol­i­cy etc. that spark our inter­est. We use our research projects to con­tribute to debates in these areas by cre­at­ing playable pro­to­types. At the moment, we are work­ing on AJI. This is […]

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Our approach to design consulting

We’ve been doing quite a bit of work late­ly that for lack of a bet­ter term I’ll describe as “design con­sult­ing”. The work is about help­ing orga­ni­za­tions under­stand how games and play can be applied mean­ing­ful­ly to real-world issues and com­plex sys­tems. Part of this is us hav­ing con­ver­sa­tions with peo­ple at those orga­ni­za­tions. We […]

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Q&A with Studio Papaver about their collective intelligence game for population shrinkage

Anne and Zineb of Stu­dio Papaver got in touch with me towards the end of last year, ask­ing if I would advise them on a project they were start­ing at the Stu­dio for Unso­licit­ed Archi­tec­ture. They were work­ing on the prob­lem of pop­u­la­tion shrink­age, and they were think­ing of mak­ing a game. Archi­tects mak­ing games—as […]

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Introducing Victory Boogie Woogie

We’ve been writ­ing about project SAKE here since June last year. A while back it was unveiled to be (Your Dai­ly) Vic­to­ry Boo­gie Woo­gie, an online col­lab­o­ra­tive writ­ing game we’ve made togeth­er with De Gids. Next week on Mon­day, the game will start. So I thought I’d take the time to tell you a bit […]

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Beestenbende technical wrap-up

I usu­al­ly tell peo­ple that devel­op­ing games is the most chal­leng­ing and also the most reward­ing dis­ci­pline in pro­gram­ming out there. You get to solve real­ly rather dif­fi­cult prob­lems with aston­ish­ing reg­u­lar­i­ty and every­thing you can squeeze out of the tech­ni­cal envi­ron­ment has a sig­nif­i­cant impact on the play­er expe­ri­ence. That makes it a bit […]

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A ludic spin on the surprise party

Besides our work for clients we enjoy mak­ing small odd games as exper­i­ments. Today we’re pub­lish­ing one such exper­i­ment for your enjoy­ment. It’s a par­ty game, sim­i­lar to clas­sics such as Mafia, Were­wolf and The Resis­tance. But we’ve tried to explore the notion of per­for­ma­tive games too. As the game pro­gress­es, play­ers make actu­al preparations […]

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A video of the Code 4 player experience

It’s not always easy com­mu­ni­cat­ing what the games we make feel like. Many of them take place as much off the screen as on, or employ no major visu­al media what­so­ev­er. So there are no screen­shots to post that would give you an impres­sion of the play­er expe­ri­ence. This cer­tain­ly applies to Code 4, the […]

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Time travel tricks and troubles

It’s been some time since I fin­ished my intern­ship at Hub­bub, and I had a great and instruc­tive time with the var­i­ous projects I worked on. On the last day of my intern­ship, we con­clud­ed my per­son­al project, Kat­suo, with a fruit­ful playtest. Though my time as an intern at Hub­bub is over, Kat­suo holds […]

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Pig Chase, a game for pigs and humans

For a while now, I’ve been part of a research project at the Utrecht School of the Arts, called Play­ing with Pigs. Up till now, I’ve referred to it as project Buta on this blog. We’re research­ing the weird rela­tion­ship humans have with domes­ti­cat­ed pigs. You know, pigs that are farmed for meat. The way […]

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Making physical games at Playgrounds Festival

Over the years, I’ve run a vari­ety of game design work­shops, both stand­alone and as part of larg­er events.1 They’re typ­i­cal­ly aimed at cre­at­ing sim­ple, ana­log games that can be played inside or on the streets. I enjoy doing work­shops because I get to see how oth­ers deal with the unique chal­lenges of design­ing physical […]

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