Hubbub has gone into hibernation.

Week 134

Hav­ing returned from my trip to Gene­va — and a short stay with a friend in Frank­furt, where I stood on top of sky­scrap­ers and ate a lot of sausage — I plunged into a week that was for the most part tak­en up by events and pub­lic­i­ty.

Niels put me in touch with a radio reporter who was doing a piece on Zom­bies, Run! — an iPhone game that uses a sto­ry about a zom­bie apoc­a­lypse to moti­vate you to run. I took the app for a spin, run­ning through the cen­ter of Utrecht while being pur­sued by zom­bies, and imme­di­ate­ly after­wards talked to the reporter. The game’s cre­ators Six to Start are friends, so I’m a bit biased, but I think this is an inter­est­ing entry into the “gam­i­fi­ca­tion” of every­day activ­i­ties as it uses nar­ra­tive to add mean­ing to incen­tives that would oth­er­wise be mean­ing­less. The result­ing radio item, with me sound­ing a bit out of breath and hyper, is avail­able online.

More radio-mak­ing hap­pened on Tues­day, when I had the plea­sure of spend­ing an hour with Clemens and Irene in the Red Light Radio stu­dio for a Pig Chase spe­cial broad­cast of Rick­’s ‘Kimchi’-show. This was a real joy as we could play a selec­tion of music we’d brought, and talk about the project at a leisure­ly pace in between. Mr. Dick van der Vegt, the farmer we worked with for the video, allowed us to call him live on the show for a few ques­tions (he was wit­ty and thought­ful as always). To round it all out the show end­ed with the end title music from Blade Run­ner, prob­a­bly my favorite film of all time, which is loose­ly the­mat­i­cal­ly linked to the project through its dis­cus­sions of real and arti­fi­cial ani­mals and empa­thy towards them. The whole show is avail­able on Sound­cloud.

We also had our very first Ams­ter­dam edi­tion of This hap­pened, host­ed by the love­ly Brakke Grond, with great talks from Unfold, Edo Paulus, LUST­lab and Tim Knapen. The event was sold out, we had a nice turnout, and it was encour­ag­ing to see both famil­iar faces from the Utrecht edi­tions and new ones in the audi­ence.

We also announced Utrecht #13, which will take place in lit­tle under four weeks. It’ll be my last edi­tion, as I am step­ping down from orga­niz­ing. Wether there will be sub­se­quent events either in Utrecht, Ams­ter­dam, or both depends on a vari­ety of fac­tors, which are under con­sid­er­a­tion at the moment. Once we’ve made up our minds, we’ll share our thoughts on this. Keep an eye on thishappened.org for that.

On the Saba front, we worked to ana­lyze all the find­ings from the playtest which took place the pre­vi­ous week, and pro­duced a report that syn­the­sized the major ones. On wednes­day I dis­cussed the report with the muse­um and we were more or less on the same page, with is good. We can basi­cal­ly move ahead to the devel­op­ment of a first dig­i­tal pro­to­type and just need to keep an eye on a few things, but noth­ing major. We also took stock of what we’ll need to get this dig­i­tal pro­to­type up and run­ning as soon as pos­si­ble.

Oth­er than this I spent some time teach­ing — I had my first meet­ings with the inter­ac­tion and game design mas­ter stu­dents I’ll be coach­ing the com­ing half year at the HKU. I also pro­vid­ed a guest lec­ture on my back­ground in inter­ac­tion design and how it influ­ences my work on games for the very first batch of a new per­for­mance design mas­ter at the HKU’s fac­ul­ty of the­atre.

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Week 132–133

I’m writ­ing this on a train from Gene­va. It’s been two crazy weeks which explains for the lack of notes for a while.

The big thing these past weeks was the first prop­er playtest for Saba. Week 132 was tak­en up by prepa­ra­tions, with Hanne and Karel devel­op­ing a sce­nario and build­ing a paper pro­to­type. I had a meet­ing with the muse­um to go over what we’d be look­ing for, using a list of ques­tions as our guide­line. The client recruit­ed a num­ber of fam­i­lies, and on Mon­day and Tues­day of this week we ran sev­er­al tests. Things went well, despite the fact that the small bit of tech­nol­o­gy we had planned to use to sim­u­late one aspect of the game — a mobile print­er that would out­put pho­tos tak­en with an iPhone — failed mis­er­ably and we had to impro­vise. We got encour­ag­ing respons­es from play­ers though. Next comes the hard work of col­lat­ing all the obser­va­tions and decid­ing how to act on them.

On Tues­day of week 132, I ran a small work­shop at a Noord­hoff con­fer­ence for sci­ence teach­ers about Galaxy Tours. We’ve fin­ished our work on this. The result is a pro­to­type that takes an inter­est­ing approach to intro­duc­ing stu­dents to sev­er­al core con­cepts of astron­o­my. It’s not ready for pub­lic con­sump­tion yet, though. So until we get a chance to devel­op it fur­ther, it’ll remain in the archives. We might pub­lish some of our learn­ings from this project at some point. And of course it’ll get a write­up in the port­fo­lio.

That same night I attend­ed Con­trol Game­lab #2, played some of the best Dutch Glob­al Game Jam games and was inter­viewed on stage togeth­er with Karel about our expe­ri­ence par­tic­i­pat­ing in Berlin. Niels’ fun short doc­u­men­tary of the trip was also shown.

I end­ed week 132 with par­tic­i­pat­ing in the Social Cities of Tomor­row work­shop as an expert, which meant spend­ing time with all the teams and most­ly help­ing them solid­i­fy the con­cepts they had devel­oped. Most revolved around urban renew­al and social par­tic­i­pa­tion in some way, which made it a stim­u­lat­ing thing to be involved with for a day.

I also attend­ed the Social Cities of Tomor­row con­fer­ence, where I pre­sent­ed a case study of Kop­pelkiek. It feels a long time ago since we’ve done that project, and we’ve learned a lot since, so I tried to share as many of that as I could. My per­son­al high­light was hear­ing about how the keynote speak­ers — Usman Haque, Natal­ie Jere­mi­jenko and Dan Hill — had each struc­tured their prac­tice in such a way to be able to do the most inter­est­ing work pos­si­ble, with the biggest amount of impact. Some­thing I am con­tin­u­ous­ly think­ing about for Hub­bub.

The week­end was tak­en up by work on my LIFT lec­ture. On Wednes­day morn­ing I flew into Gene­va and (after drop­ping off some things at my hotel) imme­di­ate­ly head­ed to the venue for the start of the con­fer­ence. On Thurs­day I pre­sent­ed my thoughts on using games to restore a sense of agency and account­abil­i­ty to publics, which was kind of an attempt to devel­op some ideas from my dCon­struct talk fur­ther. I got some kind respons­es, which was grat­i­fy­ing. As a con­fer­ence, LIFT did a good job of pro­vid­ing an overview of the social impli­ca­tions of our cur­rent and near-future tech­nolo­gies. The con­ver­sa­tions around the event, in the hall­ways, over drinks and din­ner, were the best part, as is usu­al­ly the case with these events. As one speak­er point­ed out, cit­ing Théophraste Renau­dot, con­fer­ences are “the com­merce of souls.”

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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 large scale game for orga­ni­za­tion­al change that we pro­duced last year for the Dutch Tax Admin­is­tra­tion, in col­lab­o­ra­tion with Demo­vides and the Utrecht School of the Arts. True, part of it is played on a cus­tom-built web­site, but just as much hap­pens through email, tele­phone, live encoun­ters with actors, and of course much phys­i­cal social inter­ac­tion with team­mates and com­pet­ing play­ers.

So we’ve pro­duced a video that illus­trates key aspects of Code 4’s game­play. Here it is:

Watch it on Vimeo, a Dutch ver­sion is also avail­able.

You can read more about Code 4 in this project write­up. If you’re inter­est­ed in run­ning this game in your orga­ni­za­tion, or are inter­est­ed in using games for orga­ni­za­tion­al change in gen­er­al, do get in touch.

Final­ly, I’d like to thank all the peo­ple at the Dutch Tax Admin­is­tra­tion who were kind enough to assist us in front and behind the scenes, Hein Lager­weij for doing an excel­lent job on the video pro­duc­tion and of course the full Code 4 team for mak­ing this thing hap­pen.

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Week 131

It’s been very much a heads-down week. We start­ed with a bit of a crunch on the game design and art style for Saba. Karel did a great job on a num­ber of sketch­es that show how we intend to make the cab­i­net of curiosi­ties we’re design­ing for come to life, while at the same time ref­er­enc­ing field jour­nals of 19th cen­tu­ry nat­ur­al sci­en­tists. Hanne wrote an elab­o­rate sce­nario that illus­trates our intend­ed play­er expe­ri­ence. This serves as a very use­ful guid­ing light for future work. She also came up with an ele­gant way to test our design using paper and some off-the-shelf tech­nolo­gies. (A playtest is sched­uled for next week.) Mean­while I built a deck of slides to present all of this to our client. This went well, we received an infor­mal green light (to be con­firmed this week), got some con­struc­tive feed­back, but no major issues were raised. So we’re on track. Good!

Mean­while, over in our Berlin FOB, Alper is work­ing on an ini­tial tech­ni­cal proof-of-con­cept for Saba. Things seem to be shap­ing up well, so I expect we’ll be able to give it a spin some­where in the next few weeks.

Erwin and I also final­ized the Galaxy Tours mate­ri­als with help from BUROPONY and sent them off to the client. The fin­ish line on this project is very close now!

Oth­er than this, my time is being tak­en up by a slight­ly ridicu­lous amount of pre­sen­ta­tions.

I lec­tured to Design for Inter­ac­tion mas­ter stu­dents in Delft on thurs­day, on invi­ta­tion of my This hap­pened co-con­spir­a­tor Ianus. I did a reprise of Irene and my Interaction12 talk on Pig Chase. The response from the present fac­ul­ty was very encour­ag­ing and the many ques­tions I received from stu­dents very stim­u­lat­ing. After­wards, we toured the won­der­ful Indus­tri­al Design Engi­neer­ing fac­ul­ty build­ing and had a few beers in the IDStu­di­o­Lab.

I round­ed off the week with prepa­ra­tions for my work­shop on Galaxy Tours at Noord­hoff Sci­ence Teacher’s Con­fer­ence (which hap­pens tomor­row), my talk on Kop­pelkiek at Social Cities of Tomor­row (this Fri­day) and my LIFT12 lec­ture (next week).

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Week 130

Work last week hap­pened in the few days squeezed between my return from Berlin, where I par­tic­i­pat­ed in the Glob­al Game Jam, and my trip to Dublin, to attend and speak at Interaction12.

There was for­ward move­ment on Saba, with Karel mak­ing progress on the art style, and Hanne bang­ing out a play­er sce­nario rais­ing many inter­est­ing issues. We’re going to merge every­thing for a client pre­sen­ta­tion on Wednes­day of this week.

Galaxy Tours took anoth­er step towards com­ple­tion. I worked with Erwin to com­plete the map that is designed by my broth­er Ties at BUROPONY. We had to place all the loca­tions on it, which isn’t the most intel­lec­tu­al­ly chal­leng­ing task but does take a lot of care. We also col­lect­ed all the stock pho­tog­ra­phy we need to illus­trate the loca­tion descrip­tions. The map has been sent to the print­er and the design of the rest of the mate­ri­als will fin­ish this week. We’ll put the last bits of data into it, and then it’s all ready for pre­sent­ing at a Noord­hoff event next week.

The rest of the week I spent in Dublin for Interaction12, which was a good expe­ri­ence, most­ly due to meet­ing old acquain­tances and mak­ing new ones. Which is the point of these events of course. Wether it was in the shiny CCD con­fer­ence venue, drink­ing cask whisky in the Stag’s Head, sip­ping cham­pagne at the award cer­e­mo­ny, while hav­ing din­ner with playful/persuasive design­ers in Bleu Bistro, or drink­ing pints of Guin­ness and enjoy­ing the view from the Grav­i­ty Bar – the con­ver­sa­tions and com­pa­ny were always stim­u­lat­ing. As far as the con­fer­ence talks went, high­lights includ­ed:

  • Antho­ny Dunne’s col­lec­tion of inspir­ing spec­u­la­tive design projects, and the accom­pa­ny­ing frames for think­ing about what makes for good prac­tice in this field. Very rel­e­vant to our work on Pig Chase.
  • Jonas Löw­gren’s exposé of sketch­ing and explor­ing as key ‘design­er­ly’ ways of work­ing. I can’t say how glad I am to see a keynote by an aca­d­e­m­ic and edu­ca­tor that is so ground­ed in prac­tice, and isn’t afraid to use “old” work as exam­ples.
  • Sebas­t­ian Deter­d­ing’s com­pre­hen­sive and author­i­ta­tive pre­sen­ta­tion of a mod­el for behav­ior change through design that is sen­si­ble and eth­i­cal­ly sound.
  • Genevieve Bell’s strong argu­ment for recon­sid­er­ing the way we’re inclined to relate to tech­nol­o­gy, that is often based on fear or an urge to be in con­trol, which in turn makes tech­nol­o­gy needy. A bet­ter way would be to think of tech­nolo­gies as com­pan­ions.

Togeth­er with Irene van Peer I pre­sent­ed on Pig Chase. We were pro­grammed in the same time slot as Dan Saf­fer’s humor­ous take­down of design think­ing, so atten­dance was­n’t as high as it could’ve been. But we had a nice audi­ence regard­less and received many nice com­ments after­wards. I won’t post the talk, but instead will rec­om­mend the grow­ing series of blog post on the project web­site. The last install­ment being about our use of mock adver­tise­ments.

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Week 129

Hel­lo from Dublin. I am writ­ing this belat­ed wee­knote in between ses­sions.

Last week saw more work on Saba, with Karel and Hanne mak­ing a first playable pro­to­type. I got to play it togeth­er with Erwin and the direc­tion seemed promis­ing. So we doc­u­ment­ed it and shared it with the client and got some enthu­si­as­tic respons­es from them. Erwin also walked through the muse­um and mapped the WiFi sig­nals in all its rooms. The file should help Alper fig­ure out if we can do indoor local­iza­tion. The next step is to devel­op the design and art fur­ther and present it, then move on to a first playtest in the muse­um with our tar­get audi­ence.

Togeth­er with Irene I pre­pared for my talk on Pig Chase at Interaction12. We also pub­lished the next install­ment of our series of posts on the game’s design process.

I also met with Ianus and Alexan­der to dis­cuss a new This hap­pened event tak­ing place in Ams­ter­dam, which we’ve since announced.

I fin­ished the week with a trip to Berlin where I par­tic­i­pat­ed in the Glob­al Game Jam togeth­er with Alper, Hes­sel, Karel and Niels. Mak­ing a game in 48 hours is an endeav­or fit for the insane but we came togeth­er nice­ly as a group, had fun, hard­ly slept, got to see some­thing of the city and made a game that was at least mild­ly inter­est­ing. It’s called Nakato­mi Rid­er and you can down­load it and play it if you have a Mac, a PS3 con­troller and a friend to join you.1

  1. There’s a great report of our adven­ture by Niels over at Bash­ers. [↩]
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Week 128

Lots of dif­fer­ent things going on this week. It’s a bit messy at the moment with projects need­ing to be wrapped up while new ones are already start­ing up. But we’re mak­ing progress nonethe­less. Let’s do a quick per-project run­down.

I spent some time ear­ly this week with Frank to dis­cuss pro­duc­tion­al details for the games I select­ed for Twee­t­akt Fes­ti­val. It’s always inter­est­ing fig­ur­ing out what the most suit­able way of pre­sent­ing inter­ac­tive work is. Lat­er this week, the pro­gram was announced and I post­ed a quick overview of what you’ll be able to play. A few more might be added to this list.

Pig Chase got some more atten­tion from domes­tic media this week with a nice arti­cle in Dutch news­pa­per NRC.1 I also worked with Irene on review­ing the first set of blog posts I’d writ­ten and plan­ning more, which I will hope­ful­ly get around to writ­ing at the start of next week.

On the Saba front: Hanne, Karel and I vis­it­ed the muse­um and received a tour from the muse­um’s edu­ca­tor of the room we’ll be ini­tial­ly design­ing for, an awe­some cab­i­net of curiosi­ties. We spent time doing pre­lim­i­nary design and I did some more project man­age­ment type things (bud­gets, plan­ning, etc.)

I also worked with Karel on get­ting the mate­ri­als for Galaxy Tours ready for their final touch­es. And I sat down and wrote a first draft of the rules, which is always a chal­lenge. Writ­ing clear rules is hard.

In between all this I man­aged to dis­cuss prepa­ra­tions for the next This hap­pened with Alexan­der and Ianus (stay tuned for the announce­ment in a few weeks). The group chat for our Glob­al Game Jam Berlin posse was also abuzz with dis­cus­sions about how to best set up Uni­ty for rapid devel­op­ment and group col­lab­o­ra­tion. And Arjen pub­lished a nice arti­cle on his expe­ri­ence work­ing on Kat­suo.

And final­ly, at the end of today, I ran anoth­er playtest of Hamachi, a par­ty game I’m mak­ing with Tim Bosje. I was pleas­ant­ly sur­prised by the response it got. We’ve iden­ti­fied a few rules changes and will do anoth­er round of test­ing, and then it might just be ready for writ­ing, graph­ic design and pub­lish­ing. We already made plans for the next game.

  1. I did receive a bit too much cred­it in this arti­cle. From read­ing it you might con­clude I am the sole design­er of the game, which is not the case. At least as much cred­it goes to my col­leagues Irene and Hein. [↩]
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Games for Tweetakt 2012 announced

Today the pro­gram for the 2012 edi­tion of Twee­t­akt Fes­ti­val has gone live. I just want­ed to draw your atten­tion to the great games I select­ed to be put on dis­play at the main fes­ti­val pavil­ion:

  • Fin­gle by Game Oven; like Twister for your fin­gers with a Bar­ry White feel.
  • Hokra by Ramiro Cor­bet­ta; two-ver­sus-two play­er min­i­mal­ist dig­i­tal sports game with more depth than you’d think.
  • Johann Sebas­t­ian Joust by Die Gute Fab­rik; a decep­tive­ly sim­ple phys­i­cal game set to music by Bach that makes inven­tive use of PlaySta­tion Move con­trollers.
  • Room Rac­ers by Lieven van Velthoven; rac­ing game played on a course made with phys­i­cal object placed on the ground.

You’ll notice all of these are mul­ti­play­er games, and many have an open­ness to them that allows for inven­tive­ness and cre­ativ­i­ty from play­ers. That’s a sort of theme that emerged while work­ing on the selec­tion with the folks at Twee­t­akt. It’s very dif­fer­ent from last year, which involved many instal­la­tions.1

These will all be playable from March 23 to April 1 on the Neude square in Utrecht, the Nether­lands. If you man­age to vis­it Twee­t­akt, I hope you’ll enjoy play­ing.

  1. That’s not a val­ue judge­ment, just a shift of inter­est on our side. [↩]
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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 promis­es, and you might very well hear more from it when I find the time to work on it again. In any case, here’s a write­up of my work on it up to and includ­ing the playtest.

The last post on Kat­suo was about the very ear­ly stages of the project, and a lot has hap­pened since. It wasn’t an easy run, but then again I nev­er expect­ed it to be, as we had some ambi­tious demands for the project. We want­ed it to use time trav­el as a mean­ing­ful part of the game­play, not real­ly an easy mechan­ic to design. We also intend­ed it to use var­i­ous aspects of live action role­play­ing while the game was meant for play­ers who usu­al­ly don’t do role­play­ing games. This meant that the rules should pro­vide suf­fi­cient han­dles for inex­pe­ri­enced role­play­ers, yet offer enough of the free­dom that I feel defines LARP.

After doing research on time trav­el mechan­ics, I start­ed design­ing and test­ing a lot of dif­fer­ent ways to play with time trav­el­ling and chronol­o­gy. I had decid­ed to leave the role­play­ing aspects a bit more in the back­ground for the first pro­to­types and tried to get my hands on a way to make peo­ple feel like time trav­el­ling through game­play first.

NewImageTest­ing con­cepts over and over again, some play­ing cards were hurt in the mak­ing of this game I’m afraid.

This result­ed in a lot of quick pro­to­types, of which most were more com­pli­cat­ed than I desired them to be, but actu­al­ly mak­ing peo­ple have the expe­ri­ence of play­ing with time proved to be hard. Even more so because the game was to be played on the streets, with­out a pro­fes­sion­al game mas­ter, as is the usu­al way with urban games and espe­cial­ly live role­play­ing games.

For a play­er to have that expe­ri­ence of play­ing with time we had to make the game evolve while it is being played with­out the play­ers doing that them­selves. They had to feel like some­thing mag­i­cal was hap­pen­ing. I played around with dif­fer­ent ways to achieve this with­out a game mas­ter, result­ing in var­i­ous con­cepts: We test­ed a game where play­ers man­aged ener­gy bricks and after a cer­tain amount of play­time went back to the start of the game and changed what had been done, mak­ing them change actions and out­come of ear­li­er plays. I also did many tests for an idea where play­ers changed his­tor­i­cal sto­ry-lines for bet­ter or for worse, but this proved to be hard to put into effec­tive game­play. I tried to work with allow­ing play­ers to get cer­tain objects need­ed for the game from the future, which would com­mit them to send those to their past selves when that future has come, much like the game of Tem­po­ral Chess that I played when I start­ed this project.

NewImageThis illus­trates how com­pli­cat­ed some of the tests quick­ly got.

I also tried games which focused more on role­play­ing, like a game where play­ers would force oth­er play­ers to play out cer­tain scenes and in this way change a gen­er­al sto­ry­line to win. Or a game where play­ers would play the same scene or hap­pen­ing a cou­ple of times, chang­ing it every play-through, much like a puz­zle where you go back in time until you know how to change the events that will take place. But with all these games I ran into the same prob­lem. Once they got close to bring­ing a gen­uine feel­ing of real­ly play­ing with the past or future, they had to become (or already were) rather com­plex to hit that spot.

So after many tests, we decid­ed to go with a game in which time trav­el is more of a nar­ra­tive ele­ment rather than a game­play one. Each play­er was assigned a char­ac­ter who is a time trav­eller from the past or future and had got­ten in this par­tic­u­lar time by acci­dent. In order to have the time vor­tex return them home they had to recre­ate the cir­cum­stances that had made it appear in the first place. They had to re-enact five scenes on dif­fer­ent loca­tions at a set time. These were described only briefly, for exam­ple, “a secret deal was made near a bridge.” This made the game a role­play­ing adven­ture through the city, while look­ing for the next suit­able loca­tion on a tight time sched­ule.

To make things more inter­est­ing how­ev­er, every char­ac­ter had a secret agen­da and didn’t want to return to their own time at all. To manip­u­late the time they would be sent back to, they had secret objec­tives which they would have to per­form while enact­ing the scenes. These were linked to their char­ac­ter. For exam­ple: Drac­u­la had to make some­one scream, and anoth­er char­ac­ter, an imper­son­ator of Shake­speare, had to get some­one to quote from a the­atre play.

I think the com­bi­na­tion of char­ac­ters from dif­fer­ent time­zones role­play­ing in the mid­dle of the street in Utrecht result­ed in a very inter­est­ing game. There are tweaks to be made to the game for a next play-through and I would cer­tain­ly change some of the rules. But after going through a lot of con­cepts and try­ing so many forms of game­play, for now Kat­suo has came to a sat­is­fy­ing con­clu­sion.

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Week 127

It was one of those weeks where Mur­phy’s Law was bound to rear its ugly head. And it did. Luck­i­ly, we got through it with lit­tle more than a scratch.

The stu­dio sched­ule for this week was packed, var­i­ous appoint­ments for dif­fer­ent projects involv­ing a diverse con­fig­u­ra­tion of peo­ple. I also had a speak­ing engage­ment lined up for Thurs­day, at Euroson­ic Noorder­slag. That still need­ed some prep and the plan was to do that in between the oth­er stuff.

Of course, I had to fall ill with a nasty head cold halfway through the week.

Nev­er­the­less, I man­aged to pre­pare the slides while nurs­ing myself at home on Wednes­day and jumped on a train north­bound on Thurs­day. The talk — a romp through var­i­ous rea­sons why I think play is impor­tant, what makes games spe­cial, and what won­der­ful things they can do — went well, but did­n’t get the expo­sure I was hop­ing for. So I think I’ll shelf it for anoth­er go and some rede­vel­op­ment at a next occa­sion.1

I also got to hang out with the fun and clever Matthew Sheret before and after the talk, and saw Monoban­da’s DIY DJ get some well-deserved expo­sure.

On Fri­day I was still recov­er­ing, man­aged to get some work done but stopped ear­ly. So I am fin­ish­ing up on a Sat­ur­day after­noon now.

Oth­er than this, I worked with Irene on a num­ber of blog posts we’re writ­ing about Pig Chase’s design process. The first one, a brief anec­dote of how the idea for the project first emerged is already up.

While on the sub­ject of Pig Chase, we got anoth­er round of nice pub­lic­i­ty this week, with arti­cles on Boing Boing, io9 and Huff­in­g­ton Post, amongst oth­ers.

I also worked with Hanne, Alper and Karel on Saba. It was our first prop­er design ses­sion so there was a lot of hand-wav­ing, dis­cussing the brief, sketch­ing and even a round of the Metagame to flex our game-debat­ing mus­cles. We’ve made plans for some field research, which will hap­pen next week.

Alper’s also look­ing into var­i­ous iOS game devel­op­ment tech­nolo­gies, and helped me out with find­ing a tool to map the WiFi sig­nals in the muse­um, which we might use for indoor posi­tion­ing.2

By the way, Alper wrote a brief note on his move to Berlin and his plans for a Hub­bub satel­lite stu­dio there.

So, cri­sis avert­ed. Let’s hope next week unfolds in a slight­ly more order­ly fash­ion.

  1. My men­tion of how Hub­bub is orga­nized, some­thing we call the Heist Mod­el, did get some nice response though. [↩]
  2. It looks like Netspot will do the trick. [↩]
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