Co-op ‘escape’ game
Chalk Gardens
Chalk Gardens is a fantasy exploration game about coping by changing your mindset. It is my graduation project.
Levenseinde
Around the Creek
Around the Creek is a storydriven game in which you get to know and love weird characters while making difficult (moral) choices in order to solve an exciting mystery
Squashy – a hobby PICO-8 game
Play time
+- 4 minutes per try
Links
Minotaur’s Maze
The music in the trailer is not mine in any way.
Design
Materials
Below you can see a onepage design of the core idea of the game
Project
Approach
Incorporating ‘game feel’ into the control of the player character
Bezint eer ge begint
Bezint eer ge begint is a relaxed choose your own painting game.
Design
Materials
Below you can see a onepage design of the core idea of the game
Project
Approach
Integrating the Design Thinking Process Guide (which means, a focus on empathizing with the target group)
Locking down the design after a certain point in time, to provide stability during production phase
Clear responsibilities for every teammember
Result / Evaluation
Group design really really is not a thing: only once we decreased the size of the group actively designing the game, were we able to produce results.
We spent too much time finding a good problem definition for the target group, resulting in not having enough time to hone the design of the final product.
I am glad I did not take on the responsilibity of being the project lead, allowing me to focus on both design and programming
Description
The goal for this project was to create a game elderly people could benefit from. This was a project I was thrilled to work on, for two reasons: one, it was the kind of project that I could see myself doing in the future: creating a game to help improve people’s lives and two, all of my teammembers were highly skilled with great mindsets.
So, creating something good would be easy right? Well … no. First of all, the target group proved to be tricky to adequately capture: it turns out old people are a very diverse group. Who would have thought. We needed to zoom in on a single problem, but this was a hard endeavour given the fact that during the earlier stages of the project, all seven! of us were trying to reach consensus about what to zoom in on.
We wanted to find the problem definition just right for our team, the school assignment and the target group.
Finding this exact right problem definition was a slow process. Too slow, in fact, so we split our group, giving just a few people control over the concept. In hindsight, this should have been one of the first things to do. These people could then gather all information and research findings other team members collected, and use that to create a concept. Discussions about this concept should be between a maximum of three people, and not between the whole group of seven.
With our small designer group, we were able to quickly define an approach to the project, supported by the large amount of research we already did.
However, we did not have much time left for production at that point. Fortunately, we weren’t short on artists, and we had created an art-heavy concept to put most of the production work on their shoulders.
I’m quite happy with the end result. We were aiming to create a game that proved games weren’t only an (often violent) means of entertainment, but could be gentle works of art too. Reactions that this “was a peaceful game” and “a bit like a real painting” hint that we may have achieved that goal.
Project Role
Niels de Jong – designer, programmer
Kevin van As – (only a part of the project) designer
Rody Muijers – project lead, artist
Esmeé van ‘t Hoff – artist
Loïs Vehof – artist
Youri Stans – artist
Sabeth van der Voort – art lead, artist
Project Duration
7 weeks
started the 8th of february, 2016
published on the 1st of april, 2016
Play time
5 minutes
Links
This game was originally designed for tablet. As such, it plays best on an android tablet.
Burst
In Burst, you glide peacefully ever forward. Until. An artgame.
Play time
+- 4 minutes
Links
Project Description
Burst was created in a short timeframe (a few weeks at most) It won third place in a competition which challenged you to create an artgame.
I remember being quite pleased with what I was able to accomplish. The game is not extremely complex, but it’s still nice to complete something. Plus, it can be quite soothing to just glide along.
Originally published on 12-11-2013
Project Role
I designed, programmed and created all art and sound assets.
The music ‘Yearning’ was made by blazingdragon.
EGA
EGA is an arcadey game in which you do two simple things: you collect stuff and you avoid stuff. Easy.
Play time
+- 2 minutes per try
Links
Note: the online highscore list is no longer … online…
The local highscore list functions just fine 🙂
Stairwell
Stairwell is an artgame about growing old.
In 5 levels, it tells the story of a young man visiting his grandmother. A game with literary aspirations.
Play time
+- 2 minutes per level
+- 10 minutes in total