This was final demo night!!!!!!
Awesome games by everyone, fantastic fun, it was great to be part of so many creative ideas!
Thanks to all of you for joining every Thursday night, and thanks for creating, designing and developing such awesome exertion games! Everyone was really impressed!
If you post your webpages, your promotional pics and youtube videos here, I will collect them and make a nice demo out of it that you can send off to the press!
Thanks again for making this such an awesome time, I have learned a lot from you also, for which I would like to thank you very very much!
Keep up the good work,
your exertion gamer
Floyd
Dark Horse Defender Nerf Game Webpage
Waterfall climber's webpage
Spongeoline's webpage
Pin the Tail's webpage
Peak Hour BMX's webpage
Team M's webpage
Team Nymphora's webpage
Team Popzat's webpage
Team M's webpage
Thursday, May 27, 2010
Hardcore swimming team interviewed!
Nice interview by the hardcore swimming team:
http://www.healthgamers.com/2010/making-games/hg-interview-hardcore-swimming-wii-game-design-team/
Well done!
http://www.healthgamers.com/2010/making-games/hg-interview-hardcore-swimming-wii-game-design-team/
Well done!
Sunday, May 23, 2010
Thursday, May 20, 2010
Lecture 11: 20May2010 Bringing it all together
Hi all,
Thanks for joining tonight. During this lecture, you saw how all your hard work on the presentations and the posters came together to help you in your career when it comes to talk about and analyze games such as Guitar Hero or the bar game. You have also seen how the theoretical work from the various game academics worldwide you were exposed to during this semester can support you in your quest to create more awesome games.
I am looking forward to playing your game next week!
Homework:
* 1 exertion game without a conventional screen
* 1 website that describes the game and its benefits (example see pacmanhattan)
* 1 video on youtube
* promotional photograph (collage)
** 1024x768 landscape
** gametitle
** 1-2 sentences describing how the game works and why we need it
** URL
** team
* Promote demo night
* Bring cameras etc
* Report red dots at end of demo night
* Return hardware at end of demo night
Please post in the blog any feedback you might have on the use of the design dimensions in you creating your upcoming game (or any other games where you might have used (any) dimensions).
Thanks for joining tonight. During this lecture, you saw how all your hard work on the presentations and the posters came together to help you in your career when it comes to talk about and analyze games such as Guitar Hero or the bar game. You have also seen how the theoretical work from the various game academics worldwide you were exposed to during this semester can support you in your quest to create more awesome games.
I am looking forward to playing your game next week!
Homework:
* 1 exertion game without a conventional screen
* 1 website that describes the game and its benefits (example see pacmanhattan)
* 1 video on youtube
* promotional photograph (collage)
** 1024x768 landscape
** gametitle
** 1-2 sentences describing how the game works and why we need it
** URL
** team
* Promote demo night
* Bring cameras etc
* Report red dots at end of demo night
* Return hardware at end of demo night
Please post in the blog any feedback you might have on the use of the design dimensions in you creating your upcoming game (or any other games where you might have used (any) dimensions).
Wednesday, May 19, 2010
Thursday, May 13, 2010
The difference between Microsoft's Natal and Nintendo's Wii for game designers: Again
Please post here in the comments (bullet points please) what the difference is for you as game designers between the technology behind Microsoft's Natal and Nintendo's Wiimote (Plus).
Can you think of a game that you can design with one, but not with the other?
Use the language from the posters in class and the design dimensions.
So far:
- Wii: expands the magic circle by supporting social play between players who cannot see each other, i.e. cannot anticipate their next moves
- Natal: supports tactics such as offense and defense in the physical space (i.e. players pushing each other to gain an advantage), as technology can distinguish body positions relative to one another
Can you think of a game that you can design with one, but not with the other?
Use the language from the posters in class and the design dimensions.
So far:
- Wii: expands the magic circle by supporting social play between players who cannot see each other, i.e. cannot anticipate their next moves
- Natal: supports tactics such as offense and defense in the physical space (i.e. players pushing each other to gain an advantage), as technology can distinguish body positions relative to one another
Lecture 10: 13May2010 The Mousegrip and Pushing Pixels
Hi all,
Thanks for joining tonight.
Today you have seen how to make an Exertion Game for <$15. You have also experienced an Exertion Game that allows asynchronous interaction. Supporting asynchronous interaction is one big reason why computers can offer different experiences beyond what we already know from sports.
Again, thanks for filling out the survey form, it is truly appreciated. And thanks Seph for taking care of them.
Homework for next week:
* Blog: a) Comment on the lecture OR b) repeat the most important point you have learned for those who could not attend OR c) describe the difference between Wii and Natal for designers AGAIN, IN A NEW AND SEPARATE BLOG ENTRY
* Report progress on your team website/blog
* Promote demo night on facebook, twitter, etc. Invite friends, companies you want to work for, the press (remember, everyone gets dots)
* Start working on your video, promotional picture and website for your game
Thanks for joining tonight.
Today you have seen how to make an Exertion Game for <$15. You have also experienced an Exertion Game that allows asynchronous interaction. Supporting asynchronous interaction is one big reason why computers can offer different experiences beyond what we already know from sports.
Again, thanks for filling out the survey form, it is truly appreciated. And thanks Seph for taking care of them.
Homework for next week:
* Blog: a) Comment on the lecture OR b) repeat the most important point you have learned for those who could not attend OR c) describe the difference between Wii and Natal for designers AGAIN, IN A NEW AND SEPARATE BLOG ENTRY
* Report progress on your team website/blog
* Promote demo night on facebook, twitter, etc. Invite friends, companies you want to work for, the press (remember, everyone gets dots)
* Start working on your video, promotional picture and website for your game
HealthGamers.com report about Exertion Games demo night and class
An interview on HealthGamers.com about the Exertion Games demo night and the class and students, with all the links included!
Thursday, May 6, 2010
The difference between Microsoft's Natal and Nintendo's Wii for game designers
Please post here in the comments (bullet points are fine, but be precise!) what the difference is for you as game designers between the technology behind Microsoft's Natal and Nintendo's Wiimote.
What can you do with one that you cannot do with the other?
I challenge you that there is only a handful of points, but that they are much more important than 'more limbs'.
What can you do with one that you cannot do with the other?
I challenge you that there is only a handful of points, but that they are much more important than 'more limbs'.
Lecture 9: 06May2010 The Mind and the Body
Hi all,
Thanks again for coming out tonight.
Today you learned about what we know about the body (or how little about it), and how our interactions with computers (not just computer games) are becoming more and more appreciative of the physics of the real world. This is particularly buoyant in games, but can also be observed in how the iPhone adds weight to contacts, for example (You could push that further by 'adding' extra weight to 'heavy' - equals more important - contacts, so they come up more prominent when you flick through with your finger).
In order to design for the body, the best advice so far (to be most effective) is therefore probably no to think, but DO. Designing for the body means moving the body, and you hopefully have seen how the tape-body-parts-together might have given you ideas that would be a million times more complex to imagine and describe with the mind.
I realized that I did not let enough people speak who have not said enough yet, so sorry about that, I'll try to be better next time.
Homework for next week:
* Blog: a) Comment on the lecture OR b) repeat the most important point you have learned for those who could not attend OR c) describe the difference between Wii and Natal for designers IN THE SEPARATE BLOG ENTRY
* Report progress on your team website/blog
* Read the reading assignments for next week
* If you have not done so, email me your dots, video and promotional pic
PS: For the rock-climbing team: Have you thought why you are trying to 'improve' rock-climbing? Are you improving it? If so, why? Or are you making it more accessible? Or more engaging? What do you tell a rock-climber who might say: but rock-climbing is great on its own? Why do we need to add computers?
PPS: A note on getting in the paper: try to market your game through facebook, twitter etc. Email your video out. You have no idea how many people would like to pass your game video to their friends rather than do work in the morning. Just ask all your facebook friends to send it to their friends (this is not spamming, as they should only do it if they like it). Tag the video properly. Increase the hit count. Tell people what they should write about: This game gets fat kids off the couch because ...
PPPS: Thinking about a tag line for any newspaper article might also help your game: If a reporter asks you, what should be the headline? What would you say? Why do we need your game? This is were a target-group might come in handy: Your game might get kids active who so far only liked computer games. Or create a game that takes the piss out of the Myki system: You would need to swipe a fake card a 100 times in order to get a score.... any topical statement is always great for the paper. Or make a game for the unemployed Storm players. Think of a headline: would you print it? If so, your game is on the right track.
And then send it to all the papers, blogs, online articles you know: they all have email addresses, twitter accounts etc. Hey, you have seen what they show on TV (especially shows like Sunrise etc), and they are asking in any of these shows to send in any news, so make use of this! Be an active citizen!
PPPPS: To the Bubble Popper team: Sorry if I might seem very pushy for you to create something new, but I have been thinking a lot why I would like to see this: I think it is a) because I see potential. Everyone enjoyed playing your game. It was simple but wonderful at the same time. Your game did not have a tag-line though (it did not 'help' anyone, did not make the world a better place, but it was so obvious 'fun'). But maybe it did not need one. Nobody also needed to think why this game needed a computer. It was clearly a computer game. You could not do it without a computer. And then I realized: Maybe it is b) I would like to see if you could pull this off again, i.e. do you have enough knowledge about games to do it again but with a different game or was it just mere luck? :-)
Thanks again for coming out tonight.
Today you learned about what we know about the body (or how little about it), and how our interactions with computers (not just computer games) are becoming more and more appreciative of the physics of the real world. This is particularly buoyant in games, but can also be observed in how the iPhone adds weight to contacts, for example (You could push that further by 'adding' extra weight to 'heavy' - equals more important - contacts, so they come up more prominent when you flick through with your finger).
In order to design for the body, the best advice so far (to be most effective) is therefore probably no to think, but DO. Designing for the body means moving the body, and you hopefully have seen how the tape-body-parts-together might have given you ideas that would be a million times more complex to imagine and describe with the mind.
I realized that I did not let enough people speak who have not said enough yet, so sorry about that, I'll try to be better next time.
Homework for next week:
* Blog: a) Comment on the lecture OR b) repeat the most important point you have learned for those who could not attend OR c) describe the difference between Wii and Natal for designers IN THE SEPARATE BLOG ENTRY
* Report progress on your team website/blog
* Read the reading assignments for next week
* If you have not done so, email me your dots, video and promotional pic
PS: For the rock-climbing team: Have you thought why you are trying to 'improve' rock-climbing? Are you improving it? If so, why? Or are you making it more accessible? Or more engaging? What do you tell a rock-climber who might say: but rock-climbing is great on its own? Why do we need to add computers?
PPS: A note on getting in the paper: try to market your game through facebook, twitter etc. Email your video out. You have no idea how many people would like to pass your game video to their friends rather than do work in the morning. Just ask all your facebook friends to send it to their friends (this is not spamming, as they should only do it if they like it). Tag the video properly. Increase the hit count. Tell people what they should write about: This game gets fat kids off the couch because ...
PPPS: Thinking about a tag line for any newspaper article might also help your game: If a reporter asks you, what should be the headline? What would you say? Why do we need your game? This is were a target-group might come in handy: Your game might get kids active who so far only liked computer games. Or create a game that takes the piss out of the Myki system: You would need to swipe a fake card a 100 times in order to get a score.... any topical statement is always great for the paper. Or make a game for the unemployed Storm players. Think of a headline: would you print it? If so, your game is on the right track.
And then send it to all the papers, blogs, online articles you know: they all have email addresses, twitter accounts etc. Hey, you have seen what they show on TV (especially shows like Sunrise etc), and they are asking in any of these shows to send in any news, so make use of this! Be an active citizen!
PPPPS: To the Bubble Popper team: Sorry if I might seem very pushy for you to create something new, but I have been thinking a lot why I would like to see this: I think it is a) because I see potential. Everyone enjoyed playing your game. It was simple but wonderful at the same time. Your game did not have a tag-line though (it did not 'help' anyone, did not make the world a better place, but it was so obvious 'fun'). But maybe it did not need one. Nobody also needed to think why this game needed a computer. It was clearly a computer game. You could not do it without a computer. And then I realized: Maybe it is b) I would like to see if you could pull this off again, i.e. do you have enough knowledge about games to do it again but with a different game or was it just mere luck? :-)
Monday, May 3, 2010
If you are in Sydney this Sat....
Janine from Demo Night invites you along:
http://sydsgbc.eventbrite.com/
http://sydsgbc.eventbrite.com/
Sunday, May 2, 2010
Friday, April 30, 2010
Lecture 8: 29Apr2010 Tangibility in Games
Today you learned about tangibility in games, and what characteristics of tangibility you can use in your game to what effects, as well as a lot about casual games and why they benefit from a social approach through social facilitation.
One aspect that should be added to the idea of tangibility is the opportunity to personalize your tangible object: for example, your guitar in guitar hero can be personalized with stickers, you can buy a better-looking plastic guitar etc. just to make you look even more like a rock-star, to support the fantasy effect of becoming a rock-star the game facilitates. You don't really have this opportunity for personalization with Natal.
And thanks for all your comments on the survey sheet! Here is already one change (I hope you like it):
Please comment on the blog what you think about casual games, tangibility and social play.
If your opinion has already been voiced, why don't you repeat the most important point (1 is enough) you have learned so that the people who weren't in have an easy way to catch up?
Homework for next week:
* Blog: See above
* Report progress on your team website/blog
* Read the reading assignments for next week
Thursday, April 29, 2010
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