Game Jam at the University of Copenhagen, December 2019
I have been teaching weekly tutorials on games with a special focus on text-based adventures to the students of the BA in Korean Studies in Copenhagen. The students developed text adventures drawing from the story world of "Journey to the West" in 24 hours at the Game Jam event held at the University of Copenhagen. I have helped with the organization and coordination of the event and assisted the students in the development of their products.
A paper world in virtual reality where the player explores an old Japanese woman's memories by entering her diary and re-living her childhood and adulthood.
The concept was developed for the course "Game World Design", which focused on the creation of fictional universes for (digital) games and worldbuilding through narrative and exploration. The project was handed in alongside an art book and a report.
Knock Knock - Who's there?
An online multiplayer roleplay game in which each player gets assigned a character, will be asked questions by the other players and has to enact answers based on how their character would behave. Each player will gain points if he/she is guessed correctly by other players (which mean the character has been well enacted!) and if he/she guesses the other players' characters.
The project was developed for the course "Game Project" and was handed it alongside a website for marketing purposes, a (speculative) overview of the budget plan and a report.
The app ANTenna is a digital playful service for students, staff and visitors of the IT University of Copenhagen. As the building can be confusing to navigate, the Ant Assistant will guide the user by giving clear directions on where to go in order to reach a specific location. The app also allows the user to leave virtual messages - or read the already existing ones - by scanning QR codes which can be found everywhere in the building.
The project was developed for the course "Play Design", focused on the theories and the design of digital playful experiences that are not "games" and handed in alongside a report.
Among many applications that celebrate positive attitudes, healthy nutrition and workout habits, there aren't many that promote vices instead of virtues. "Dark play design" is the design of playful experiences that might lead to danger, offensive and unhealthy behaviours. For the second project of the course "Play design", my team and I developed an app that encourages the user to interrupt his/her work colleagues while they're speaking by rewarding his/her rudeness with points and achievement.
The project was handed in alongside a report. We obviously do not encourage nor have a wish to design similar experiences, but it was interesting from an academic and design perspective to engage in this peculiar topic!