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		<title>Scouting Game Camp</title>
		<link>https://www.redowlgames.nl/2019/08/15/scouting-game-camp/</link>
					<comments>https://www.redowlgames.nl/2019/08/15/scouting-game-camp/#respond</comments>
		
		<dc:creator><![CDATA[Niels de Jong]]></dc:creator>
		<pubDate>Thu, 15 Aug 2019 19:14:28 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">https://www.redowlgames.nl/?p=812</guid>

					<description><![CDATA[The Scouting Game Camp application is a short interactive level select screen. It was part of a themed activity week for children.]]></description>
										<content:encoded><![CDATA[
<p>The Scouting Game Camp application is a short
interactive level select screen. It was part of a themed activity
week for children.</p>



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    </div>
</div></div>



<h2 class="wp-block-heading">Project</h2>



<h3 class="wp-block-heading">Approach</h3>



<p>Use a MoSCoW-style planning to make sure the most
important elements are present when the camp starts.</p>



<p>Decided on making it possible to manually fill in
information before going to a public state that would be shown to the
children. This way, it cost the camp organizers more time to set up
the program, but it also gave them more flexibility in how to use it.</p>



<h3 class="wp-block-heading">Result / Evaluation</h3>



<p>Working application with the main elements
functional: a character that walks towards a current level in a
level-overview screen and certain skills that have an “increase”
animation</p>



<p>Application became embedded in the camp’s
culture. The children had built little rituals around the
application, which was used to start and end their activities for the
day</p>



<h3 class="wp-block-heading">Description</h3>



<h4 class="wp-block-heading">Key design decision</h4>



<p>Making the design choice to have users fill in all
the required information before it the application could be shown to
the children.</p>



<p>This saved development time, which was our
scarcest resource. The flipside of this choice was that the camp
organizers needed to do a bit more preparation work. However, this
also gave them the flexibility to tweak scores when necessary.</p>



<h3 class="wp-block-heading">Process</h3>



<p>We started off by interviewing our contact person
at the camp about what they wanted help with. Based on this, we
formulated a Minimum Viable Product (MVP), as well as things that
would be nice to have, but not absolutely essential.</p>



<p>This MVP proved to be instrumental, as we had very
little time available to actually work on the project. (all three
project members had other deadlines as well) Because we had
prioritized different features upfront, we were able to finish
something without having to update the design much.</p>



<p>We worked together with the camp organizers, one
of whom voice-acted the transitions in the application.</p>



<p>We were invited to join the camp for half a day,
so we could see the application while it was being used.</p>



<h2 class="wp-block-heading">Project Role</h2>



<p><strong>Niels de Jong – </strong><strong>design,
programming</strong></p>



<p>Melissa Tammens – 3d character modelling &amp;
animation</p>



<p>Esmeé van ‘t Hoff – 2d art, contact person</p>



<h2 class="wp-block-heading">Project Duration</h2>



<p>4 weeks (2 weeks actual project time)</p>



<p>26<sup>th</sup> of June 2017 &#8211; 2<sup>nd</sup> of
July 2017</p>



<p>16<sup>th</sup> of July 2017 &#8211; 21<sup>st</sup> of
July 2017</p>



<p>The camp took place from the 22<sup>nd</sup> to
the 29<sup>th</sup> of July 2017</p>



<h2 class="wp-block-heading">Play time</h2>



<p>3~5 minutes</p>



<p></p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">812</post-id>	</item>
		<item>
		<title>Haunted House</title>
		<link>https://www.redowlgames.nl/2017/01/06/haunted-house/</link>
					<comments>https://www.redowlgames.nl/2017/01/06/haunted-house/#respond</comments>
		
		<dc:creator><![CDATA[Niels de Jong]]></dc:creator>
		<pubDate>Fri, 06 Jan 2017 14:23:52 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[windows standalone]]></category>
		<category><![CDATA[English]]></category>
		<guid isPermaLink="false">http://www.redowlgames.nl/?p=319</guid>

					<description><![CDATA[Haunted House is a bad 3D puzzle platformer. It has an interesting&#160;project and design process. Project Approach Heavy focus on why the things that are designed are the way they are, looking for the arguments to support a design Learn]]></description>
										<content:encoded><![CDATA[<p><div id="metaslider-id-320" style="width: 100%;" class="ml-slider-3-97-0 metaslider metaslider-flex metaslider-320 ml-slider ms-theme-default nav-hidden nav-hidden" role="region" aria-roledescription="Slideshow" aria-label="Haunted House" data-width="700">
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                <li style="display: none; width: 100%;" class="slide-324 ms-image " aria-roledescription="slide" aria-label="slide-324" data-date="2017-01-06 14:16:27"><img loading="lazy" decoding="async" src="https://www.redowlgames.nl/wp-content/uploads/2017/01/DesignforSpace_screen_3-700x300.png" height="300" width="700" alt="" class="slider-320 slide-324" /></li>
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</div></p>
<p>Haunted House is a bad 3D puzzle platformer. It has an interesting&nbsp;project and design process.</p>
<h1>Project</h1>
<h2>Approach</h2>
<p>Heavy focus on why the things that are designed are the way they are, looking for the arguments to support a design</p>
<p>Learn to work with and from another dedicated designer in the team</p>
<p>Try to establish what is wrong with the team, how I can function within the team and how we are going to get a sufficient end result with that team, and how to prevent these situations in the future</p>
<h2>Result / Evaluation</h2>
<p>extensive use of design models such as the Quality, Frequency, Clarity model for mechanics</p>
<p>major improvement in supporting designs with reasons why you would make a certain decision (or not)</p>
<p>fascinating to see how different people with a design background approach design when compared to people without this background</p>
<p>learned the importance of establishing everyone&#8217;s intentions early on</p>
<p>gained some experience working with audio</p>
<h2>Description</h2>
<p>This is definitely the most interesting <i>process</i> I&#8217;ve experienced so far. It hasn&#8217;t necessarily resulted in the most interesting product, however.</p>
<p>In this project we worked together with students from the Utrecht University. In an early phase of the project, we struggled to form our ideas into coherent concepts. Everyone seemingly wanted to do something else. When we did agree on something, we ran into the same problem as soon as we started specifying details. Looking backwards, I&#8217;d say the main problem here was a discrepancy in design knowledge. I was grounded in more than a year of design &#8216;thinking&#8217;, and did not realise others might not have that same knowledge and thus would look on design in a very, very different way.</p>
<p>Anyway. In the project it gradually became clear every decision could be reverted if it did not fit someone&#8217;s vision. This forced me to look for the reasons why a certain decision was important, so I could counter attempts coming from personal likings or dislikings of certain decisions. I started looking for arguments and relationships that would support a design choice. Additionally, I reconstructed our decisions made so far to be able to show and tell why exactly we did something, and why going in another direction now was a good or bad idea when taking the previous decisions into consideration.</p>
<p>So we worked on an elaborate design, looking for relationships, tuning our ideas to fit an experience. This was a great experience as a designer. Unfortunately, there was a) too little time to fully implement the design and b) we still had a dysfunctional team, with the one building our game unwilling to make changes, presumably afraid we would lose what we already had. Still, it was a great learning experience. Looking back I would have forced a conflict early in the project, to make clear what intentions everyone has and to look for opportunities to continue the project in a different way.</p>
<p>In the final two weeks I mainly focused on adding audio for the game, to create a richer experience.</p>
<p>This way of supporting your design for arguments and relationships is something I apply in other projects now as well. A possible negative side-effect of this approach is that it can seem like everything is set in stone to other team members, because you can answer almost every why-question related&nbsp;to design.</p>
<h1>Project Role</h1>
<p><strong>Niels de Jong – designer, audio</strong></p>
<p>Kevin van As – designer, bits &amp; pieces</p>
<p>Mike Ottink – Lead Artist, designer</p>
<p>Dwight Peters (Utrecht University, Game Technology) – Programmer</p>
<p>Merle Delen (Utrecht University, Game Technology) – Project Lead, artist</p>
<h1>Project Duration</h1>
<p>11&nbsp;weeks</p>
<p>Originally published&nbsp;on 11-12-2015</p>
<h1>Play time</h1>
<p>20 minutes</p>
<h1>Links</h1>
<p><a  data-e-Disable-Page-Transition="true" class="download-link" title="" href="https://www.redowlgames.nl/download/327/?tmstv=1745704345" rel="nofollow" id="download-link-327" data-redirect="false" >
	Haunted House Design Checkpoint	(1294 downloads	)
</a>
</p>
<p>&nbsp;</p>
<p><a  data-e-Disable-Page-Transition="true" class="download-link" title="" href="https://www.redowlgames.nl/download/330/?tmstv=1745704345" rel="nofollow" id="download-link-330" data-redirect="false" >
	Haunted House Design Document	(1213 downloads	)
</a>
</p>
<p>&nbsp;</p>
<p><a  data-e-Disable-Page-Transition="true" class="download-link" title="" href="https://www.redowlgames.nl/download/322/?tmstv=1745704345" rel="nofollow" id="download-link-322" data-redirect="false" >
	Haunted House windows	(785 downloads	)
</a>
</p>
<p>&nbsp;</p>
<p><a  data-e-Disable-Page-Transition="true" class="download-link" title="" href="https://www.redowlgames.nl/download/333/?tmstv=1745704345" rel="nofollow" id="download-link-333" data-redirect="false" >
	Haunted House Project Documentation	(1204 downloads	)
</a>
</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">319</post-id>	</item>
		<item>
		<title>Verhalenmachine</title>
		<link>https://www.redowlgames.nl/2016/12/31/verhalenmachine/</link>
					<comments>https://www.redowlgames.nl/2016/12/31/verhalenmachine/#respond</comments>
		
		<dc:creator><![CDATA[Niels de Jong]]></dc:creator>
		<pubDate>Sat, 31 Dec 2016 13:55:42 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[windows standalone]]></category>
		<category><![CDATA[Dutch]]></category>
		<category><![CDATA[web]]></category>
		<category><![CDATA[art]]></category>
		<guid isPermaLink="false">http://www.redowlgames.nl/?p=165</guid>

					<description><![CDATA[&#160; The verhalenmachine is a story generating application. Sometimes it makes sense. The machine generates stories but they are destined to fade away, giving each story only a small chance to captivate its readers. Play time 1 minute / story]]></description>
										<content:encoded><![CDATA[<p><div id="metaslider-id-167" style="width: 100%;" class="ml-slider-3-97-0 metaslider metaslider-flex metaslider-167 ml-slider ms-theme-default nav-hidden nav-hidden nav-hidden" role="region" aria-roledescription="Slideshow" aria-label="Verhalenmachine" data-width="300">
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            <ul class='slides'>
                <li style="display: none; width: 100%;" class="slide-168 ms-image " aria-roledescription="slide" aria-label="slide-168" data-date="2016-12-29 15:05:48"><img loading="lazy" decoding="async" src="https://www.redowlgames.nl/wp-content/uploads/2016/12/Runner_2016-12-29_15-53-39-300x300.png" height="300" width="300" alt="" class="slider-167 slide-168" /></li>
                <li style="display: none; width: 100%;" class="slide-169 ms-image " aria-roledescription="slide" aria-label="slide-169" data-date="2016-12-29 15:06:57"><img loading="lazy" decoding="async" src="https://www.redowlgames.nl/wp-content/uploads/2016/12/Runner_2016-12-29_15-53-33-300x300.png" height="300" width="300" alt="" class="slider-167 slide-169" /></li>
                <li style="display: none; width: 100%;" class="slide-170 ms-image " aria-roledescription="slide" aria-label="slide-170" data-date="2016-12-29 15:07:00"><img loading="lazy" decoding="async" src="https://www.redowlgames.nl/wp-content/uploads/2016/12/verhaaltje-3-300x300.png" height="300" width="300" alt="" class="slider-167 slide-170" /></li>
                <li style="display: none; width: 100%;" class="slide-171 ms-image " aria-roledescription="slide" aria-label="slide-171" data-date="2016-12-29 15:07:02"><img loading="lazy" decoding="async" src="https://www.redowlgames.nl/wp-content/uploads/2016/12/Runner_2016-12-29_15-53-15-300x300.png" height="300" width="300" alt="" class="slider-167 slide-171" /></li>
            </ul>
        </div>
        
    </div>
</div></p>
<p>&nbsp;</p>
<p>The verhalenmachine is a story generating application. Sometimes it makes sense.</p>
<p>The machine generates stories but they are destined to fade away, giving each story only a small chance to captivate its readers.</p>
<h1>Play time</h1>
<p>1 minute / story</p>
<p>infinite stories</p>
<h1>Links</h1>
<p><a class="pbtn" style="font-size: 14px; float: left; color: #ffffff; border-radius: 4px; background-color: #990000; background: linear-gradient(#990000,#dd3333); display: inline-block; padding: 0.5em 0.7em; text-decoration: none; line-height: 1; border: 0.8px solid #111112;" href="http://www.redowlgames.nl/download/186" target="_blank" data-bg-color="#990000" data-bg-color2="#dd3333"> Play in-browser web version</a></p>
<p>&nbsp;</p>
<p><a  data-e-Disable-Page-Transition="true" class="download-link" title="" href="https://www.redowlgames.nl/download/174/?tmstv=1745704345" rel="nofollow" id="download-link-174" data-redirect="false" >
	Verhalenmachine windows standalone	(1045 downloads	)
</a>
</p>
<h1>Project Description</h1>
<p>This little project was created as an art piece for a school assignment. It was displayed on a digital schoolboard.</p>
<p>It was originally published on the web on 26-2-2013.</p>
<h1>Project Role</h1>
<p>I designed and programmed everything in the application.</p>
<p>Some of the words have been provided by relatives.</p>
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