Ralf Hebecker · Miro · Altes Wiki
„The Studio“ is a shared workshop format for these course and their respective workloads and outcomes:
In "The Studio," small teams develop experimental playful applications in an agile way close to the reality of creative development studios.
The project includes, for example, interactive spaces, advanced or experimental video games, or games with original controllers.
The results can include (sophisticated) concepts, prototypes, and detailed designs.
We have limited budget for buildings and equipment, but we have a lot of equipment in the GamesLab to tinker with.
You should bring:
All projects must calculate their costs (beforehand and towards the end).
Hand-in: wiki documentation on a sub page, preferably with sketches, diagrams, fotos, simulations, animations of the concepts.
Project Title Team
Radio Puzzle https://wikijs.gamesmaster-hamburg.de/en/kurse/the_studio/radio-puzzle
Curtain Puzzle https://wikijs.gamesmaster-hamburg.de/en/kurse/the_studio/Curtain_Puzzle
Flux It Out! https://wikijs.gamesmaster-hamburg.de/en/kurse/the_studio/new-page
Memory Breakout https://wikijs.gamesmaster-hamburg.de/en/kurse/the_studio/MemoryBreakout
Mirror Puzzle https://wikijs.gamesmaster-hamburg.de/en/kurse/the_studio/MirrorPuzzle
Synchronized Effort https://wikijs.gamesmaster-hamburg.de/en/kurse/the_studio/Synchronized-Effort
Puzzle Book
AR Room
KW | Sem. week | Datum | Topic |
15 | 1 | 10.4.25 | — |
16 | 2 | 17.4. | 1. Start – welcome! |
17 | 3 | 24.4. | 2. Some more ideas |
18 | 4 | 1.5. | Public holidays |
19 | 5 | 8.5. | 3. Let’s put the plan together |
20 | 6 | 15.5. | 4. Presentations / Go or no go |
21 | 7 | 22.5. | 5. |
22 | 8 | 29.5. | Public holidays |
23 | 9 | 5.6. | 6. |
24 | 10 | 12.6. | 7. Playable prototype |
25 | 11 | 19.6. | 8. Ralf talks about money, floorplan, wiki |
26 | 12 | 25.6. | 9. |
27 | 13 | 3.7. | 10. Wiki documentation 1? |
28 | 14 | 10.7. | 11. Set up / Wiki documentation 2? Hand-in |
29 | 15 | 15.-17.7. | Optional: Project week? |
30 | 16 | Exam week 1 | |
31 | 17 | Exam week 2 |
First, we need a...
1-2 pages are usually sufficient. Sketches/graphics/examples can save a lot of text or at least accompany/support it. References to existing content are also welcome, for example: "A game like Journey, but underwater and in VR and only 5 minutes long." Or something like that ;)
Your project implementations should always be embedded in solid research. Solid research doesn't mean spending half an hour on YouTube (although that's not generally a bad thing and can be part of the research), but rather actually spending 1-2 days on the topic, going through the basics, throwing AIs at it, reading (research) articles on the subject (for example this one), and compiling your own drafts, descriptions, and examples, commented on, illustrated, and comprehensible.
These points can help – both you and, subsequently, your audience. Essentials are highlighted.
You are welcome to start experimentally/open-ended in parallel and see what happens. Sooner or later, however, you should address at least some of these points to either verify or further develop your approach.
A lot of things already exist, and you don't have to invent or build them again. It's very worthwhile to find these things and then build on this prior knowledge.
(Attached as a subpage to the project overview.)
What should be included in this wiki documentation? Ideally, video, photos, overview plans/diagrams (but really only those at this point), and a short (friendly, precise, positive, and forward-looking) description of your project aimed at potential interested parties. This is what a very good project page looks like (admittedly, they had more time than you). Other examples: Leap Motion Experience · Fassade - Space Shooter
If you have playable software: preferably present it as playable directly in the browser window or, if that's not possible, as a video recording. Simply filming it over your shoulder with your phone at an event is good, or even as a commented demo game.
After the project brochure (the more promotional “sales version”), there is also room for critical reflection at the end: first and foremost, lessons learned (what worked well, what didn't, how would you approach things differently in the future?) and an outlook on future research—for example, what you would like to pursue in the future and what other interesting questions you have identified. You can also attach additional documents if you wish. At this point, however, you should view the wiki less as a data collection site and more as a final report.
Feel free to use English, and try to keep it as concise as is reasonable (but not shorter). A video often replaces a lot of text. And please proofread your texts. Too many typos and careless errors often spoil positive first impressions.
(Attached as a sub page to the project overview.)
Nach dem Projektprospekt (also der eher werblichen „Verkaufsversion") ist am Ende auch durchaus Raum für kritische Reflektion: allen voran Lessons Learned (was hat sehr gut geklappt, was nicht, wie würden Sie das in Zukunft anders angehen?) und ein Ausblick auf folgende Forschung – also zum Beispiel, was Sie künftig weiterverfolgen möchten und was Sie sonst noch an interessanten Fragen gefunden haben. Sie können auch noch weitere Dokumente beifügen, wenn Sie möchten. Zu diesem Zeitpunkt sollten Sie das Wiki jedoch weniger als Datensammelort und mehr als Abschlussbericht begreifen.
Übrigens: gerne auch auf Englisch und versuchen Sie so knapp zu bleiben, wie es sinnvoll ist (aber nicht knapper). Ein Video ersetzt oft viel Text. Und bitte lesen Sie Ihre Texte gegen. Allzu viele Schreib- und Flüchtigkeitsfehler trüben zu oft positive Ersteindrücke.
Theme?
LED Strip Game
QR Code Game
Radio Puzzle
You three teams: combine?
Curtain puzzle
Cylinder / Magnet / Ships
Magic Mirror Box
Puzzle Book
https://www.experimentis-shop.de/polfilter-fuer-experimente-und-polarisationskunst-detail-451.html
AR Room
Das hier sind alles Sachen, die wirklich großartig wären. Vielleicht fällt Euch was Passendes ein.
Dies ist fast eine Sammlung mit zwei Gegenpolen. Es geht von sehr digital / allein bis hin sehr real / viele Mitspielende:
Da gibt's schon auch noch detailliertere Listen und schlaue Bücher zu. Der Punkt ist: viele Spiele gehen auf sehr einfache Mechaniken und Ziele zurück.
Auch hier gib's schon auch noch ein paar mehr Motive. Für AnfängerInnen reichen diese aber eigentlich meist gut aus.