| Project Title | Genre / short description | Team |
|---|---|---|
| Escape-Room-Hub | A modular escape room system that connects and controls all puzzles. | Malte Bungard, Paul Bleyer, Conrad Bader, Lucca Kuvecke |
| LightPlay | a digital game about manipulating light to find clues | Dennis Richter |
„The Studio“ is a shared workshop format for these courses and their respective workloads and outcomes:
Additionally, it can provide content and touch points for the free projects in Media Systems and Media Technology (Project B with 5 CP / 150 hrs per person or Project C with 10 CP / 300 hrs per person).
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).
|
Week |
Sem. week |
Date | Topic |
|
41 |
1 |
09.10.25 | 1. Start – welcome! Teams & ideas |
|
42 |
2 |
16.10.25 | 2. More ideas and research |
|
43 |
3 |
23.10.25 | 3. Let’s put the plan together |
|
44 |
4 |
30.10.25 | 4. Presentations / Go or no go / Playful Learning with Escape Rooms |
|
45 |
5 |
06.11.25 | 5. Von der Idee zum Konzept zum Prototypen. 2. Hälfte: Project Refinement Session |
|
46 |
6 |
13.11.25 | 6. Kuti Case Study. 2. Hälfte: Project Refinement Session |
|
47 |
7 |
20.11.25 | 7. Spielend lernen. 2. Hälfte: Project Refinement Session |
|
48 |
8 |
27.11.25 | 8. (day before: test session Design 2) |
|
49 |
9 |
04.12.25 | 9. Tba |
|
50 |
10 |
11.12.25 | 10. Playable prototype & concepts. Do we want to setup on 12.12.? |
|
51 |
11 |
18.12.25 | 11. Tba |
|
52 |
— |
25.12.25 | Winter holidays |
|
1 |
— |
01.01.26 | Winter holidays |
|
2 |
12 |
08.01.26 | 12. Wiki documentation how to + help |
|
3 |
13 |
15.01.26 | 13. Tba |
|
4 |
14 |
22.01.26 | 14. Tba |
|
5 |
15 |
29.01.26 | Optional: Project week? |
|
6 |
16 |
05.02.26 | Exam week 1 – Wiki documentation |
|
7 |
17 |
12.02.26 | Exam week 2 – Wiki documentation |
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.

Hand-in: wiki documentation on a sub page, preferably with sketches, diagrams, photos, simulations or animations of the concepts. Here's an info page about this kind of wiki documentations.
New: Due date: August 31, 2025 (end of day)
| Project Title | Genre / short description | Team |
|---|---|---|
| Radio Puzzle | Live Escape Puzzle with electronic apparatus and audio clues | Malte Bungard, Conrad Bader, Lucca Kuvecke |
| Curtain Puzzle | Live Escape Puzzle | Konrad S., Nick H., Sören G. |
| Flux It Out! | Analog Live Escape Magnet Puzzle | S. Zidoun (xxxx351), S. Bosnak (xxx8240), A. Breitner (xxx6275) |
| Memory Breakout | Multiplayer Live Escape Puzzle with mobile devices | Julie Vohnsen, Cedric Bleck, Lars Stiegmann, Arda Koray Dogan |
| Mirror Puzzle | Kuti Live Escape Puzzle | Oskar K., T. Loan. P., Lionel K. |
| Synchronized Effort | Three player Live Escape Puzzle with LED column, foot sensors and air pressure controller | Dennis, Vincent… |
| Puzzle Pockets | Analog Live Escape Puzzle | Bianca Melissa Rühr Levy |
| AR Symbol Grid Puzzle | AR Live Escape Puzzle | Miriam Jüngling |




These are the 3D files of the room. Feel free to modify and move your puzzles. Please update the images if you make any changes.
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.