We, at Broken Rules, are in the hot phase of continuous user testing. Instead of building a level and hoping that it’s going to work and be fun, we’re building test levels first, to see how some of the ideas work out when played by real people. Some of the ideas work so well in our minds but when played, prove to lack something. To find this “something”, before it’s too late, we prefer doing user tests.
This is the first time I am responsible for the whole process. Back at Rockstar Vienna the test area was Continue reading ‘User Test: Preparations’
Filed under: target audience, Usability | 3 Comments
Tags: broken rules, play test, rockstar, rockstar vienna, silverback, usability testing, user test
This year the third Austria Game Jam took place at the St. Marx Media Quarter in Vienna. In the last two years I couldn’t attend due to an unfortunate date collision of the game jam and the GFG, a small but high-quality game dev conference held in Hannover, Germany. Unfortunately, it didn’t take place this year. When I was approached by Jürgen Musil, one of the AGJ organizers, if I wanted to be part of the jury I immediately agreed.
I made sure not to see nor hear too much about the teams this year to let the games speak for themselves. I knew old colleagues and friends were taking part in the jam, so any kind of connection I made between a participant and their game was to be avoided. At least, I tried to.
The topic was quite intriguing this year – an image of Ouroboros, the snake that bites its own tail. A visual trigger to inspire the jammers.
Filed under: Design, Event, Experimental, Game Design, Indie | Leave a Comment
Tags: austria game jam, game dev, global game jam, jürgen musil, leap of faith, paper prototype, vienna
Yesterday I assisted Heather Kelley with her workshop “Paper Games” on iterative game design, which was part of the “Make Me Eclectic” festival organized by Miss Balthazar’s Laboratory. The Lab focuses on offering workshops on new media and technology, as well as programming and other seemingly male-dominated areas to interested girls, women and transpeople. No entrance fees are necessary, which should lower any kind of barrier of participation.
Heather chose Eric Zimmerman’s paper version of the online game “SiSSYFiGHT 2000“, which takes place on a playground where girls tattle, tease and pull hair to lower the other girls’ self-esteem. The paper version works with simplified rules. In fact, there are only three actions you can take: team attack, solo attack and defense. Communication needs to be done in public – no whispering or letter-writing is allowed. Secret signs and using code, on the other hand, is perfectly fine! The one who can cheat, lie and bully their way through the game without losing their own self-esteem is the winner.
During yesterday’s workshop it became very clear that the topic of the game is not Continue reading ‘SiSSYFiGHT 3000 and Iterative Game Design’
Filed under: Design, Experimental, Game Design | 3 Comments
Tags: Game Design, hackerspaces, heather kelley, iterative, miss balthazar's labratory, mq, raumd, sissyfight 2000, sissyfight 3000
Quit underpaid job
Worked on an MMO
Got into Level Design Continue reading ‘2010 in Tags’
Filed under: Private | 4 Comments
Tags: 7million, animal world, apartment, children's game, dutch, engagement, game, Level Design, MMO, nederland, wedding
Sorry to scare you with this illustration but this is my attempt to wish you all fairly relaxed holidays, quality time with your loved ones and as much receiving as you are giving. Continue reading ‘Happy Holidays!’
Filed under: game, Private | 3 Comments
Tags: christmas, hanukkah, holiday, holidays, kwanzaa, rest, snow, winter