Below you find an overview of the projects I worked on in my final year at the Hanze University of Applied Sciences.
Fourth YEAR PROJECTS
Graduation
Boer & Burcht
Museum Game, Medieval Farming
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For my graduation, I made a game for the Museum of Vlaardingen.
As 2018 is the 1000th anniversary of the battle of Vlaardingen and the municipality is organizing all kinds of things to do with it, the museum prepared a new exposition to do with life around the year 1018. This exposition is targeted at children and families, which is why they have an interest in a game to educate the visitors in an interactive digital manner. This game will be an integrated part of the final exposition The subject is farming in the Eleventh century. The final design of the game was based on theories of applied game design, museum education, archaeology, and historic farming. To ensure the quality of said game, there was constant communication with the client and groups of stakeholders throughout the design and development phases. Rapid evaluations of the first paper prototype were already conducted during the design. The final game focused mainly on the placing of ditches to reclaim land, with meaningful choices in the location and the produce to be developed on the created field. |
Escape Room (More Autism games)
Escape Room, Communicative Skills, Autism
During the first half of my final year at the Hanze, a final client project was done, in this case for the lectorate of user centered design at the Hanze. With a group of peers, I made a prototype for an escape room, which was to help children with autism to test their communicative skills.
We created a complete testable prototype which we delivered to the client. The escape room was built around the concept of not seeing what the others saw. Each player was seperated from his peers by a wall and had to communicate to solve the various puzzles. They had to also show the ability to imagine what others saw and how they share and receive information.
This game was made in cooperation with Werner Mulder, Johan van den Bosch and Nico van Pelt
We created a complete testable prototype which we delivered to the client. The escape room was built around the concept of not seeing what the others saw. Each player was seperated from his peers by a wall and had to communicate to solve the various puzzles. They had to also show the ability to imagine what others saw and how they share and receive information.
This game was made in cooperation with Werner Mulder, Johan van den Bosch and Nico van Pelt