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										<title>Cologne Game Lab Blog</title> 
										<link>http://colognegamelab.de/blog.php</link> 
										<description>Das Blog des Cologne Game Lab.</description> 
										<language>de</language><item> 
									<title><![CDATA[Learning a Language - a Serious Game]]></title> 
									<link>http://colognegamelab.de/post.php?postid=167</link> 
									<guid>http://colognegamelab.de/post.php?postid=167</guid>
									<description><![CDATA[<p><strong>This semester we will graduate our first Master&rsquo;s class at the Cologne Game Lab. All students will introduce their projects in this blog starting today with Linda Kruse.</strong></p>
<p><img style="float: left; margin-top: 10px; margin-bottom: 10px;" src="blogpix/Linda2.jpg" alt="" width="425" height="300" /></p>
<p>Linda Kruse graduated from ifs international film school Cologne with a Bachelor of Arts in Creative Producing and has been working as producer, web designer and conceptor. Her Master&nbsp;project <br />SQUIRREL&amp;B&Auml;R has been&nbsp;nominated for the prestigious <a title="Deutscher Computerspielpreis" href="http://www.deutscher-computerspielpreis.de/3.0.html" target="_blank">Deutscher Computerspielpreis 2012</a>.</p>
<p><strong>Linda writes:</strong></p>
<p>My Master project is an adventurous serious game for children age three to six years. Its focus is on learning an additional language through the use of touchscreen devices like smart phones and tablet PCs (iOS, Android).&nbsp;</p>
<p>So I am designing a Serious Game. What does that mean?</p>
<p><strong>Serious Games</strong></p>
<p>Serious Games are supposed to solve a problem. Though their main purpose is to train or to teach, they also aim to be entertaining. Unlike other digital games, Serious Games are not classified by gameplay or genre. They are instead categorized by their purpose. Serious Games include, among others, educational, political, and news games. The category of serious games for training is also known as &ldquo;game-learning&rdquo;. That&rsquo;s what I am concentrating on.</p>
<p><img style="border-style: initial; border-color: initial;" src="blogpix/Squirrel.jpg" alt="Squirrel&amp;B&auml;r" width="425" height="391" /></p>
<p><strong>Learning an Additional Language</strong></p>
<p>Research shows that it is important to be exposed to a second or third language early on in life. This leads not only to more effortless learning of new languages, but also improves proficiency in the first language. My game tries to accomplish just that.</p>
<p><strong>The Story of the Game</strong></p>
<p>SQUIRREL&amp;B&Auml;R are devastated: Their beloved forest is in danger; the bees are sick. The only cure is a magic plant, which grows in the mountains. Unfortunately an evil lynx is standing guard over the plant. And, to make matters worse, the inhabitants of the mountains speak a foreign language that the main characters (and the players) don&rsquo;t understand.</p>
<p>That&rsquo;s where the journey of SQUIRREL&amp;B&Auml;R begins. The players guide the main characters through five different worlds. With the help of friendly animals players learn the foreign language that the inhabitants of the mountains speak so that the bees can eventually be healed.</p>
<p><strong>Gameplay</strong></p>
<p>Players are immersed in the world of SQUIRREL&amp;B&Auml;R. Each part of the journey features a different animal as companion to our main characters. Social behavior is a very important aspect of the gameplay; speaking and living along with the characters is a core element. Only by working together as a team the players of SQUIRREL&amp;B&Auml;R can master the quests and save the bees and the forest.</p>
<p>Players acquire the most important sentences and vocabulary of the new language as the journey progresses. Learning is so easy, that it feels like a side effect of the game. New vocabulary is also discovered through mini-games. Learning is fun with SQUIRREL&amp;B&Auml;R.</p>
<p><strong>Interface</strong></p>
<p>As it is designed specifically for use with touchscreen devices, children can access the game with ease and start playing without adult instructions.&nbsp;</p>
<p>The adventure is structured in chapters, which can be paused anytime. Every chapter can be accessed directly and played again. The game also features a vocabulary book to study newly learnt words and phrases. Moreover the player collects animal cards telling the players more about the animals that have already appeared in the game.</p>
<p>Two difficulty levels serve to entertain older and younger children while also creating a different experience when playing the game a second time. New elements and more vocabulary are introduced when selecting a higher difficulty level. Extensive help and fallback functions are available and prevent frustration.</p>
<p>Last but not least, the dialogue of the animals can be subtitled if an older child is playing the game or if a parent wants to read along.</p>
<p><strong>Outlook</strong></p>
<p>SQUIRREL&amp;B&Auml;R will differ from other currently available games on the market by having an extensive narrative part, and thus also more playtime. The game allows children to learn without pressure. It leaves room for creativity and offers a great experience for exploring new languages. The cute main characters make discovering the language and the nature of the forest as well as beating the game a fun experience.</p>
<p>The natural user interface (NUI) of touch devices allows to target very young players providing them with easy, fun and immersive gameplay.</p>
<p>SQUIRREL&amp;B&Auml;R is currently in development for iOS and Android, with the focus being tablet devices. It will be produced in Cologne and is planned to be released by the end of 2012.&nbsp;</p>]]></description> 
									<pubDate>Sun, 25 Mar 2012 00:17:01 +0100</pubDate>
									<author><![CDATA[Gundolf S. Freyermuth, gsf@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[GDC Coverage - Extra]]></title> 
									<link>http://colognegamelab.de/post.php?postid=166</link> 
									<guid>http://colognegamelab.de/post.php?postid=166</guid>
									<description><![CDATA[<p>So, we have happily returned from a superpacked week in San Francisco and yet there are more interviews to post.</p>
<p>At the IGF, I met with gamedesigner Daniel Benmergui and talked to him about his experimental game Storyteller.</p>
<iframe width="420" height="243" src="http://www.youtube.com/embed/dwJV39Vr1rk" frameborder="0" allowfullscreen></iframe>
<p>&nbsp;</p>
<p>Also I met with Chris Bell who is the gamedesigner of WAY.</p>
<iframe width="420" height="243" src="http://www.youtube.com/embed/JgubHmnBfio" frameborder="0" allowfullscreen></iframe>]]></description> 
									<pubDate>Mon, 12 Mar 2012 10:20:37 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
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									<title><![CDATA[GDC Coverage - DAY 5]]></title> 
									<link>http://colognegamelab.de/post.php?postid=165</link> 
									<guid>http://colognegamelab.de/post.php?postid=165</guid>
									<description><![CDATA[<p>Here are two more interviews from the Independent Games Festival. One is with Jakub Dvorsky of Amanita Design who is the game designer of the well known Machinarium and this year is producer of the IGF award winning Botanicula.    After having lots of fun playing Fingle, I also talked to one of the creators, Bojan Endrovski.</p>

<iframe width="420" height="243" src="http://www.youtube.com/embed/GIHO2F7JTQU" frameborder="0" allowfullscreen></iframe>
<iframe width="420" height="243" src="http://www.youtube.com/embed/z8pNPXHBcsM" frameborder="0" allowfullscreen></iframe>]]></description> 
									<pubDate>Sat, 10 Mar 2012 20:10:24 +0100</pubDate>
									<author><![CDATA[Björn Bartholdy, bb@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[GDC Coverage - Day 4]]></title> 
									<link>http://colognegamelab.de/post.php?postid=164</link> 
									<guid>http://colognegamelab.de/post.php?postid=164</guid>
									<description><![CDATA[<p>Financing your debut game is one of the big challenges for Independent Developers. I had the chance to talk to Ron Carmel who is co-founder of 2D Boy and partner of the Indie Fund about getting great games published without being tied to an actual publisher.</p>
<iframe width="420" height="243" src="http://www.youtube.com/embed/GXRXMiUXxew" frameborder="0" allowfullscreen></iframe>]]></description> 
									<pubDate>Fri, 9 Mar 2012 15:28:43 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
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									<title><![CDATA[GDC Coverage - Day 3]]></title> 
									<link>http://colognegamelab.de/post.php?postid=163</link> 
									<guid>http://colognegamelab.de/post.php?postid=163</guid>
									<description><![CDATA[<p>Today we spend time at the GDC Expo playing some of the brilliant indiegames at the Independent Games Festival (IGF). Both the quality, complexity and aso the freshness of this year&acute;s finalist games was extraordinary.</p>
<p>I had the chance to talk to the designers of Dear Esther and Lume right before the awards ceremony.</p>
<p>&nbsp;</p>
<iframe width="420" height="243" src="http://www.youtube.com/embed/_Fzu3LPI_ro" frameborder="0" allowfullscreen></iframe>
<iframe width="420" height="243" src="http://www.youtube.com/embed/NhNaVnyv1GQ" frameborder="0" allowfullscreen></iframe>]]></description> 
									<pubDate>Thu, 8 Mar 2012 17:13:19 +0100</pubDate>
									<author><![CDATA[Björn Bartholdy, bb@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[GDC Coverage - Day 2]]></title> 
									<link>http://colognegamelab.de/post.php?postid=162</link> 
									<guid>http://colognegamelab.de/post.php?postid=162</guid>
									<description><![CDATA[<p>On day 2 of the GDC, I was super lucky to meet up with one of my game design super heroes. Kan Gao ist the game designer of "To The Moon" which is finalist of the Independent Games FEstival for Excellence in Audio.</p>
<p>Also I had the chance to talk to Laura Shigihara, co-composer of the To-The-Moon Soundtrack, who is know for her outstanding audiodesign for Plants vs. Zombies.</p>
<iframe width="420" height="243" src="http://www.youtube.com/embed/tzcaXqk_nA4" frameborder="0" allowfullscreen></iframe><p>&nbsp;</p>
<iframe width="420" height="243" src="http://www.youtube.com/embed/x7_9rzSMP7U" frameborder="0" allowfullscreen></iframe>
]]></description> 
									<pubDate>Wed, 7 Mar 2012 18:10:35 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[GDC Coverage - Day 1]]></title> 
									<link>http://colognegamelab.de/post.php?postid=161</link> 
									<guid>http://colognegamelab.de/post.php?postid=161</guid>
									<description><![CDATA[<p>&nbsp;</p>
<p class="p1"><strong>Welcome to the 2012 coverage of the Game Developer&acute;s Conference in San Francisco. Throughout the next few days we will give insight into the latest discussions and challenges of the industry and talk to designers, educators business people in our videopodcast.</strong></p>
<p class="p1">Day 1 started with the educational summit. I was glad to hear the first keynote of the conference by industry veteran Brian Moriarty, who talked about his student project (glas)perlenspiel. This is a simple Java based game engine, where you can use a simple framework to program games. The whole thing lives from its reduction and offers an easy introduction to basic game design and programming. He showed several impressive results - the toolset is open to use for everyone&hellip;</p>
<p class="p1">&gt;&gt; <a href="http://perlenspiel.org/" target="_blank">http://perlenspiel.org/</a></p>
<p class="p2">This was followed by Toronto based developer Nathan Vella&acute;s (Capy) recap of the business development process around Sward &amp; Swarcery, that was released in cooperation with Superbrothers last year. He reflected on budget, human networks and strategies to implement such a process in a small indie developer team, which seemed not to be always as smooth as they wanted it to go&hellip;&nbsp;</p>
<p class="p2">&gt;&gt; <a href="http://www.swordandsworcery.com/" target="_blank">http://www.swordandsworcery.com/</a></p>
<p class="p1">Around noon i met Carsten Fichtelmann, MD of German developer Daedalic at the Games Connection - a parallel running business networking event at the Drake&acute;s. I had the chance to peek into early artwork of The Whispered World II, the promising follow up of one of their internationally well performing brands.</p>
<p class="p1">&gt;&gt; <a href="http://www.daedalic.de/?lang_new=en#1" target="_blank">http://www.daedalic.de/?lang_new=en#1</a></p>
<p class="p1">My afternoon highlight was Brandon Chung&acute;s (Blendo Games) presentation on his 2011 hit Atom Zombie Smasher. This amazing game was completely made by this one guy, being the game designer, artist and programmer in one person. He guided us threw the iterations of his development process and revealed a process of downsizing the complexity of gameplay towards the final version&hellip; he is one of the IGF finalist!</p>
<p class="p1">&gt;&gt; <a href="http://blendogames.com/" target="_blank">http://blendogames.com/</a></p>
<p>&nbsp;</p>]]></description> 
									<pubDate>Mon, 5 Mar 2012 17:58:05 +0100</pubDate>
									<author><![CDATA[Björn Bartholdy, bb@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[All the world is a game ...]]></title> 
									<link>http://colognegamelab.de/post.php?postid=159</link> 
									<guid>http://colognegamelab.de/post.php?postid=159</guid>
									<description><![CDATA[<p>For the students of the Master&acute;s program "Game Development and Research" their first semester turned out to become a ride through the history of mass media both in the seminars and in the project work. Here is their story:</p>
<p>Starting off with the <strong>Bootcamp-Project</strong>, we explored the relationship of games and theatre performance with the development of a pervasive game. Creating a real life game with actors and a scenery was a real challenge for us. Even more so, because WE would have to execute and perform our games with a group of invited guests and fellow students. We teamed up in two groups that would experiment with storytelling, gameplay and performance on two completely different approaches.&nbsp;<strong>&nbsp;</strong></p>
<p><strong>The Dark Side of the Game-Project</strong> turned out to become an hommage to the aestetics and topics of Film Noir. The goal of the project was to create a game with the means and tools of film and TV. We were could work&nbsp;solo or&nbsp;in a team. The choice of plattform and tools to create our minor interactive minitures was completely to us.&nbsp;<strong>&nbsp;</strong></p>
<p>In the <strong>Rapid Fire Prototyping-Project </strong>it was all about the conception and realisation of a series of basic game miniatures in a very short amount of time (2 to 14 days). We were asked to experiment with a variety of game development software to see which would suit best our needs and the needs of the game. To keep our ideas down to earth we used a game-name generator as the initial kick-off for the individual projects.</p>
<p>&nbsp;</p>
<p>__________________________________________________________________<br /> <strong>BOOTCAMP PROJECT</strong><br /> __________________________________________________________________</p>
<p><strong>Project title:</strong><br />The Curse Of The Three Headed Monkey</p>
<p><img style="float: left; border: 0; margin: 3px;" src="blogpix/pirates.jpg" alt="" width="200" height="200" /></p>
<p><strong>Team:</strong><br /> Onat Hekimoglu<br /> Jack Hoefnagel Jan Reitz</p>
<p><strong>Discription:</strong><br /> A pirate adventure that&nbsp;takes place in the heart&nbsp;of Cologne, where two&nbsp;groups of pirates compete&nbsp;to find Blackbeards treasure for their captain first.</p>
<p><strong>Features / rules:</strong></p>
<ul>
<li>Multiple locations</li>
<li>Many non-player characters which tell&nbsp;a story, give hints and send the players&nbsp;on quests</li>
<li>Collecting new items and combining&nbsp;them with objects already in their&nbsp;possession to solve riddles</li>
<li>Like graphic adventures on the PC,&nbsp;but without the boundaries, enabling&nbsp;the players to find other ways to finish&nbsp;the game than those conceived by the&nbsp;game master</li>
</ul>
<p>__________________________________________________________________</p>
<p><strong>Project title:</strong><br />Exposure 3</p>
<p><strong><img style="float: left; margin: 3px;" src="blogpix/exposure.jpg" alt="" width="200" height="200" />Team:</strong><br />Olga Epikhina<br />Claud Daniel Hermann<br />Roman Jungblut<br />Maren Keitel<br />Katharina Tillmanns</p>
<p><strong>Discription:</strong><br />A painting game that is centered around light paintings that are created by using a slow shutter speed of a SLR camera.</p>
<p><strong>Features / rules:</strong></p>
<ul>
<li>2 teams of 2 players,&nbsp;</li>
<li>1 audience (judges)</li>
<li>Storydriven series&nbsp;of challenges</li>
<li>Strong atmosphere through&nbsp;setting (gods, olymp, hero)&nbsp;and staging (dark room,&nbsp;</li>
<li>magical light painting)</li>
<br /> 
</ul>
<p>__________________________________________________________________<br /> <strong>THE DARK SIDE OF THE GAME PROJECT</strong><br /> __________________________________________________________________</p>
<p><strong>Project title:</strong><br />Decapo</p>
<p><strong><img style="float: left; margin: 3px;" src="blogpix/decapo.jpg" alt="" width="200" height="200" />Team:</strong><br />Claus Daniel Herrmann<br />Roman Jungblut<br />Jan Reitz</p>
<p><strong>Discription:</strong><br />Journey of a decapitated robot head in search for a new body.</p>
<p><strong>Features / rules:</strong></p>
<ul>
<li>Light and Shadow as main&nbsp;gameplay&nbsp;element</li>
<li>simple two button&nbsp;controlls</li>
<li>strong neo noir theme</li>
</ul>
<p><strong>Software:</strong><br /> Blender</p>
<p>__________________________________________________________________</p>
<p><strong>Project title:</strong><br />Au Revoir</p>
<p><strong><img style="float: left; margin: 3px;" src="blogpix/aurevoir.jpg" alt="" width="200" height="200" />Team:</strong><br />Olga Epikhina</p>
<p><strong>Discription:</strong><br />A 2D side scrolling  adventure game. You are a femme fatale suffering from depression. You stole something valuable from a criminal authority. Your goal is to escape to Paris.</p>
<p><strong>Features / rules:</strong></p>
<p>In order to alleviate your&nbsp;depression and manage your&nbsp;escape you have to do the&nbsp;following:</p>
<ul>
<li>to smoke or to drink&nbsp;alcohol</li>
<li>to be able to afford a drink&nbsp;or a smoke you need to&nbsp;answer questions from&nbsp;Police, Detective or&nbsp;Criminals</li>
<li>you need to memorize your&nbsp;answers, since they won&lsquo;t&nbsp;work twice with the same&nbsp;character or characters&nbsp;which are connected.</li>
</ul>
<p><strong>Software:</strong><br />Flash/AS3</p>
<p>__________________________________________________________________</p>
<p><strong>Project title:</strong><br /> On Torment Avenue</p>
<p><strong><img style="float: left; margin: 3px;" src="blogpix/torment" alt="" width="200" height="200" />Team:</strong><br />Jack Hoefnagel<br /> Onat Hekimoglu</p>
<p><strong>Discription:</strong><br />A narrative noir-styled  game about a heartbroken detective, faced with  an impossible choice...</p>
<p><strong>Features / rules:</strong></p>
<ul>
<li>Focus on dramatic&nbsp;light/dark composition</li>
<li>combination of stylized&nbsp;silhouettes and black &amp;&nbsp;white video footage</li>
<li>Storyline based on&nbsp;traditional noir films</li>
<li>Interactive emotional&nbsp;experience</li>
<li>A walk through the&nbsp;protagonists&rsquo; memories</li>
<li>Difficult, personal choice&nbsp;offered at the end</li>
<li>Essence of games vs.&nbsp;reality explore</li>
</ul>
<p><strong>Software:</strong><br /> Flash/AS3</p>
<p>Play the Game:&nbsp;<span class="s1"><a href="http://jackhoefnagel.nl/files/gamenoir/">http://jackhoefnagel.nl/files/gamenoir/</a></span><span class="s2">&nbsp;</span></p>
<p>&nbsp;</p>
<p>__________________________________________________________________<br /> <strong>RAPID FIRE PROTOTYPING PROJECT</strong><br /> __________________________________________________________________</p>
<p><strong>Project title:</strong><br /> Punxatawney Adventure</p>
<p><strong><img style="float: left; margin: 3px;" src="blogpix/punxa.jpg" alt="" width="200" height="200" />Team:</strong><br />Maren Keitel<br />with Fee Bonny (ext.)<br />Rafael Wenzel (ext.)</p>
<p><strong>Discription:</strong><br />A short but challenging  platformer about self-discovery and the question  of how to keep calm in a  circle of frustration.</p>
<p><strong>Features / rules:</strong></p>
<ul>
<li>The End is the beginning</li>
<li>Navigation with arrow keys</li>
<li>Weather icons influence the&nbsp;way the character moves</li>
<li>Winning requires to collect&nbsp;icons in the right order</li>
</ul>
<p><strong>Software:</strong><br />Flash/AS3</p>
<p><strong>Play the Game:</strong>&nbsp;<a href="http://elcoino.de/GGJ2012.swf">http://elcoino.de/GGJ2012.swf</a></p>
<p>__________________________________________________________________</p>
<p><strong>Project title:</strong><br />"drop</p>
<p><strong><img style="float: left; margin: 3px;" src="blogpix/drop.jpg" alt="" width="200" height="200" />Team:</strong><br />Katharina Tillmanns<br />with Julia Klomfass (music composer, ext.)</p>
<p><strong>Discription:</strong><br />An athmospheric anti-depressive platformer.</p>
<p><strong>Features / rules:</strong></p>
<ul>
<li>you are teardrop that is heavy in weight&nbsp;</li>
<li>your goal is to jump the clouds to rise up to the sun</li>
</ul>
<p><strong>Software:</strong><br />GameMaker for MAC</p>
<p><strong>Play the Game:</strong>&nbsp;<a href="http://www.cgnfilms.de/WP/drop-first-beta-of-my-first-game/" target="_blank">http://www.cgnfilms.de/WP/drop-first-beta-of-my-first-game/</a></p>
<p>&nbsp;</p>
<p>__________________________________________________________________</p>
<p><strong>Project title:</strong><br /> Lumen</p>
<p><strong><img style="float: left; margin: 3px;" src="blogpix/lumen.jpg" alt="" width="200" height="200" />Team:</strong><br />Tobias Kreter&nbsp;<br />Roman Jungblut</p>
<p><strong>Discription:</strong><br />An athmospheric sound and light experience</p>
<p><strong>Features / rules:</strong></p>
<ul>
<li>Paint with light while&nbsp;moving around</li>
<li>collect&nbsp;all five items&nbsp;</li>
<li>finally see what&nbsp;you created</li>
</ul>
<p><strong>Software:</strong><br />Unity 3D</p>
<p>&nbsp;</p>
<p>__________________________________________________________________</p>
<p><strong>Project title:</strong><br />Rise Of The Fallen Legions (RoFL)</p>
<p><strong><img style="float: left; margin: 3px;" src="blogpix/ROFL.jpg" alt="" width="200" height="200" />Team:</strong><br />Jan Reitz&nbsp;</p>
<p><strong>Discription:</strong><br /> wo players battle in&nbsp;an arena to destroy the&nbsp;enemy&lsquo;s base and defend&nbsp;their own.</p>
<p><strong>Features / rules:</strong></p>
<ul>
<li>An 8-bit 16-color demake&nbsp;of multiplayer online&nbsp;battle arena games like&nbsp;DotA and LoL</li>
<li>Playable with Keyboard,&nbsp;Joypad or even more &bdquo;true&ldquo;&nbsp;with a Joystick</li>
<li>Combination of very old and&nbsp;simple input methods and&nbsp;more current and complex mechanics,&nbsp;goals and behaviors</li>
</ul>
<p><strong>Software:</strong><br />Flash/AS3</p>
<p><strong>Play the Game:</strong>&nbsp;<a href="http://sordid.de/rofl/" target="_blank">http://sordid.de/rofl/</a></p>
<p>__________________________________________________________________</p>
<p><strong>Project title:</strong><br /> Hitler Gopher Party</p>
<p><strong><img style="float: left; margin: 3px;" src="blogpix/gopher.jpg" alt="" width="200" height="200" />Team:</strong><br />Roman Jungblut <br />Claus Daniel Herrmann&nbsp;</p>
<p><strong>Discription:</strong></p>
<p>Hitlers is raging!  Scream him down, so he  stops and becomes a little crybaby.</p>
<p><strong>Features / rules:</strong></p>
<ul>
<li>microphone input as&nbsp;controller</li>
<li>30 hilarious pre-programmed phrases</li>
<li>awesome pixel art</li>
</ul>
<p><strong>Software:</strong><br />Flash/AS3</p>
<p>&nbsp;</p>
<p>__________________________________________________________________</p>
<p><strong>Project title:</strong><br />The Perverso</p>
<p><strong><img style="float: left; margin: 3px;" src="blogpix/the_perverso.jpg" alt="" width="200" height="200" />Team:</strong><br /> Roman Jungblut&nbsp;<br />Claus Daniel Herrmann&nbsp;</p>
<p><strong>Discription:</strong><br /> The game is to be  considered an interactive  joke, making use of the  well known internet meme  &bdquo;Pedo Bear&ldquo; which is commonly used to make fun of  porn content.</p>
<p><strong>Features / rules:</strong></p>
<ul>
<li>Study on user behavior</li>
<li>Viral content&nbsp;</li>
<li>SWF format for easy accessability&nbsp;through all common internet browsers</li>
</ul>
<p><strong>Software:</strong><br /> Flash/AS3</p>]]></description> 
									<pubDate>Thu, 5 Jan 2012 13:08:49 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Urban Pirates & Light Painting]]></title> 
									<link>http://colognegamelab.de/post.php?postid=158</link> 
									<guid>http://colognegamelab.de/post.php?postid=158</guid>
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<p class="MsoNormal"><strong>Pervasive-Games-Expert Richard Wetzel&nbsp;</strong><strong>from the Fraunhofer Institute for Applied Information Technology FIT&nbsp;</strong><strong>who was instrumental in realizing the first project with our new master students &ndash; the 2011 class &ndash; mailed me these impressions:</strong></p>
<p class="MsoNormal"><img style="float: left; margin-left: 6px; margin-right: 6px;" src="blogpix/wetzel.jpg" alt="Richard Wetzel" width="230" height="130" />The students were tasked with creating a game using the means of the theater. After my introduction into the history of pervasive games, each student pitched an idea. In the end we decided on two games that had to be developed in only three weeks - quite a demanding task.</p>
<p class="MsoNormal">The first game&nbsp;&ndash; a scavenger hunt with a pirate theme &ndash;&nbsp;was designed and staged by three students. A pirate captain introduced the players to their mission and sent them on the search for a precious treasure handing them a fragment of a map with an X marking the starting point. He also entrusted them with a backpack containing a variety of objects that might or might not become useful during the game.</p>
<p class="MsoNormal"><img style="float: right; margin-top: 6px; margin-bottom: 6px;" src="blogpix/pirate.jpg" alt="Pirate Captain" width="425" height="569" />When they arrived at the marked place, the players had to search for a while before they found a second pirate sitting on a bench. He agreed to give the players another fragment of the map if they would bring him a necklace he needed as a birthday present for his daughter.</p>
<p class="MsoNormal">The players managed to find the necklace submerged in a fountain and hidden inside a small treasure chest which they had to destroy to open. Guided by the new piece of the map, the players discovered a third pirate who again had a small task for them to fulfill.</p>
<p class="MsoNormal">A very nice scene happened in the middle of the game when the players were searching for the next clue and entered a shop selling live-roleplaying equipment. They asked the shopkeeper about the pirate treasure. He answered that he had no idea, but then he seemed to remember and asked if they were looking for the &ldquo;Treasure Chest&rdquo;.</p>
<p class="MsoNormal">The players enthusiastically nodded &ndash; only to find out that the shopkeeper was referring to another shop that used to be in the same place a few years ago.</p>
<p class="MsoNormal">This type of interaction between players and uninformed outsiders is one of the strong points of pervasive games perfectly illustrating social expansion.</p>
<p class="MsoNormal"><img style="float: left; margin-top: 6px; margin-bottom: 6px;" src="blogpix/Bossfight.jpg" alt="TheEnd" width="425" height="317" />In the big finale, the players had to beat a British pirate in a swordfight that used the insult mechanics from the classic computer game &ldquo;The Secret of Monkey Island.&rdquo;</p>
<p class="MsoNormal">The second game was designed by five students and was centered around light paintings created by using a slow shutter speed on a camera. Performing gestures or drawing objects with a light, an experienced light painter can create magnificent images. The story of the game had the Gods of Olymp wanting to choose a champion who had to proof him- or herself in a series of challenges.</p>
<p class="MsoNormal"><img src="blogpix/P9261962.JPG" alt="" width="425" height="328" /></p>
<p class="MsoNormal">At the beginning of the game, players were led into a room and handed an envelope. A narrator introduced everybody to the story and then asked the participants to open the envelope. Four persons were selected to be the main characters in the game. They formed two competing teams. An actor playing Prometheus created a light painting of an obstacle the players had to overcome, for example a zombie. The light painting was projected large-scale onto a wall and could only be seen by one of the two players in each team who then had to use pantomime to convey the information to his partner. The second player had to react with another light painting countering the danger they were facing. The audience voted for the better team.</p>
<p class="MsoNormal">Framing the game with Greek mythology worked really well, and the overall atmosphere created by darkness, light painting, the narrator and sound effects made quite an impression. Last but not least the imminent time pressure created by the automated camera for the light paintings assured that the players always had to think on their feet.</p>
<p class="MsoNormal">Overall, both groups of students created two very distinct games, which were very well received by the players and the audience.</p>
<p class="MsoNormal">For more information about pervasive games, please read &ldquo;Pervasive Games: Theory and Design&rdquo; by Markus Montola, Jaakko Stenros and Annika Waern (<a href="http://pervasivegames.wordpress.com/the-book/">http://pervasivegames.wordpress.com/the-book/</a>).</p>
<!--EndFragment-->
<p>&nbsp;</p>]]></description> 
									<pubDate>Fri, 18 Nov 2011 22:33:49 +0100</pubDate>
									<author><![CDATA[Gundolf S. Freyermuth, gsf@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[HD Remakes]]></title> 
									<link>http://colognegamelab.de/post.php?postid=157</link> 
									<guid>http://colognegamelab.de/post.php?postid=157</guid>
									<description><![CDATA[<p>A recent trend in the industry are HD remakes. Instead of developing new games, many game publishers decide to re-release old, successful games in HD. This is not a particularly new idea. HD remakes of older titles are already wide-spread among the Xbox Live Arcade titles, such as <a href="http://marketplace.xbox.com/de-AT/Product/Rez-HD/66acd000-77fe-1000-9115-d802584108b3">Rez HD</a>, <a href="http://marketplace.xbox.com/de-DE/Product/Ikaruga/66acd000-77fe-1000-9115-d80258410878">Ikaruga</a>, <a href="http://marketplace.xbox.com/de-DE/Product/Pac-Man-CE/66acd000-77fe-1000-9115-d80258410877">Pac Man Championship Edition</a>, <a href="http://marketplace.xbox.com/de-DE/Product/BC-Rearmed/66acd000-77fe-1000-9115-d80258410937">Bionic Commando Rearmed</a> and others.</p>
<p>But the recent influx of remakes is different. The sources for remakes become increasingly younger. Instead of downloadable titles, the games are being released on physical media, often at full price. The list of recent and upcoming releases is staggering: <a href="http://www.amazon.de/God-War-Collection-englische-Version/dp/B002NN7AKU/ref=sr_1_1?ie=UTF8&amp;qid=1317312156&amp;sr=8-1">God of War</a>, <a href="http://www.amazon.com/gp/product/B004J6I0YO/ref=as_li_ss_tl?ie=UTF8&amp;tag=gamedesiscra-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B004J6I0YO">Prince of Persia</a>, <a href="http://www.amazon.com/gp/product/B002I0J5JW/ref=as_li_ss_tl?ie=UTF8&amp;tag=gamedesiscra-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B002I0J5JW">Tomb Raider</a>, <a href="http://www.amazon.com/gp/product/B004HCYVO8/ref=as_li_ss_tl?ie=UTF8&amp;tag=gamedesiscra-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B004HCYVO8">Splinter Cell</a>, <a href="http://www.gametrailers.com/video/review-ico-shadow/720406">Ico and Shadow of the Colossus</a>, <a href="http://www.amazon.de/Metal-Gear-Solid-Collection-Classics/dp/B005HI1QVC">Metal Gear Solid</a> and many more.</p>
<p>The gaming community receives the remakes with mixed reactions. On the one hand, the remakes are another episode of the steadily worsening creative bankruptcy the traditional games industry is plagued with. Faced with the rising costs of AAA game development, the remakes offer a cheap and easy way out to release popular games at the fraction of the development of new games.</p>
<p>On the other hand, the remakes also offer the possibility for players to re-visit old masterpieces. The best example being <a href="http://www.gametrailers.com/video/review-ico-shadow/720406">Ico and Shadow of the Colossus</a>. The two critically acclaimed titles felt always somewhat inhibited by the limited capabilities of the PlayStation 2. The recent HD remake is an opportunity to re-discover what made them so influential in the fist place. At Cologne Game Lab, we decided to invite students to play the games as part of our new format, the CGL Game Club. Based on the idea of a book club, we will meet in a month to discuss our findings.</p>
<p><img src="blogpix/ico.jpg" alt="" /></p>
<p>While the format is designed to establish and hone analytical skills of all participants, the final discussion will be also a good opportunity to evaluate the recent trend in the games industry. Stay tuned for more...</p>]]></description> 
									<pubDate>Thu, 29 Sep 2011 16:45:17 +0100</pubDate>
									<author><![CDATA[Krystian Majewski, km@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Radical Gamedesign II]]></title> 
									<link>http://colognegamelab.de/post.php?postid=156</link> 
									<guid>http://colognegamelab.de/post.php?postid=156</guid>
									<description><![CDATA[<p>In my <a href="post.php?postid=152" target="_blank">previous post on Radical Gamedesign</a>, I featured a video about a Gamedesign encounter with Paolo Pedercini of La Molleindustria at Spielesalon Kassel. At the event, Pedercini also presented a prototype of his new project PHONE STORY, which has now been released. At least it was released for 2 hours earlier today ...</p>
<p>PHONE STORY is officially promoted as "an educational game about the hidden social costs of  smartphone manufacturing". But in plain words the game is an anti-iPhone game for the iPhone. So it is not surprising that Apple has banned the game from the Appstore shortly after its official release.</p>
<p>I was quick and got to download one of the "rare" copies. Here&acute;s the full report.</p>
<p><img src="blogpix/phonestory.png" alt="Phone Story" width="190" height="194" /></p>
<p><strong>PHONE STORY (Attention: Spoiler)<br /></strong></p>
<p>When launching the game, the screen turns into a face and introduces itself to you as YOUR PHONE.</p>
<p>In the typical La-Molleindustria-style, the message is rather taught with the sarcastic hammer than in between the lines. Throughout a variety of simple minigames that are presented, the voice of your phone keeps on encouraging you to  "meet the goal". Evil, huh? It&acute;s not that simple.</p>
<p>While you try to be good and enhance your skills, you are being taught about the social costs of you current behavior in detail. After having successfully passed the mission, you are forwarded to the obsolescence mode where you compete in an endless  spiral with market forces.</p>
<p>The gameplay is neat and well designed but most of all it&acute;s the idea behind the game that captivates. A great game to make the perversion of turbo capitalism actually touchable - in a double sense.</p>
<p>The release and un-release might have the potential to open a discourse. And I think that is what La Molleindustria is striving for. Beyond the Radical Gamedesign of PHONE STORY the "real" game starts off now that the app has been unreleased again. Unlike the game itself this meta-game remains accessible to everyone.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>]]></description> 
									<pubDate>Tue, 13 Sep 2011 16:22:57 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Trauma - The Review]]></title> 
									<link>http://colognegamelab.de/post.php?postid=155</link> 
									<guid>http://colognegamelab.de/post.php?postid=155</guid>
									<description><![CDATA[<p><img style="float: left; margin: 5px;" src="blogpix/Trauma2.jpg" alt="Trauma" width="425" height="318" /><a title="Eurogamer" href="http://www.eurogamer.net/" target="_blank">Eurogamer</a> has a glowing review of <a title="Trauma" href="http://www.traumagame.com/" target="_blank">Trauma</a>, a game created by Cologne Game Lab's&nbsp;very own Krystian Majewski.&nbsp;And on top of that it is a very well-written and thoughtful review:&nbsp;</p>
<p style="padding-left: 30px;">"The interstitial movies are reminiscent of Julian Schnabel's film of The Diving Bell and the Butterfly, while the script and, in particular, Anja Jazeschann's performance as the young woman offer a tender insight into the frustrating vagaries of lying in a hospital bed, waiting to recover from a life-threatening accident. It's territory rarely touched upon by video games. ...</p>
<p style="padding-left: 30px;">Trauma is too slight and too leftfield to attract a wide audience, but it offers a fascinating vision of game, film and still life meeting to create something both fresh and familiar. Its creator's aspirations may lie close to a filmmaker's, but this is a very different kind of homage to cinema than that espoused by Rockstar's Housers and their many imitators."&nbsp;</p>
<p>So check them both out, the <a title="Eurogamer Review" href="http://www.eurogamer.net/articles/2011-09-08-trauma-review" target="_blank">review</a> and the <a href="http://www.traumagame.com/">game</a>.</p>]]></description> 
									<pubDate>Thu, 8 Sep 2011 15:23:58 +0100</pubDate>
									<author><![CDATA[Gundolf S. Freyermuth, gsf@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Expressive Videogames]]></title> 
									<link>http://colognegamelab.de/post.php?postid=154</link> 
									<guid>http://colognegamelab.de/post.php?postid=154</guid>
									<description><![CDATA[<p>The NOTGAMES FEST 2011 was our alternative games program to the  mainstream events in Cologne. It was based upon the NOTGAMES idea of the Belgian Gamedevelopers Tale of Tales who also curated the selection for the expo.<br /><br />From August 15-17 more than 250 visitors  experienced the selected games. In addition to our fellow game  enthusiasts, colleagues and friends from the industry, it was a pleasure  to introduce so many first-time gamers to the facinating world of  games.<br /><br />Thanks again to all attendees and supporters. We had a great time and hope to see you back soon.</p>
<p>
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</p>]]></description> 
									<pubDate>Thu, 25 Aug 2011 09:25:04 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Adaptation]]></title> 
									<link>http://colognegamelab.de/post.php?postid=153</link> 
									<guid>http://colognegamelab.de/post.php?postid=153</guid>
									<description><![CDATA[<p>One especially challenging topic in Game Development is the adaptation of already established material. There are so many examples of poor movie adaptations in video games that they became a synonym for sub-par quality for most gamers. In a recent project at Cologne Game Lab, we tried to explore those challenges. We invited the experienced German game developer and writer Martin Gantef&ouml;hr to guide the project.</p>
<iframe width="425" height="272" src="http://www.youtube.com/embed/mEnZHcWK-gU" frameborder="0" allowfullscreen></iframe>
<p>&nbsp;</p>
<p>Martin suggested the use of a very interesting tool: <a href="http://www.renpy.org/">Ren'Py</a>. It is an open-source engine for interactive novels. It's surprisingly simply but offers an amazing level of customization due to it&rsquo;s Python heritage. Ren'Py allowed our students to concentrate on the storytelling instead of the technical implementation.</p>
<p>The project was extremely difficult nonetheless. Each of the three teams chose a very different approach with it's own unique challenges. There were a lot of experiments, lengthy discussions but thankfully also profound insights. There are plans to do a public exhibition of the final games, so you will be able to see yourselves. Stay tuned!</p>]]></description> 
									<pubDate>Thu, 21 Jul 2011 15:54:19 +0100</pubDate>
									<author><![CDATA[Krystian Majewski, km@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Radical Gamedesign]]></title> 
									<link>http://colognegamelab.de/post.php?postid=152</link> 
									<guid>http://colognegamelab.de/post.php?postid=152</guid>
									<description><![CDATA[<p>With the SPIELSALON our colleagues at Kunsthochschule Kassel recently introduced an aspiring new festival format to the German games crowd. Situated at the Fredericanum in Kassel, which is home of the infamous doCUMENTA, the festival&acute;s statement was quiet clear: Games are Art!&nbsp;</p>
<p>In collaboration with students from their animation class Prof. Meyer Hermann and Prof Bramkamp did an amazing job by bringing up an impressive games and speaker lineup.</p>
<p>Early birds that we are, <a href="http://twitter.com/#!/m_boesch" target="_self">@m_boesch</a> and I got to do a little interview with Paolo Pedercini of la molleindustria. Here are some essential  bits about his game design approach.</p>
<p>&nbsp;</p>
<p>
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<p>&nbsp;</p>
<p>More info about the SPIELSALON: <a title="Spielsalon" href="http://www.spielsalonkassel.com/de/" target="_blank">http://www.spielsalonkassel.com/de/</a></p>
<p>&nbsp;</p>]]></description> 
									<pubDate>Tue, 19 Jul 2011 11:37:51 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Game Design Made in China]]></title> 
									<link>http://colognegamelab.de/post.php?postid=151</link> 
									<guid>http://colognegamelab.de/post.php?postid=151</guid>
									<description><![CDATA[<p>Recently at Cologne Game Lab, we have been visited by a study group from China. The 29 visitors from Guangzhou were academics in the IT sector on an educational trip trough Germany. The company DCM Training gem. GmbH asked us to prepare a 1 week workshop about game design and game development.</p>
<p><img src="blogpix/cgl_Guangzhou1.jpg" alt="" /></p>
<p>This represented a challenge for us. Only 1 week seemed like preciously little time for such a wide range of topics. Also, we were concerned about the language barrier. The courses at Cologne Game Lab depend a lot on the active participation of all involved.</p>
<p>But very soon, it became clear that our worries were completely unfounded. We were stunned by the active commitment and creativity of our guests.</p>
<p><img src="blogpix/cgl_Guangzhou2.jpg" alt="" /></p>
<p>The program we prepared consisted of various lectures, a visit at the studios of <a href="http://www.turtle-entertainment.com/">Turtle Entertainment</a> and a couple of hands-on workshops in paper prototyping and Flash game development.</p>
<p>In Germany, China is often associated with bad publicity from the main-stream press. There are frequent reports of German products being copied. What we witnessed in the last week was exactly the opposite. All course participants showed an enormous creative potential. In just a few days, they came up with completely original and refreshing game ideas. On top of that, we were blown away by the attention to detail and out-of-the-box thinking apparent in the execution of the paper prototypes. Considering how most of the participants had little or no experience with games, this was a truly extraordinary result.</p>
<p><img src="blogpix/cgl_Guangzhou3.jpg" alt="" /></p>
<p>It was an exhausting but incredibly productive week for the participants but also for us at Cologne Game Lab. We have gained some key insights insights into the organization and execution of Workshops. We also hope we could inspire some of the participants to look more into game development in the future.</p>
<p>&nbsp;</p>]]></description> 
									<pubDate>Tue, 21 Jun 2011 14:56:36 +0100</pubDate>
									<author><![CDATA[Krystian Majewski, km@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[R.U.Sirius...]]></title> 
									<link>http://colognegamelab.de/post.php?postid=150</link> 
									<guid>http://colognegamelab.de/post.php?postid=150</guid>
									<description><![CDATA[<p>To be or not to be serious - that was the initial question for our masterclass&acute; serious games projects. With the presentation of their concepts our students proved that when it comes to serious games, the field of application is extremly diverse. They also proved that serious topics and a great gaming experience are no contradiction.</p>
<p>Although it was not part of the project&acute;s framework, all students decided to design for the iOS plattform. Their argument: When it comes to serious games the touch surface of iPhone and iPad enhances the effect of immersion. As a player you literary take those world changing challenges into your own hands.&nbsp;</p>
<p>At CGL we are looking forward to see the projects being developed further on. - Maybe as the students&acute;master thesis?</p>
<p><strong>THE GAMES</strong></p>
<p><strong>Nature - A game by Linda Kruse</strong></p>
<p><strong><img src="blogpix/_lk.jpg" alt="Nature" width="425" height="340" /><br /></strong></p>
<p><em>You are NATURE, planet earth, upon which mankind has spread like an evil virus. Get prepared for the great payback: Create your own natural desasters to hit human mankind hard. Cure yourself by finally destroying them. - In the end it is all a matter of your own survival.</em></p>
<p>With her classy strategy based world simulation for iOS, Linda turns tables and puts the player in the role of mother earth who - in order to survive -&nbsp; has to destroy mankind. "Nature" is a sarcastic comment on the current international climate politics.</p>
<p>Visuals by Fabricio Rosa Marques</p>
<p><strong>Spirit Spots - A game by Achim Fell</strong></p>
<p><strong><img src="blogpix/_af.jpg" alt="Spirit Spots" width="425" height="234" /><br /></strong></p>
<p>Follow mysterious Prof. Malmstr&ouml;m and unlock the essence of the secret bottles with Malmstr&ouml;m-Demudolator. With their magic power you can dive right into the history of any touristical sight and see this place as you would have never imagined.</p>
<p>Spirit Spots is a crossmedia infotainment application for tourists. Using augmented reality elements Achim&acute;s game lets users experience a city&acute;s places of interest in a playful and sensous way.</p>
<p>Visuals by Fabricio Rosa Marques</p>
<p><strong>Monster World</strong> <strong>- A game by Marcus B&ouml;sch</strong></p>
<p><strong><img src="blogpix/_mb.jpg" alt="Monster World" width="425" height="340" /><br /></strong></p>
<p><em>Travel with monsters. Learn about the world. </em>That is the claim of a gaming and learning application for 5-7 years old kids. The game is designed to give players a creative and fun understanding of cultural differences. Marcus&acute;promise: "There will be no boring stuff, no cute illustrations just because parents like them. No blatantly obvious educationa-purpose. No wagging finger. - Trust us. We have monsters."</p>
<p>Visuals by Claus Daniel Hermann</p>
<p><strong>Pocket Steve - A game by Benjamin G&ouml;gge</strong></p>
<p><strong><img src="blogpix/_bg.jpg" alt="Pocket Steve" width="425" height="340" /><br /></strong></p>
<p><em>In the role of a famous TV life counsellor (e.g. Super Nanny) you are responsible for the future of unemployed Steve. You better give him good advice, feed him well and make him pay his bills at the right time, otherwise he will end up broke, homeless and devastated. But beware - no matter how much you care for your unshaven Tamagotchi, he is eventually going to hate you.</em></p>
<p>With Pocket Steve, Benjamin features a satirical social role play game about prejudices against people who receive social welfare.<em> <br /></em></p>
<p>Visuals by Claus Daniel Hermann</p>
<p>&nbsp;</p>]]></description> 
									<pubDate>Mon, 30 May 2011 17:34:48 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Indie Games Feature]]></title> 
									<link>http://colognegamelab.de/post.php?postid=149</link> 
									<guid>http://colognegamelab.de/post.php?postid=149</guid>
									<description><![CDATA[<p>Okay, the Independent Games Festival (IGF) is long over. But those awesome Indie Games that we want to present you, definetely do not have an expiration date. So consider this post as "better late than never".</p>
<p>At the IGF booth we luckily met last years IGF winner Andy Schatz who was very enthusiastic about this year&acute;s submissions and the future of Indie Games.</p>
<p><strong>Andy Schatz // Monaco</strong></p>
<p>
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<p>We had the chance to talk to some of the finalist and winners of the 2011 IGF competion directly at their busy booths:</p>
<p><strong>Jens Nilsson // Amnesia</strong></p>
<p>
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<p><strong>Brian Provinciano // Retro City Rampage</strong></p>
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<p><strong>Jeroen D. Stout // Dinner Date</strong></p>
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<p><strong>Peter Brinson // The Cat And The Coup</strong></p>
<p>
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<p><strong>Richard Flanigan // FRACT</strong></p>
<p>
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</p>]]></description> 
									<pubDate>Sat, 23 Apr 2011 16:03:11 +0100</pubDate>
									<author><![CDATA[Björn Bartholdy, bb@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Serious Learning with Exergames]]></title> 
									<link>http://colognegamelab.de/post.php?postid=148</link> 
									<guid>http://colognegamelab.de/post.php?postid=148</guid>
									<description><![CDATA[<p><strong>Are there good arguments for a new, body- and movement-centered approach in designing and developing Serious Games? Will information be remembered better if instruction employs motion-based games?</strong></p>
<p><img style="float: left; margin-left: 10px; margin-right: 10px; margin-top: 3px; margin-bottom: 3px;" src="blogpix/sslConference.jpg" alt="Conference ssl" width="232" height="236" /></p>
<p>These and other questions&nbsp;related to Serious Exergaming will be investigated next week during the two-day conference&nbsp;<a title="Conference ssl" href="http://exerlearning.de/konferenz/?PHPSESSID=e70nth4d3slm8m80peh69ql0l2" target="_blank">"Sportlich spielend lernen: Lehren und Lernen mit Exergames?</a>".&nbsp;The organizers (full disclosure: I am one of them) have assembled quite an impressive list of keynote speakers and panelists.</p>
<p>Let me just mention three of the English speaking&nbsp;participants:</p>
<p>&bull; <a href="http://www.bogost.com/" target="_blank">Ian Bogost</a>, author of "<a href="http://www.bogost.com/books/persuasive_games.shtml" target="_blank">Persuasive Games</a>" and expert on exergaming, will deliver a webnote live from Georgia Tech.</p>
<p>&bull; Eric Brown of&nbsp;<a title="Impact Games" href="http://www.impactgames.com/" target="_blank">Impact Games</a>&nbsp;will talk about <a title="Peacemaker" href="http://peacemakergame.com/" target="_blank">Peacemaker</a> and<a title="Play the News" href="http://www.playthenewsgame.com/portal/home.action" target="_blank"> Play the News</a>&nbsp;and about designing Serious Games that are still fun.</p>
<p>&bull; <a title="Egenfeldt-Nielsen Blog" href="http://egenfeldt.eu/blog/" target="_blank">Simon Egenfeldt-Nielsen</a>&nbsp;of <a title="Serious Games Interactive" href="http://www.seriousgames.dk/node/511" target="_blank">Serious Games Interactive</a> and&nbsp;author of <a href="http://www.egenfeldt.eu/public.htm" target="_blank">"The Educational Potential of Computer Games"</a>, will talk about&nbsp;lessons learned in the first ten years of the serious games movement.</p>
<p>The conference is&nbsp;taking place on March 16 and 17 in the<a href="http://www.filmschule.de/Seiten/home.aspx" target="_blank">&nbsp;ifs international filmschool</a>, Cologne.</p>
<p>A detailed program can be found <a href="http://exerlearning.de/konferenz/programm/" target="_blank">here</a>.</p>
<p>Attendance is free though space is limited. You can register <a href="http://exerlearning.de/konferenz/anmeldung/" target="_blank">here</a>.</p>]]></description> 
									<pubDate>Sun, 13 Mar 2011 12:37:30 +0100</pubDate>
									<author><![CDATA[Gundolf S. Freyermuth, gsf@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Day 5 at GDC 2011]]></title> 
									<link>http://colognegamelab.de/post.php?postid=147</link> 
									<guid>http://colognegamelab.de/post.php?postid=147</guid>
									<description><![CDATA[<p>After another exciting day, 2011 edition of GDC is over. It has been an incredibly inspiring time for us and we hope that you have enjoyed our blog and videopodcast so far. Stay tuned for more interesting insights in the world of gaming by following us on <a href="https://www.facebook.com/pages/Cologne-Game-Lab/110746315608103" target="_blank">facebook</a> and <a href="http://twitter.com/colognegamelab" target="_blank">twitter</a>.</p>
<p>So here is goodbye from San Francisco with the last (sentimental) episode and an interview with Game Design legend John Romero:</p>
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<p>Bj&ouml;rn Bartholdy meets John Romero:</p>
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									<pubDate>Sat, 5 Mar 2011 11:44:16 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
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