SERIOUS GAME DESIGN Summer School Tampere

FH JOANNEUM Gesellschaft mbH Alte Poststraße 149 A-8020 Graz 18.- 31. August 2013 Tel.: +43 (0)316 5453-0 E-Mail: [email protected] TAMPERE, FINLAND Imprint 50

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26 04 Overview Summer School Content 06 Organising Institutions 07 Objectives 08 Innovative Character of the SGDSS 09 Who was involved 2013 10 Participants 11 Countries and Universities 14 Onsite Lecturers 16 26 Support from the Development Industry 22 Speakers and Content 24 Teams, Students, & Game Concepts 26 ASAS ASAP 28 Greening Games 30 Green Light Games 32 Juicy Games 34 Lemonster 36 Midori Entertainment 46 38 Riimu Games 40 Space Bananas 42 Troll Owl Owl Games 44 44 SGDSS’13 App 46 Tampere, a versatile City 48 Demola Summer School in Tampere, Finland

The picture on the left shows an overview of Tampere, Finland, in which the Serious Game Design Summer Overview School 2013 was held. Overview Summer School 5 “I found it to be extremely motivating and interesting to have the opportunity to work with such skilled team members of different backgrounds, and with a wide variety of skills. Combining this with the lectures, and great expert sessions, it is safe to say that SGDSS 2013 has been a great learning experience for me.” – Øyvind, Norway

The Serious Game Design Summer School will the computer game industry. However, as com- give young designers and creative students in- mercial game engine become available as open sights and knowledge of Serious Game design source, many small developers are now using and production. The Summer School centers these to create high quality education games. around a role play of a game development com- Schools and institutions have accepted games as pany, where students will create serious game a learning resource, as have many industries as concepts for selected target groups, embed cur- a training tool. ricular topics using behavioral mechanics, and provide accurate information through gamifica- We are facing challenges to produce adequate tion of educational activities. serious games resources for learning. Games should be covering learning objectives, The theme for the Serious Game Design Summer School 2013 had the be intuitive and easy to start playing. How to students to create an innovative concept and prototype for a digital make games for topics like education, health, game that falls into one of the below serious games categories: civic engagement and the environment? How to create games about important subjects that ×× Games for Health appeal to players the same way their favorite ti- ×× Games for Inclusion tles do? Good game design needs to find a bal- ×× Games for Sustainable Energy ance between the pedagogical, recreational and competitive components. Game-based learning has gained the interest of many teachers. Commercial off-the-shelf game What we need now is talented designers to cre- (cots) provide many of the lessons that are ate digital games that fit within the curriculum need­ed and can be assimilated into the existing and achieve the required learning outcomes. In curriculum. Up until recently, very few commer- summary, the aim of the Summer School is to cial companies provide good quality educational bring insight of serious game design industry, games. Educational or serious games have al- good serious game design and entrepreneurship. ways been low budget, low tech, poor cousins of 6 Overview Summer School

Organising institutions

DEMOLA innovation center in Tampere ESAD Matosinhos, Demola is functional and internationally School of Art and Design recognised open innovation platform for ESAD has a large and diversified network students and companies. In Demola, uni- in international cooperation focuses on versity students develop product and ser- students and teachers exchanges and also vice demo concepts together with compa- promoting every year international con- nies and create new solutions to real-life ferences, exhibitions or workshops. problems.

FH JOANNEUM, Graz University of Applied Sciences Tampere University of Applied Sciences With 40 career-oriented degree pro- TAMK offers Bachelor and Master level grammes in the main four subject areas of studies for 10 000 students in seven edu- Health Sciences, Information, Design & cational fields. The education focuses on Technologies, International Business, and technology, business and wellbeing ser- Life, Building, Environment and four Post­ vices. TAMK Degree Programme in Me- graduate programmes FH JOANNEUM dia areas of competence are visual design, is one of Austria’s leading universities of project design and interaction design. applied sciences. Overview Summer School 7

Objectives

he Serious Game Design Summer School centers T around a role play of a game development compa- ny. Each of the students works within small teams, and takes responsibility for a specific role. These are detailed at the start of the course and have close resemblance to a real commercial game company.

Teams are challenged to design a Serious game within the specific theme of this years summer school, com- plete a concept document based on real world submis- sions, and design marketing material, including a demo game or demo reel, in order to “sell” their concept to a publisher – the course lecturers assume the role of a publishing company. The concept document includes technical specifications, which must be researched, as well as artwork and gameplay design. The concept must be feasible and be able to be created if funding and re- source was provided. Teams also prototype their ideas and analyze the usability. In summary, this role-play course is based closely upon what happens in the real world and how the process of development occurs in a game development company. 8 Overview Summer School Innovative character of the SGDSS

he interdisciplinary topics of the SGDSS are related with practical work and are provided by academic and T to concept design, user interface design, interaction industry experts. This enables a practical learning expe- design, game design, game-based learning, learning ex- rience, with elements of international teamwork, that perience design, user centered design, programming, gives a good insight of learning and working at Euro- project management and budgeting, professional en- pean level. glish. All these topics are taught separately throughout the time of studies at participating institutions. Since the industry is interested to support these type of activities, based on elaborated projects and results, stu- The setting of SGDSS allows students a new, prax- dents might also have opportunities to apply and get is related learning experience - to learn and directly internships, that is part of curricular activities during apply knowledge while working on their products in their studies. intercultural and interdisciplinary teams, where each student brings different strengths and competencies as The SGDSS format is designed to improve the qual- well as communication and collaboration specificities. ity of higher education by involving industry and to Students benefit also from international team of par- foster higher international mobility and related expe- ticipating teachers, and input and coaching from in- rience of students; both being priorities of Lifelong ternational industry experts. Lectures are interleaved Learning and Erasmus program. 10

Who was involved 2013 Who was involved 2013 11

Participants Serious game design summer school 2013 in tampere

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Students Professors Universities Companies Industry Experts 12 Who was involved 2013

Countries and universities which participated

FH JOANNEUM - University of Applied Sciences Graz, Austria www.fh-joanneum.at

TAMK - Tampere University of Applied Sciences Tampere, Finland www.tamk.fi

Epitech Rennes, Nicolaus Copernicus University Rennes, France Torun Poland www.epitech.eu/ecole-informatique-rennes-bretagne/ www.umk.pl

HdM - Hochschule der Medien University of Porto Stuttgart, Germany Porto, Portugal www.hdm-stuttgart.de sigarra.up.pt

ESAD - Escola Superior de Artes e Design de Matosinhos Polytechnic University of Valencia Porto, Portugal (Universidad Politécnica de Valencia), Valencia, Spain www.esad.pt www.upv.es

University of Bergen METU - Middle East Technical University Bergen, Norway Ankara, Turkey www.uib.no www.metu.edu.tr

Austria – Brasil – Denmark – England – Finland – France – Germany – Hungary – Ireland – Kyrgyzstan – Netherlands – New Zealand – Norway – Poland – Portugal – Russia – South Africa – Spain – Turkey – USA Who was involved 2013 13

Countries and universities which participated Konrad Baumann

Carita Forsgren

Paul Pivec Michael Marcones

Tuomo Joronen Maja Pivec

Orhan Kipcak Ari Närhi

Rui Caldas

Prof. DI Dr. Maja Pivec (SGDSS Convenor) Maja is an award winning professor of Game Onsite Based Learning and Learning with Multimedia at the University of Applied Sciences FH JO- ANNEUM in Graz, Austria. She is editor and lecturers co-editor of several book publications in the during the SGDSS’13 area of GBL and innovative learning approaches and was guest editor of British Journal of Ed- ucational Technology, Special issue on learning from games. Maja is the initiator of the Serious Game Design Summer School. She has been project partner and coordinator of many EC funded projects aimed at influencing policy makers’ perceptions to mainstream Game-Based Learning. Who was involved 2013 15

Dr. Paul Pivec cal Direction, working nationally and interna- Having been in the industry for over 30 years, tionally for over 15 years. His experience goes Paul has experience with most technical skills in through 3D illustration, ads for TV, 3D visual- the industry –Networks, Interface Design, Web ization,VFX, Technical and Art Direction spe- Programming, and Game Programming. He has cialized in photo-real rendering . In recent years, programmed in many languages including As- he has worked exclusively for international cli- sembler, but prefers to use C or derivatives of ents, which earned him an exponential growth such as Objective C and ActionScript for Web and rapid visibility globally by their peers as programming. Currently, Paul is working with well as their customers. Today he gathered the SmartfoxServer and Unity 3D and developing success of producing and directing dozens of networked games, and designs and creates apps products for cmiVFX.com online training com- for the mobile market, including games for cog- pany, having created high-end content instruc- nitive learning. tion for professionals worldwide.

Orhan Kipcak Prof. Rui Caldas Having studied architecture in Graz and Vien- Rui Fernando Caldas graduated in Light & na, being a Media designer, conceptionist, and Sound design for theater and worked in the area producer, Orhan has worked with digital media at several theater houses. and systems since 1982. He operates a design He is now working at ESAD as Sound Lab and company for media design in Graz and has lead Audiovisual Production Teacher. His personal numerous projects in art, design, virtual exhibi- interests are in interactive media, gaming, elec- tions and digital exhibitions for museums, festi- tronics and interfaces. vals, the public sector and the industry. Orhan was a key researcher in game design and respon- sive environments. Additional Support Carita Forsgren, MA Carita is a novelist, script writer, graphic de- Ari Närhi, MSSc (SGDSS Local Host and liai- signer and new media concept designer from son with DEMOLA) Tampere, Finland. Currently, she is working as Ari has been working as a senior lecturer in in- a senior lecturer of visual design at the Tampere teractive media in the Tampere University of University of Applied Sciences. Applied Sciences (TAMK) since 1999. He has been teaching courses about e.g. user experience Tuomo Joronen, MA design and web design and organizing courses Tuomo is Master of Arts, and has been Senior about game design and production. Lecturer of Animation in TAMK for eight years. He has a background in interactive media pro- Prof. Dr. Konrad Baumann (Students Support) ductions and works as a key account teacher. He Konrad has been teaching information design, is operates a business which involves creating user-centred design and interaction design since animations and other visual design. 2000. He has managed national research proj- ects in the areas of usability engineering and Prof. Michael Marcondes visual perception analysis. His PhD thesis was Michael Marcondes is a known self-taught Bra- on design didactics and he has experience in zilian artist in the area of 3D, VFX and Techni- distance education and continuing education.

Development Industry Support 17

Support From the development industry

“The SGDSS has been one of the most profitable learning experience I’ve ever had. Very valuable information on serious games industry, highly skilled professionals and many good contacts.” – Pau, Spain 18 Development Industry Support

is an entertainment software and technology company founded in 1996. In ad- Valve dition to creating several of the world’s most award-winning games, Valve is also a developer of leading-edge technologies including the Source® game engine and Steam®, the valvesoftware.com premier online gaming platform. Valve is the creator of Steam, the pioneering game platform that distributes and manages thousands of games directly to a community of more than 50 million play- ers around the world. They started with Half-Life®, the first-person, sci-fi shooter game that’s won more than 50 Game of the Year and a few “Best Game Ever” awards. They expanded the Half-Life franchise with a sequel and Half-Life 2 Episodes 1 and 2. Then added the horror titles Left 4 Dead® and Left 4 Dead 2, the multiplayer combat franchise Team Fortress®, the #1 online action game Counter-Strike® and the award-winning puzzlers Portal™ and Portal 2.

Washington, Half-Life®, Counter-Strike®, Sci-Fi, Action, Horror USA Portal™

was founded in 2009 and is currently considered as one Kaasa health of the leading health games developers in Europe and publisher of the Physiofun health games series. The Physiofun software series is concentrating on kaasahealth.com software for prevention and rehabilitation with the use of commercial available hardware solutions such as the Nintendo with its Balance Board, Microsoft system or the iPhone/iPad. Kaasa health’s next game will be assisting children suffering from developmental dyscalculia. Kaasa health is active member of G.A.M.E, the German game developer association and the Digitale Stadt Düsseldorf e.V.

Düsseldorf, Physiofun, Meister Cody, Prevido Health Germany

Ever since ovos started in 2004, they have been convinced that having fun is Ovos the best way for people to absorb content. They express this conviction in every implemented project. In an entertaining and playful way, applications by ovos help users to learn ovos.at about the topics affecting us and our clients. ovos consists of a core team of 15 people with the most diverse backgrounds. They are trained architects, painters, computer scientists, japanologists and technicians. This interdisciplinary approach constantly triggers mutual inspiration.

Vienna, Ludwig, Energyman, Science, Technology, Physics Austria Technikqueen Development Industry Support 19

Founded in 2002, Big Fish is the leading online marketplace for premi- Big Fish um casual games. As a global company, they offer games with 10 lan- guage. (English, Spanish, German, French, Japanese, Portuguese, Italian, Swedish, Danish, Dutch). Big Fish boast a new game every day and host a library of 3,000+ premium downloadable games and unlimited free play of 1,000+ Web games – all with no ads.

Seattle, USA Shadow Lake, The Uncharted Islands Puzzle bigfishgames.de

founded in 2003, is an industry-changing enter- tainment media company and creator of the globally successful franchise. Angry Birds, a casual puzzle game, became an international phenomenon within a few months of its release and is now the number one paid app of all time. Rovio has launched eight blockbuster games so far for different platforms: Angry Birds, Angry Birds Seasons, , , , , and . Following this success in mobile gaming, Angry Birds has expanded rapidly in entertainment, publishing, and licensing to become a beloved international brand. Rovio has grown alongside Angry Birds, and the multi- faceted entertainment house currently employs more than 500 professionals in its headquarters in Espoo, Finland, and offices in Tampere, the United States, China, and Sweden. rovio.com

Espoo, Finland Angry Birds, Bad Piggies Social

is a computer game and intellectu- Metia Interactive al property development company based in Auckland, New Zealand. Metia have focussed on building a ‘company brand’, new, creative and innovative. Metia’s first published title is Cube™ for the PlayStation Portable® and was released in the United States on the 27 April 2007 by D3Publisher of America®. They have since developed Sparx in collaboration with Auckland University, a game for treating depression. This initiative is a New Zealand first. Sparx is based on cognitive behavioural therapy (CBT). It’s a therapy that can be very helpful for people with depression.

Auckland, metia.co.nz Cube™, Sparx Health, Sci-fi, Adventure New Zealand 20 Development Industry Support

specializes in Game-Based Technology, providing products Pivec Labs and resources to industry and academia. With over 50 years combined experience in the technology and education arenas, Pivec Labs have developed special- ized programs to analyze, assess, and estimate the market success of an idea or a completed prod- uct. They provide leading edge solutions in the areas of computer assisted learning and knowledge management. With programming skills in both legacy and high-level languages, and a track record in both development and production for PC/MAC, web-based, and handheld gaming, they have piveclabs.com worked successfully with commercial game developers and partnered academic projects requiring game-based technology. Pivec Labs are an accredited MAC and iPhone developer, Adobe Flash/ Flex developer, and Torque 3D content creator. They have worked with companies such as Sony In- teractive, Red Mile Entertainment, D3-Publishing, Metia Interactive, 3MRT, Caspian Learning, Hi- tachi, and AT&T, and have completed work for European Commission projects and the Interactive Software Federation of Europe (ISFE). Pivec Labs is a Division of Cranberry Blue R & D Limited, registered in both the United Kingdom and New Zealand, and operates worldwide.

United Kingdom Research, Mobile Apps, Development, and New Zealand Game Design Gamability Testing

…?? Development Industry Support 21

The first version of Unity was launched at Apple’s Worldwide Developers Con- Unity ference in 2005. It was built to function and build projects on Mac computers and garnered enough success to continue development of the engine and tools for other platforms. SInce then, Unity has developed into a game development ecosystem: a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D content; easy multiplatform publishing; thousands of quality, ready-made assets in the Asset Store unity3d.com and a knowledge-sharing Community. For independent developers and studios, Unity’s democ- ratizing ecosystem smashes the time and cost barriers to creating uniquely beautiful games. They are using Unity to build a livelihood doing what they love: creating games that hook and delight players on any platform.

San Francisco, USA Game Engine 3D + 2D Game Engines

is primarily concerned with emotional engagement and eMotionLab understanding how and why people become emotionally attached to systems and how can we use that knowledge to increase engagement with new systems. talentscotland.com/ Their affective scientists and emotion designers have worked with companies as wide ranging as the Workers/employers/E/ BBC and NHS on projects as varied as video games, internet projects and rehabilitation exercises. eMotion-Lab-Glasgow- Their clients choose the eMotionLab to ensure audience engagement and commercial success. Caledonian- University.aspx

Glasgow, Evaluation, Play testing Health, Emotions Schottland

is the leading international profes- Games for Health sional community with more than 10.000 people in the field of health games & simulation for many years. Bringing together the best minds in game development & simulation and health care to advanced game technologies that improve health and the delivery of health care. Other topics include eHealth, Quality of life, Business models, Cure & treatments, Trends & near future development, Disease management and education, Professional training/education, Pain distraction/stress relief, Medical informatics, Elec- tronic Medical Records/Personal Medical Records, Health effects of games, General health behavior change, Virtual patients, Cyber psychology/psychotherapy/psychology education, Interface and vi- sualization applications, Drug discovery/health prevention/industry productivity, Effectiveness of gamesforhealth health games, Insights on gamers and gamer psychology, Relevant game design and design theory. europe.org

Helmond, Netherlands Conferences Health 22

Speakers and content of industry talks

Thomas Girardino Valve Tom Giardino is the education & business devel- opment guru from Valve Software and discussed the potentials of the education market. Valve Software are known for developing First Person Shooter games and Tom spoke about the similari- ties between shooters and educational games. The mechanics of learning how to play a recreational game are comparable to what is needed in a success- ful education product. Valve’s Portal and Puzzle Maker products have been embraced by the educational sec- tors and are now used to teach many subjects. Tom also spoke about the way Valve publish games. The company created a social network where people can share ideas, play with friends, and create game content to share and even sell to other players. Development Industry Support 23

Jörg hofstätter Ovos Jörg Hofstätter is the founder of Ovos game studio and spoke about their learning game, Ludwig. Jörg shared the issues of finding a publisher and suggest- ed different ways of involving industry with promo- tion. The importance of usability tests with the target market on a regular basis was discussed, and that a game designer must be open to comments and critique to create a successful product.

Maru Nihoniho Metia Interactive Maru Nihoniho is CEO and Producer at Metia Interactive. She spoke about her entry to the game industry, and shared that running the company as well as being a game designer is not always easy. Maru also spoke about the importance of the storyline when developing a game and stated that their games use a lot of the cultural background of New Zealand.

Cornelia nolte Big Fish Games Cornelia from Big Fish Games explained the importance of fo- cusing on the localisation of games. Users prefer to play in their own language and the translation and design adaptations for dif- ferent cultural and language markets are essential for maximising Ulrich Althoff the impact and sales of a product. Nicole discussed the process of Kaasa localising the products at Big Fish, and stressed that native speakers Ulrich Althoff, CEO of Kaasa health shared will create a superior product over that of a translation engine. insights of digital health and the increasing acceptance of games in the health sector. Currently, the company is concentrating on Mikko Karvonen games for children with disabilities, such Rovio as problems with calculating (dyscalculia). Mikko Karvonen is a project manager and senior producer at Rovio. He Ulrich stressed the importance of research presented the free-to-play business model and discussed the impact on and involving subject experts at all stag- the target audience of social games. When developing a game under the es of the design. He also suggested that free-to-play concept, it is important to make the the gameplay fun within an important aspect is to build a story the first few minutes as to hook the player and ensure a market for in-game around the game and to give the play- purchases. Mikko also detailed social game player audiences and suggested er a satisfying end when finishing the categories of five groups: novelty (openness to experience), challenge (con- game. Ulrich emphasised that design- scientiousness), stimulation (extraversion, they have to be the best), harmo- ing and developing a game is an iter- ny (agreeableness, focus on extraversion) and threat (neuroticism). A well ative process. designed product will target as many of these player types as possible. 24 Development Industry Support

Jurie Horneman Mi’pu’mi Games Jurie Horneman is the co-founder of Mi’pu’mi Games GmbH. Ju- game that is aimed at the teaching of coaching rie has been designing, producing and programming games since concepts and competences for team based sports 1991 and spoke about the importance of the elevator pitch. An (e.g. basketball, soccer, handball, etc.). The game elevator pitch is a short summary used to quickly and simply is now available for piloting at www.serious-sports. explain a product, service, or organization to another person. org/pilot. Jurie also suggested that serious games should always be sold as a solution for a problem and that a well thought out and well delivered pitch will not only encourage a target market, Jurriaan van Rijswijk but also assist with funding of product development. Health Europe Foundation Jurriaan’s has produced more than 300 serious games and founded the Games for Health Europe Foundation, Roisin Garvey of which he is the chairman, and responsible for organiz- DEIS – Department of Education Development ing the annual Games for Health Europe conferences. He Roisin is a Developer/Researcher in the DEIS Depart- discussed the importance of research when developing a ment of Education Development in the Cork Institute game for health, and suggested that designers should first of Technology. look to what successful therapies are available, and then She is currently involved in several game-based gamify the process. Jurriaan also stated that for games in the lear­ning projects.­ In her talk Roisin discussed the health sector, trials and published results are essential if the development challenges and constrains related to game is to be considered worthwhile by practitioners and pa- Serious Sports game (www.serious-sports.org), a tients alike.

The interesting talks arose many questions. 25 Teams, Students, & Game Concepts

“It was a really nice experience to share my ideas with designers and people from different countries. During the two weeks I learned so much about game ideas, game development and even design since i am a programmer. It was incredible to share my mind and ideas with designers.” – Dominic, Austria 26 Team Members

ASAS AsaP Team Members

Susanne Bauer - Project leader Bruno Cunha - Graphic Designer Website: Experiences in Game Design & Development: Experiences in Game Design & Development: group6.summerschool. Just finished her Bachelor’s Degree in “Com- Studies “Multimedia Design” at ESAD, Portugal. engagelearning.eu puter Science and Media” at the HdM in Stutt- Worked as an artist and designer on several game gart, Germany and worked as Designer for a projects. Skills & Programs: 3Ds Max, Photo- e-commerce . Worked on three Game projects shop, Illustrator. in university, as well as gamified apps and a seri- ous game, mostly in Game Design and as artist. Tim Lofi - Sound Design Skills & Programs: Photoshop, Illustrator and Experiences in Game Design & Development: After Effects CS5, 3Ds Max. Worked as team leader for Google in Hamburg (business) and London (technology) and his Marek Marchlewicz - Technical Developer team won the Google Europe Business Chal- Experiences in Game Design & Development: lenge Award 2012. Currently studies “Audio vi- Studies “Applied Physics” at University of Nico- sual Media” at the HdM in Stuttgart, Germany laus Copernicus in Torun, Poland. He already and works as leader of research assistants and has experience in coding in Unity and used it media designer of eLearning at the Fraunhofer for several game-prototypes. Skills & Programs: Institute. His recent project is an addictive co- C# ,C++, Java, Python, Turbo Pascal, Assem- lour- and acoustically effective app, where peo- bler, Unity 3D. ple will learn about positive attitude in their life. Skills & Programs: Photoshop, Lecturnity, Au- Rafał Kowalik - Quality Control dacity, Blender, Xcode, Java. Experiences in Game Design & Development: Studies “Applied Physics” and “Management” at University of Nicolaus Copernicus in Torun, Po- land. Currently working on his own game. Skills & Programs: C++, Java, Assembler, LabView. Teamlogo Game Concept 27 Beat hard Game concept

“Beat Hard” is a rhythm-based serious game for Beat hard info mobile devices, developed in Unity. It will be released for Android. A later release for iPhone eHealth is also imaginable.

Android & iPhone The game allows players to practise CPR-tech- niques, so they are able to help people with cardiac arrest in case of an emergency. It is tar- Train your CPR Skills in a game geted towards everyone who learned the basics of CPR but doesn’t feel confident about his or her skills.

The game allows players to train alone at home or in a live party-mode together with their friends via WiFi connection. The most import- ant outcome of playing our game is to teach adults of any gender how to perform hands-on- ly CPR correctly.

Left: Logo of the App Right: Screenshot of the Start Bottom: Team at work 28 Team Members

Greening Games Team Members

Daniela Hauswirth – Project Leader Øyvind Andreas Eide – Technical Developer Website: Daniela has taken the role of a project leader Øyvind is the programmer of the team. Albeit group4.summerschool. because she likes to manage a team, to keep an not having experience with game engines, he is engagelearning.eu eye on the time plan and milestones, to organ- proficient with several programming languages. ise things and to keep the team motivated. She He comes from a computer technology back- already has experience in leadership from other gound, with focus on programming, math and projects she worked on before. Other strengths statistics. When he is not coding, he woks as an of her are usability testing and wireframing. officer in the navy. Daniela is a reliable person and does things as good as possible with all her heart. Vítor Araújo – 3D Modeling and Testing Vítor is responsible for the Quality Control for Sílvia Cabello Martinez – Graphic Designer the project, as well as all 3D aspects of the game. Silvia just finished the fourth year of fine arts at Having experience in 3D animation for games, the Polytechnic University of Valencia and will he is an added value for the team. His knowl- start the fifth and final year. During her four edge of storytelling are also a plus in the creative years spent in college she has been involved in aspect, as well as his drawing capabilities. He is a video projects more than anything. This is what gamer and a movie lover. she has more experience but she was also heavi- ly involved in graphic design projects, designing interfaces for websites, mobile applications, vid- eo animation, etc. In the video work, she is used to work in all three phases of making a video (production, ed- Plug Out Logo iting and post). Teamlogo Game Concept 29 Plug out Game concept

The game PlugOut aims to enlighten the player with knowl- edge on how to save energy in households by learning about vampire devices.

The player starts the game by selecting if they want to play as Emily the ghost or Henry the ghost. They are then placed inside the house of the Harford family. The inhabitants of the house are oblivious to the player, as he/she is a ghost, but they are also oblivious to Viktor the vampire. He walks around the house, siphoning energy from the vampire devices left plugged in. He needs this energy in order to be solid, seeing as he now is in a ghost­like state. Henry/Emily has a previous history with Vik- tor, and wants to prevent him from becoming “real” once again.

The player accomplishes this by influencing the family to plug out their vampire devices. The challenge is to plug out the right devices in time, lest Viktor is solid again, and you lose. During the game, the player discovers more of the background story, in the form of videos. Parents and children can play the game together on a Top: Sílvia at work tablet, helping Henry/Emily banish the vampire once and for all, Right: Starting Screen while learning about the advantages of unplugging standby devices.

Plug out info

Sustainability

Tablets (iPad and Android)

Learn about vampire devices. Learn how to save energy. 30

Green Light Games Team members

Cátia Costa - Project Leader José Pontes - 3D Modeler Website: Cátia is studying Digital Arts and Multimedia at José concluded studies on Digital Arts and Mul- group1.summerschool. Escola Superior de Artes e Design in Matosin- timedia at Escola Superior de Artes e Design in engagelearning.eu hos. Her main interest in the multimedia area is Matosinhos. His main interests are illustration, 3D modeling and animation. 3D Modeling.

Michael Kreuzer - Programmer Michael is studying Audiovisual Media at the University of Applied Sciences in Stuttgart. Be- fore his studies he made an apprenticeship as a programmer for material flow simulations and worked there for one year.

Martina Edelhofer - Graphic Designer Martina studies Communication, Media and In- teraction Design at FH Joanneum – University of Applied Sciences in Graz, Austria. She works part-time as a graphic designer in vienna. She is focused on Screen-Design and creates the Cor- porate Design & Look And Feel of the Game. Teamlogo Game Concept 31 Growbot Game Concept

At the starting point, the user has to set his character personalty, changing the given setting: Happy to Sad; Tranquil to Agitated; Hungry to Satisfied. The player will also be able to chose the color and the character’s name. This will happen only once, at the first beginning of the game. Once the character is properly configured, the user can start playing. The user has a series of interactions to do such as feed, talk, go for a walk, putting to sleep, play, change dippers. For more realistic interaction we are using some of the Smart Phone features, for instance the accelerometers and gyroscope for the go for a walk interaction. The weather conditions and the noise will also have influence on the character personalty.

This game is based on the parent intuition, so there won’t be any kind of “How to Play” option, otherwise as the game progresses the player is provided with some suggestions on how he can improve his actions towards the newborn. In the meanwhile the new- born appearance will start to change to an Angel or a Devil’s look according on how the player treats his newborn.

Top: Growbot Logo Left: Screens oft the app Bottom: José at work

Growbot info

eHealth

iPhone

Learn how to treat a baby in the right way

Top: Sílvia at work Right: Starting Screen Bottom: Plug Out Logo 32 Team Members

Juicy Games Team Members

Lukas Kallenbach – Developer, Team Leader Website: Solid experience in games development using group10.summerschool. Unity, experience in team leading and project engagelearning.eu management. Basic 3D and 2D art, game and ­level design skills.

Liza Kinner - Ideas Concept Art Illustration and visual implemen- tation experience, game concept development. Logo of the game Noora Tolvanen - Visual Design Marketing Experience and degree in Marketing and Business Administration, experience in Gra­ phic Design and teamwork in various projects.

Teamlogo Game Concept 33 Wrap it up Game concept

The game’s main message is to teach teenagers to al- ways use protection when they go to bed with some- one. The game also educates about the outcomes and risks of having sex without protection, e.g. STDs and pregnancy, as well as makes the subject of sex and condoms less awkward and distant.

An educational game for Android phones that teaches the importance of using protection when having sex, in order to avoid STDs and pregnancy.

The player will learn the risks of going to bed without a con­ dom in a 3D environment that tests also your reaction speed and motor skills.

The game has lovable characters that teenagers can relate to and also funny details to keep the game play enjoyable.

Left: Lukas is Wrap it up info explaining the game Right: Screenshot eHealth

Android

Learn the risks of going to bed without a condom 34

Lemonster Team Members

Veera Rouvinen ­- Team Leader game projects. In our company I am the leader Website: “Hey, my name is Veera and I’m a film and of the development team, keep software devel- group5.summerschool. television student in Tampere University of Ap- opment running with SCRUM, create a devel- engagelearning.eu plied Sciences, Finland. In three years of study- opment environment (repository) and at least I ing I’ve focused mostly on screenwriting, sto- am in charge of business models and financing.” rytelling and production, but I’m familiar with film editing, journalism and photography too. I Dominic ­- Game Developer / Tester / Analyst have worked as a creative producer in commer- “My name is Dominic Fuss, currently living in cials, public events and other projects. I’ve also Graz, Austria and studying Information Man- wrote to an entertainment website about games, agement at the FH Joanneum. During my 4 music and tech. In this project I’m in charge of semesters at the University of applied science i keeping the team working in schedule, making gained skills in programming for Android devic- the necessary documentation and also design- es, languages like Java, Python, Scala, Javascript ing game play and other game elements with and innovate new interfaces for ambient assist- the rest of the team. My production, leading ed living. Furthermore I have learned important and storytelling skills have been very useful in things regarding business models, project man- this project.” agement and quality control. I am in charge of Testing and Programming in Unity 3D as well as Christoph ­- Lead Programmer / Developer research and market analysis.” “Hello, I’m a student from Austria and studying Information Management at the University of Laura - Game Artist / Game Designer Applied Sciences FH JOANNEUM in Graz. I “My name is Laura and I’m a media student have a lot of experiences in software develop- from TAMK in Finland. I love games and I’m ment and software project management, be- focusing on game design in my studies. I have cause I have been working for over five years been making 2D and 3D art for game projects in different software development companies. I as well as game design and level design. In this was responsible for small software projects and project I worked as a game artist being in charge also for improving business and software devel- of making 3D models and 2D textures, illustra- opment processes. During studying I learned tions, menus and interactive elements. The tasks much about Android programming and Flash were very diverse so I got to challenge myself programming, where we had some interesting and learn quite a lot.” Game Concept 35 Get a life Game concept

“Get a life” is a single player role playing puzzle game for Android devices. The game aims to help the players learn more ways to cope with everyday life and social situations. The main character Pup is a lonely and depressed puppet, who has become socially excluded because of social anxiety. One day Pup gets a phone call from a mysterious caller that challenges him into solving the mystery of a giant door looming over the Puppet City.

The player will help Pup through social challenges he faces while exploring the Puppet City. These challenges take the form of fun and fast paced mini games that give practical advice to the play- er about how to cope with social problems they are facing in real life. Player gains points which they can use to give Pup new social powers that he can use in the upcoming challenges.

The goal is to gather the parts of a broken key that will finally open the mysterious door. The game will act as low threshold platform for young people to recognize and learn about their problems and to seek further help if necessary.

Top Right: Veera is explaining the game Bottom Right: Screenshot Bottom Left: Logo of the team

Get a life info

eHealth

Android

Learn more ways to cope with every day life 36

Midori entertainment Team Members

Pau Yànez Vilanova - Project Manager Clara Ferrer Pérez - Game Artist Website: Degree in Pedagogy by Universitat Autònoma Student of Fine Arts (final year), being new in group9.summerschool. de Barcelona (UAB). Master on ICT in Educa- the world of serious games and commercial art. engagelearning.eu tion by Universidad Carlos III (Madrid). Project Having experience with design, video, photog- Manager on research and innovation projects raphy and fundamental of animation. In the around language learning, sustainability and field of work, she has made corporate images ICT applied to education. Also game and seri- for private partnerships. ous games designer. Ville Hoikkala - Game Artist Alexander Polden - Lead Programmer Student at Tampere University of Applied Sci- Certificate of apprenticeship in System Ad- ences, studying Media for the second year. In- ministration with 6 years experience. Studying terests in digital art, video industry, design and informatics, with a master degree in software animation. Been an avid gamer for my whole development as the target degree. Been pro- life. Most comfortable when working with a gramming for 14 years, with some game devel- drawing tablet and a cup of coffee. opment experience in Unity3D.

Stefanie Horvath - Lead Artist Certificate of apprenticeship in Media Design. Teamlogo Full-time intern at User Centric Inc., a User Research & Design Firm located in Chicago, Il- linois. Project Manager - Concept & Design at Tiscover, an Online Advertising Agency, special- ized in Tourism, located in Innsbruck, Austria. Currently Information Design Student at FH Jo- anneum Graz, Austria. Game Concept 37 ECO HOME Game Concept

Eco Home is a social strategy simulation game where you learn how to manage your resources, to reduce the ecological footprint of your home, and keep the inhabi- tants satisfied and happy.

The main features of the game: Create your own home deciding which scenario you want to play: family, sin- gle or a shared apartment. Manage the energy and water consumption and waste disposal while adapting the use of resourc- es during the different seasons of the year. Discover the basic needs of the characters and the best way to balance their satisfac- tion and their energy consumption, to keep the overall happiness level as high as possible.

Get new and more efficient appliances, take care of turning off the lights, dispose of or recycle your waste. Manage resource and home crisis events that will tip the balance of your home. Implement and learn about the latest green technology to make your home more sustainable, presented as general house upgrades like solar panels, heat pumps or water recycling utilities.

Real Life Mode is a mode where you can modify the appliances of the house to cor- rectly mirror the appliances in your own home, as well as upgrades and characters. Playing this mode will let you simulate the energy consumption of your own home in a playful way.

Eco home info

Strategy, Social game

iOS and Android

Learn how to reduce the ecological foot- Top Right: Team on the work print of your home Right: Logo of the game Bottom Right: Screenshot 38

RIIMU Games Team Members

Ville Kaunisto - Team leader and Programmer Francisca Sá - Concept and Graphic Artist Website: I’ve been making games for pretty much as long I’ve done graphic design in a technical high group2.summerschool. as I can remember, starting with custom rules school and now I’m doing multimedia and dig- engagelearning.eu for tabletop games and such when I was real- ital arts at ESAD. I quite enjoy doing character ly young and then moving on to modding and designs and drawing overall, so I hope I can be Game Maker later on. I’ve also been making of some use to this group, since I’ve been doing music for something like ten years, drawn com- all sorts of narrative-driven things all my life, ics, written, all that stuff. from comics to little animations and writing. Most recently I’ve started learning Unity and Tangling this with gaming, which is one of my programming on C# as well as (fairly haphaz- passions, is going to be pretty interesting. ard) project management. Sérgio Torres - Storytelling Artist Szabolcs Sarosi - 3D Modeling/Animation I studied in an Arts High-school and graduated I don’t have much of a background in game de- in Cinema. Right now I’m in my third year in signs but I have been through some really in- Digital Arts and Multimedia degree at ESAD. teresting and valuable projects with my friends/ Filmmaking is one of my passions, and my classmates in the last 2 years. During these strongest skills are scripting and editing. I also projects I have picked up skills I can put in use draw and paint both on paper and digital me- during the SGSSS and most importantly I have dia. I know little on game design and I found a solid motivation in becoming a game develop- this Summer School to be a good opportunity er! I like to use Maya and photoshop the most for me. but I have some other tools I becoming familiar with these days, lets see what comes out of it.

Diogo Santos - 3D Modeling I’m actually a product designer, and I took also a dental prosthetist course, but i always wanted to be more in the arts side of things, so i choose Design. I have a passion for 3D modeling and animation, but i also like to illustrate stupid things and playing music. I consider myself, as Agostinho da Silva said: a non-specialist, spe- cialized in trivia. Teamlogo Game Concept 39

Otso Top Left: Screenshot Game concept Top Right: Logo of the game Bottom: Team on the work “Otso” is a Micromanaging Casual game targeted to children aged 7 to 14 years. Its main themes are Cultural Preservation and Acceptance. The player takes the role of Otso info Otso, the bear. One is suppose to raise a thriving bear village, and by doing this, the player will come across all types of different bears from different conditions and ori- eInclusion gins. The player will have to deal with their disabilities and special needs in order to fully include them into the society. As the player satisfies the settlers needs they will more willingly share in the village’s tasks. These tasks may be gathering resources or Android 7 inch visiting foreign cultures. Help other bears Riimu Games team designed this product to run on Android 7 inch tablet, but on fur- with disabilities and gather resources ther development we might implement it also on iOS and other screen sizes. Touching controls the buildings positions, Otso’s running direction and other in-game options. 40

Space bananas Team Members

Manuel Bruçó - Group Manager Markku Laskujärvi - Public Relations Website: Manuel is 24 years old and studies digital Art Markku is an 25-year old student in TAMK’s group3.summerschool. and Multimedia in ESAD school of Design, International Media Programme. Main inter- engagelearning.eu Porto. He likes to try new things. Because of ests and skills are Writing, illustration, comics, that he has basic skills in different fields. With 3D and animation with Blender, vector graph- that he is very helpful as a project manager since ics with Inkscape and Illustrator. He previously he can help his colleagues in case they are hav- started to study art his- tory and has been part of ing difficulty solving their problems. arranging two exhibitions for photography and one art auction. Ricardo Clatworthy - Artist Ricardo is 21 years old and currently studying at Monika Minichberger - 3D Artist/Designer ESAD school of design, Porto, aspiring to be a Monika is 23-year old and studies Information concept artist. He can do any 2D assets and 2D Design, focusing on the major ‘Media and In- animations or help 3D artists with their models. teraction Design’ at FH JOANNEUM Graz, As a very flexible Artist, he is not stuck to any Austria. She started gaming when she was six particular artstyle. Although he prefers practical years old. Furthermore, she can offer twelve and realistic designs, he lets his preferences slide years of experience in the technical area and has for the groups benefit. got a feeling for the right touch for conceptual- izing great ideas. She has been working with 3D Manuela Elser - 3D Artist/Designer applications for nearly seven years now. Manuela is our youngest member and only nineteen. Nonetheless, she has a lot of in Game Tom Rossi - Code Artist experience, since she has been playing games Tom is a french programmer in the age of 22. since the age of eight and even though she He has been studying software engineering for doesn‘t have that much experience in 3D mod- the last two years at EPITECH, France and has elling, her knowledge of anatomy and her spon- already been working on several games. Hence, taneous way of thinking help her to do good he uses his experiences from other projects for models quickly. the Game. He has knowledge of C, C++, C#, OCaml , Python, HTML and Javascript. Al- though he prefers using C++ and thinks Ocaml Teamlogo is funky. Game Concept 41 Mind the cat Game concept

Mind the Cat is a physics-based platformer game for tablet devices and is targeted to- Mind the cat info wards young adults. The player learns energy-saving, environmental thinking and that those may require a bit more work but it is worthwhile. Strategy, Social game Important gameplay aspects: ×× Fun physics to move around as a cardboard box Tablet devices ×× Using the light switch, water valve and inventory to get a bigger reward at the end ×× Colorful interface, beautiful background-images and likable 3D-characters Learn energy-sav- ×× Randomly generated level designs; never play the same level twice ing, environmental thinking

Top Left: Screenshot Right: Tom at work Bottom Right: Logo of the game 42 Team Members

Troll owl owl games Team Members

Diogo Silva - Team Leader / Programmer Website: He studies in Engineering University in Portu- group7.summerschool. gal and is very passionate about games and pro- engagelearning.eu gramming.

Sara Campos - Designer / Artist “Drawing matters”. Drawing is a part of her. She is an enthusiastic and patient young colleague of ours.

Robert Franko - Designer / Manager Calm and open minded. He knows what he is doing and nobody can get more creative than him!

Makhlie Esonalieva - Designer / Quality Con- trol Manager Perfectionist and wants everything done without failure. Dedicated to her job and does not give up till the end. Teamlogo Game Concept 43 Lost Paws Game concept

Our game, Lost Paws, is dedicated for color disabled kids between the ages of two and Lost paws info four, however it is not strictly limited to those ages and neither to those target audi- ence. Everybody can actually play it from all ages, gender and nationality. The demo eInclusion of the game and release is going to be in English Language, but we are planning to localize it by time. Since our main target audience is kids, they like bigger and colorful Tablet and smart- images instead of detailed and complicated ones. That’s why we decided that tablets phone devices would be the best choice as our game platform, however it can later be optimized for mobile phones as well. Learn energy-sav- ing, environmental The kids will be searching for the baby animals that are colored in different colors to thinking improve their color differentiation abilities. The codes will be coded as alphabetical letters so the player will also be learning the letter schemes unconsciously. Each success gives the kids glue about the colors they have problems with and it will grow their confidence.

The game does not get boring because each character will have different story of his/hers. After the lost animals are found. The player will be challenged by being asked to put the animals to the right spot where they live in nature such as sky, earth or water.

There will be the “Help Owl”, which helps the player or find the lost animals by giving some glue and keep them engaged. Logo of the game

Right: Screenshot Bottom Left: Sara and Makhlie at work Top Left: Screenshot Right: Tom at work Bottom Right: Logo of the game 44

The download links for each version of this app can be found on the summer school website (http://summerschool.engage- learning.eu), or by searching on serious game design summer school in the iTunes app store and on Amazon for Android app store. SGDSS’13 Mobile App 45

SGDSS’13 Mobile App

he Serious Game Design Summer School Mobile App first person controller, the user can navigate there way to T provides a showcase of the Game Concepts created each billboard and touch the touch to display the infor- during the 2013 Summer School in Tampere. Written in mation. From there, they can also visit the summer school Unity 3D, the app is available for both Android devices as team development blogs, and follow the day by day cre- well as iPhone and iPad. ation of each game.

The app provides a game like environment where the user This app was sponsored and created by Pivec labs, a di- can wander the deserted island searching for the 12 bill- vision of CranberryBlue R & D Limited. CranberryBlue boards that show each of the game concepts, as well as specializes in Game-Based Technology and software devel- information about this school and the next. As one of the opment, providing products and resources to industry and topics was sustainable environments, the island depicts a academia. Further information about Pivec Labs can be world where sustainability was not a key concern. Using a found on their website (http://www.piveclabs.com). 46 Tampere

“Tampere is located between two lakes which looks absolutely amazing and gives this place something special.” Tampere 47

Tampere a versatile city

he Serious Game Design Summer School and in the city centre you can also enjoy the Source: T 2013 took place in Tampere. awarded lighting at Keskustori Central Square. www.visittampere.fi The Tampere Region is one of Finland’s fastest Tampere also has a monumental industrial his- growing centres. There is a population of more tory: the Finlayson cotton mill was the first than 210,000 in the city of Tampere, close to large-scale industrial enterprise in Finland and half a million in the Tampere Region and more in fact it was in Finlayson’s factory hall where than five million in Finland. the first electric light in the Nordic countries Tampere was founded by Sweden’s young mon- was lit. Tampere can be described as a centre arch, Gustavus III, in 1779 and nowadays it’s of leading-edge technology, research, education, Finland’s third largest city as well as the largest culture, sports and business. inland city in the Nordic countries. Tampere is In the Tampere Region, the duration of the located on an isthmus between lakes Näsijärvi year’s shortest day is approx. 5 h 20 min (Dec and Pyhäjärvi, in ridge scenery. The Tammerkos- 22) and the longest day of the year (Jun 21) lasts ki rapids is a nationally recognized landscape for about 19 h 30 min. 48 Imprint 50

“This summer school has been a great and unique experience for all of us. We really IMPRINT appreciate everybody Edited Maja Pivec

who put effort into Contentit Maja Pivec Paul Pivec Daniela Hauswirth and thank them. TheMartina Edelhofer Participants of the summer school

Layout course is for sureDaniela Hauswirth a Martina Edelhofer

Photography very strong baseDaniela for Hauswirth Demola Martina Edelhofer Real world impact Supported by our self-confi denceEC, FH JOANNEUM - Graz There was an very interesting speech about Demola in the University of Applied Sciences first week of summer school. Demola is an innovation center in Tampere and thy projects of Demola have real-world im- and future carriers” pact. Project ideas and needs come from the project partners, companies and organizations or international Demola Net- takingwork partners. They told place us about the great chance at we, as uni- – Makhlie, Turkey versity students have to work in a team and create innovative solutions for real-world needs. This can be a new product, a TAMKservice concepts or even University something that is totally new. The creative floor is ours. This project has been funded with support from the European Commission. This publication refl ects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. Imprint 50

“This summer school has been a great and unique experience for all of us. We really IMPRINT appreciate everybody Edited Maja Pivec

who put effort into Contentit Maja Pivec Paul Pivec Daniela Hauswirth and thank them. TheMartina Edelhofer Participants of the summer school

Layout course is for sureDaniela Hauswirth a Martina Edelhofer

Photography very strong baseDaniela for Hauswirth Martina Edelhofer

Supported by our self-confi denceEC, FH JOANNEUM - Graz University of Applied Sciences and future carriers” taking place at – Makhlie, Turkey TAMK University

This project has been funded with support from the European Commission. This publication refl ects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. SERIOUS GAME DESIGN Summer School Tampere

FH JOANNEUM Gesellschaft mbH Alte Poststraße 149 A-8020 Graz 18.- 31. August 2013 Tel.: +43 (0)316 5453-0 E-Mail: [email protected] TAMPERE, FINLAND