Cooperative Struggle

The last few blocks of the second year started with an assignment to make any kind of game we would like, however, we needed to pass through gates and work as a real company. This challenge I did with Kevin Beijer, Emiel Dijkman, Demi Vos and Trent Winter.

Potion House.png

In this project we needed to come up with our own designed concept and problem. We wanted to make a game which increases the sociability of the people that are playing it. In this project, we needed to come up with our own designed concept and problem. A problem that we want to tackle is the general ‘toxicity’ that you can find in gaming. Why is this a problem? With reports showing that users who experience toxicity in an online community are 320% more likely to quit, developers concerned with user retention can no longer afford to look the other way. Getting rid of toxicity, in general, is very hard with the use of one game, but our game can help players out to be more aware of the situation. We want to make a game which increases the sociability of the people that are playing it. Our goal is to leave a lasting effect on the player, where he or she will be less unsupportive while playing games. We want to apply this effect with incentives, there are a lot of research papers about this subject and not all of them are alike. This will be for us the challenge to figure out how to give a lasting effect on the player.


The game is about two players that need to figure out what is going on in their local forest. Once they discovered what is going the real challenge begins. Not only do the players need to cooperate with each other, the difficulty is also spiked up due to the randomization of  (de)buffs. These (de)buffs will change the gameplay depending on what the wheel of (mis)fortune spins. It could be negative, it could be positive. This way we want to entertain our players and give them a valuable lesson of cooperation.

The game is definitely not finished and we are still busy with it, in the near future, this post will be extended.

Project group;

Kevin Beijer:

Emiel Dijkman:

Demi Vos:

Trent Winter.:


Serious Chicken Design

In block 3 and 4 of Game Design & Development we had to design a serious game for children between the age of 8 and 12 called ‘Mind if I Control?’. This game had to teach the children computational thinking, even more precise, abstraction. We all came up with an idea in the early phase of designing and we decided to combine them into one game which was Mind if I control. Mind if I Control is a free tablet game that will be more than a source of entertainment. More than that, Mind Control is a game that will be capable of training children’s abstraction and problem-solving skills. In the game you are a young scientist whose last invention is a mind control device. And you are testing your invention on a chicken. In order for the experiment to be successful, players will have to think their movements in advance, plan, and be able to figure out the best solution to the task at hand. The part of game design was mostly done by myself and Gaspar, Gerco also helped us with this subject.



Once in block 4 Gaspar and I designed a few levels for the game and helped to develop a few code lines. From here the game is in progress and we are working really hard to realize this game.

Project group;

Nina Batema:

Denitza Stoyanova:

Gáspár B. Virágos:

Manuel Dalprá:

A flare for the Project

The first year of Game Design & Development was a nice year full of new things. At this course I drew my first art, this is one of my earlier art design we needed to make for our project game. Which was a zombie-survival-strategy game called Road of Cards.

The game was about a group of survivors that needed to defend their camp against endless waves of zombies, your score was determined how many waves you finished. You could do your moves by selecting the cards you currently had in your hand. When we finished our block we had to hand-in our game, but we had more ideas to improve the game:

  • By adding a map where you could travel to other places and encounter enemies.
  • Unlockable characters and different weapons + loot.
  • A building option, where you could design your own base.
  • A trading system with other settlements.
  • More zombies and enemies.

Because it was the end of the block we finished our game not even half done, but we met the requirements for our assignment.

Project group;

Joel Boklöv:

Manuel Dalprà:

Menno van Delden:

Mark Van Koningsbrugge:

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