Maarten Hundscheid
An experienced and driven researcher, creator, and professional, with ambition and drive to develop gamified solutions for vulnerable groups. I am dedicated and goal-oriented person structuring and managing my time effectively to accomplish any given task. I approach targets with eagerness and excitement being able to both manage developers and integrate my own knowledge base into the development cycle.
Within the past years I dedicated significant time and effort to grow as an individual and find out who I am. Three interconnecting aspects, creation, research, and professionalism have contributed significantly and shaped who I am as a person and professional. These interconnecting aspects act as pillars striving towards a similar goal, finding the playful aspect that is often unreachable by certain target groups with mental and physical diseases. I want to offer these target groups the opportunity of fun, engagement and socialization. My main reason for wanting to achieve this, stems out of my own experience on people with disabilities and a compassionate drive for wanting to help people. Both personal and first-hand experience has guided me into wanting to help. I feel that everyone deserves happy memories and good experiences, some require just a little bit of light to guide them out of the shadows.
One significant target group for my identity has become people with dementia, which I have extensively researched and published a paper on during my research job at the TU/e Expertise Centre for Dementia and Technology. Within my research I have combined the opportunity for additional socialisation between users with a specific target audience, by offering them a digital interactive medium called Mindful Waters. Mindful Waters, a digital interactive aquarium, was designed as part of my bachelor end project. While not necessary at all for my Bachelors, I felt that Mindful Waters could be an opportunity for me to do more than just research. I was offered a job at the TU/e and got the opportunity to continue development. Upon completion I saw how it affected users and how they smiled when interacting with my designs. I noticed that helping people with a variety of mental and physical diseases provides me with a sense of purpose.
To prepare myself for that goal I ventured into the world of game development. With my first game “Mini Mayhem: Flood Fighters”, I endeavoured, together with a fellow developer, to create a game from start to finish. I wanted to use my eagerness and enthusiasm to my benefit by teaching myself the full development process and all aspects related to it. The game was developed iteratively to combine visual aesthetics with enjoyable game mechanics, and exhibited at several events. Similarly I helped development on Tumble Toad, for android devices and published on the Google Play store. Both experiences have filled me with confidence and have given me a sense of pride and success.
Totem Game Dev has shaped me to be a professional. As External Affairs I learned the importance of growing and maintaining your network, leveraging it for opportunities, and promoting a business. As the first treasurer I learned how to properly manage funds, improve workflow, and set-up both contracts and payment systems. As Gamification Manager I learned how to organize, successfully manage, and recruit a group of multi disciplinary developers, teaching me a lot about a field which I never expected to be a part of. Totem has provided me with an entrepreneurial mindset and taught me what it takes to run and set-up a legal entity.
Totem Game Dev
Totem Game Dev [link] is the first and only game-development student team at Eindhoven University of Technology. Our goal is to bring together students passionate about making games and give them the tools to realize their vision and learn about the industry. Students get the opportunity to enhance their portfolio and development experience. Our mission is to offer students the opportunity to get into game development and guide them into the industry, by allowing them to explore their passion and connect with like-minded people. By doing so, we hope to encourage them to experiment and to discover the vast world of game development.
Responsibilities - External Affairs
External affairs focuses on networking and communications with external companies and entities. Within my time at Totem I have been able to meet video games companies, developers but also make agreements with printing partners and event planners. I grown an extensive network of educators, companies and organization and learned to leverage my network to keep growing and connecting as seen by our mention in this article [Link]. Additionally I used my expertise to help with education by giving lectures at the TU/e and guiding groups of students from different educational levels.
Responsibilities - Treasurer
Treasurer focuses on financial administration, budgeting, transactions and setting up contracts. As the first treasurer at Totem I had to set up the bookkeeping system and figure out how to handle the account properly. I had to catch up 2 years of backlogged payments and completely reorganized the way payments were done within Totem. I simultaneously learned about video game publishing and created a sponsorship plan for growing developers. I have already learned a lot about setting up and running a company. It has become a valuable piece of entrepreneurship knowledge that I will be able to use in the future.
Gamification Squad
Additionally I am responsible for setting up the new Totem Gamification Squad. It is a development team that focuses on adding game mechanics into non-game environments and thereby motivating and engaging users. The squad collaborates with research groups and companies to develop innovative gamified designs for current problems and technologies. The squad will solve new challenges every year which can be helpful in fields like education, sustainability and user interaction. Solutions could include Interactive Physical Technologies, Virtual Reality or standard game design. The squad already has a list of potential partners which can be used for future collaborations. My responsibilities for this squad include managing, recruiting, art design and developing.
Game
Mini Mayhem: Flood Fighters is a local multiplayer 3D brawler developed by Mad Makers Games. It is a game where players fight to survive a constantly flooding room. All players start without weaponry and are supposed to look for them around the map using the mini-map. Players can find batteries around the map in order to increase their health and to survive longer. The game has 4 different playable maps, more than 15 different kinds of weapons, 36 different cosmetic items and supports up to 4 local players. Mad Maker Games consists of 2 developers and we have been working on this project for approximately one year. The game is scheduled to be published on Steam November 2024
Designs
The game started out by experimenting and practicing with the knowledge that I obtained throughout the years. I started the project with only doing 3D designs, starting with the left character model in the figure on the left. I continued the project and decided that I had to learn 2D designs as well which started with simple icons and eventually became fully realized vector icons as seen in the figure on the left. I practiced and improved my designs and always take time to learn new and better methods for design and development. I was solely responsible for all te design components within the project as my co-developer focused on other aspects.
My Contributions
As one of the 2 developers in the project I was responsible for quite a large variety of systems. Below are some examples of my contributions.
Programming: Customization, User Interaction, Player Data Management.
3D Art Design: Weapons, Player, Customizations, Maps.
2D Art Design: Weapon Vector Icons, Level Sideview Map.
Animations: Player Movement, Player Attack.
User Experience: Particle Effects, User Interface, Achievement Reward System.
Take-aways
Long projects like these require a different mindset compared to short term development projects. Miniature Mayhem: Flood Fighters has been my largest project to date. It has taught me that it is very important to be able to adapt and correctly change your planning and goals based on obstacles. A big problem we faced were time constraints where due to a busy schedule it became difficult to complete all the deadlines. I learned the importance of continually adapting a planning and keeping time management in mind. This project helped me get an objective view on the process allowing me to constantly adapt and improve based on the current schedule.
Mindful Waters Introduction
Mindful Wates is a digital aquarium simulation designed for people with Dementia. The simulation is focused on self-directed play allowing users to interact both physically and digitally with the simulation. It features 6 different kinds offish with varying behavioral patterns. The digital interaction uses hand recognition software so users can interact with predefined interactive fish. The physical interaction uses a fish-feeding device that allows users to feed fish with a button press. Both components are meant to engage the users and get them in a “magic circle” having them believe the reality of the digital simulation.
Mindful Waters Development
Mindful waters was a difficult solo development project that tested my knowledge and adaptability in programming. In order for the system to work and have all the wanted features I had to figure out how to combine my knowledge of different coding languages and to get them all working together. In order for the system to work I had to combine Python, C++ and C#. Python was needed for the robust hand recognition. C++ for the physical interactive fish feeding device. C# was used for the aquarium simulation. The whole design, visuals, software and hardware have been designed by me personally without using any downloads or free assets.
Skeletal Rigging
The fish have been animated using a skeletal rig, that means that a collection of digital bones is used to shape and control the movements of the body of the 3D model. One rig has been created and reused for all the fish with one fish movement animation.
Blender3D Designs
The 3D models have been used to represent different kinds of fish species that can cohabitate in an aquarium. The design on the left was the original fish design. Similar to the figure above the fish seem very blocky which for further research was not an option. I therefore I had to improve the design shown here with the middle image. The fish designs are meant to mimic the real fish on the right. In total 6 different kind of fish have been designed.
Mindful Waters Graduation Project
Mindful Waters originated as my Bachelor End Project (BEP). I decided to be a part of the ISBEP program and got to work together with the Expertise Centre for Dementia & Technology and with a tech company called Admirror. Admirror requested that we tested their aquarium simulation which while functional seemed flawed. Instead of using that original system I decided to completely remake it from scratch and implement interactive features into it. As my fellow team members were skilled in different fields and could not design the required technologies I decided to create it by myself. I tested the functionality with participants at the TU/e and eventually used qualitative analysis to write my thesis about electronic interactivity. During the final demo day I was offered a position as researcher to further develop and continue my simulation.
Mindful Waters ECDT Research
Mindful Waters became part of my work as a junior researcher at the TU/e. I am responsible for gathering literature, devising study designs, performing experiment, adapting the system, analyzing data, creating figures and finally co-writing a paper that is planned to be submitted for publishing in the MDPI Journal. I work together with fellow colleagues from the HTI department and the Expertise Centre for Dementia & Technology. While in employment I have worked on the whole researching process in order to fully answer several research questions and to further advance the current field of Dementia Technologies I use both qualitative and quantitative research method for my work, including interviews, questionnaires, recordings and observations.
Multimodal Technologies and Interaction, an international, peer-reviewed Open Access journal published my research paper titled: Mindful Waters: An Interactive Digital Aquarium for People with Dementia. [link]. The research was additionally featured in the Corriere della Sera one of Italy's oldest and most read newspaper [link].
Warm Technologies Conference
After publishing my paper I got the exclusive opportunity to present it during the yearly Warm Technologies Conference in Eindhoven. I was able to give a short presentation to present my work and additionally exhibit it at the conference. This opportunity allowed me to present in front of a large audience and ... not many student get during their bachelor studies.
Tumble Toad - Duo Project
Tumble Toad is a voxel style side-scrolling endless sliding game, featuring a frog protagonist looking for water at the bottom of the well. While sliding down the frog character has to avoid obstacles and enemies and get as deep as possible. The game is set to be released on Android as a simple arcade game. I was responsible for creating the 3D and 2D art, and additionally coding the UI interactions, save system and score system.
Damage Control - Duo Project
Damage Control is a top-down isometric voxel game. While researching evolution, a mad scientist invented a potion that could evolve animals instantly. This proved to be a terrible mistake: the potion transformed the animals into monsters! Naturally, these altered beasts broke out of the lab and escaped into the nearby city. Now you have to solve your mistake before the press catches wind of the experiment. This game was part of a 3 day development competition. Together with a co-developer we created and completed this development project within the given time. I was responsible for the Art Design, UI, Enemy AI and Sound effects. [Link]
Starfront - Solo Project
Starfront is a single player space combat game. The player controls a small spaceship which gets caught in a dangerous space battle. It is your task to survive the space battle and end the conflict. This game was my first solo project which never got past the prototyping phase. It taught me the difference between solo and team development and it helped me understand what is required to create a game.
Unearthed - Group Project
Unearthed is an adventure story game where the player must travel through time to defeat an enemy in the past which will allow the player to change the future. For this project I learned how to develop a new art style as I created an isometric 3D building system which allowed for quick and easy level design. The building system was used to easily combine components into big and unique levels. I additionally designed all the usable items and upgrades that the player could find in levels.
Parkourse - Solo Project
Parkourse is a racing game focusing on both parkour and timed racing. The player will have to move and navigate through the different levels within a certain time to progress. Hub worlds have been created for practice and exploration separated by different themes. This game was my second solo project focusing on ambitious race mechanics and visuals. It was very insightful to learn how broad the field of game development is and how to reapply knowledge from past projects in a new setting.
Shrinkrun - Group Project
Shrinkrun is a 1 player speed running game where the player is an assassin trying to kill a target from within by shrinking and delivering poison into the body. It was my first experience with game development and it awakened my love for developing. I was responsible for the graphics designs of the levels and some of the interactive game components.
Taxi on Demand is a taxi request system designed for elderly with Speech, Technology and Movement Impediments. The system has been designed with ease of use in mind, only requiring elderly to remember the number of their destination and the rest will be taken care of behind the scenes. Family and friends can upload new destinations onto an app and the elderly can use the system to visit them with only one push of a button. The system is designed with an internal battery for portability and with a charging dock.
The system went through several different iterative design phases over a period of 8 months, starting as a simple modelled concept and eventually becoming a fully functional system.
My role in the project was to design and produce all the physical and digital components. I designed the 3D models, marketing images and 3D-printed the design. Additionally once the design was complete selected the electronics and soldered them into one cohesive system together with a fellow project member. I learned how to overcome the challenges of creating a physical piece of working technology.
Story & Game
Battle of the Realm is a 1-on-1 asymmetric tower defense game in board form. One player plays as the defender, who can build towers, each with a different type of attacks (pattern) and ranges. The other player plays as the attacker, using various characters, each with unique attributes. The attackers goal is to get enough characters to reach the end point. The defenders goal is to defend for enough rounds.
Contribution
My contributions to this project were quite broad. The goal was to design a fully functional board game and due to my experience with 3D modelling I decided to make all the 3D and art designs. 4 different attackers and 4 different towers (each consisting of 3 parts for upgrading) were designed and 3D printed for the game. Additionally I helped with managing and observing all the playtests done by participants and integrated their feedback. I also created the box, board and additional physical peripherals needed for a full board game experience.
Contents
The Laboratorium Pack is a voxel-based asset collection tailored for designing various laboratory environments. The pack comprises a comprehensive selection of components, allowing for the creation of distinct laboratory setups. Parts can be easily combined and separated to facilitate different configurations. Additionally, the pack includes mutated and toxic objects, suitable for depicting lab failures.
Skills & Knowledge
The pack is currently being sold on Turbosquid a digital marketplace for several kinds of 3D graphics and models. The publishing process taught me the importance of marketing, promotion and how to sell designs on the public marketplace. It also taught me how to correctly display, photograph and position and the actual work that goes into creating and selling 3D models.
Communilator - Group Project
The Communilator is an interactive playful device designed for self-designed experiences. The Communilator was designed during the Corona Epidemic and allowed 2 users to play and communicate over long distances using a secret coding system. Both users could change the colors of 2 different lights and associate them with different meanings. The device was designed to allow for open freedom and interpretation. In this project I learned how to work together under difficult circumstances to create a product. I was responsible for the creation of the circuit and the 3D designs for the end product.
Morgan Castle - Group Project
Morgan Castle was the challenge of creating a unique sorting robot using Fisher Technik, Electrical Components, Software and Design. The team had to find a creative way of sorting discs while solving additional unique challenges. This project taught me that it is important to have fun and enjoy working together. Designs do need to be completed but enjoying te experience and meeting new people is just as important. I was responsible for the physical development and 3D visual representation.
Eddy App - Group Project
Eddy was designed to function as an improved educational software system. It allows users to be in classes, communicate with teachers, make and hand in assignments and earn grades. The app was an ambitious project developed by me and 3 other students. It was designed for multi-user communication and robust functioning and operated on android software. I was responsible for coding the user interface and menu so it was intuitive and easy to navigate for users.
Weekly Blender Challenge - Solo Project
In order to challenge myself and to improve my design skills I decided to do a weekly 3D modelling challenge. Every week I would have a new topic in which I had to create a design or model. This taught me how to change the scope of my designs based on the given timeframe and how to adapt based on delays.
Programming Methods (2IPC0)
Modern programming languages offer powerful facilities for the design of object-oriented programs. These facilities must be used in a methodical way to avoid chaos and unmaintainable software. The design techniques concern both the way of working (design process) and the organization of the software itself. The course focuses on abstraction mechanisms (procedural, data), design patterns, and underlying design principles. Test-driven development (TDD) is used as design process.
Datamodelling and Databases (2ID50)
2ID50 Data modeling and databases Our lives are awash in data (e.g., social, business, web) which only continues to grow in both quantity and variety. Database management systems are key technologies which facilitate our practical use of these massive data sets. In this course, we study fundamental concepts, such as data model design and formulation of queries against databases, which underpin the effective practical use of industrial strength data management systems.
Programming for P&T (0HV120)
Programming has become one of the essential skills of the modern scientist. In many fields, computers are indispensible in performing experiments, collecting data and analyzing results. In this introductory course you will learn basic programming skills, like handling data and controlling flow. Exercises help you to apply these in areas like data science, robotics and psychological experiments. The language is Python, which is suitable for both starting programmers and experienced practitioners.
Programming (2IP90)
Course on hands-on Java programming, basic principles of object-oriented programming, and the Swing framework for graphics and user interaction
DBL Embedded Systems (2IS70)
This is a project about the design and construction of embedded systems. In addition the development of professional skills, like SCRUM, efficient reporting, and giving engaging presentations, is an important aspect of this project. Each group of approx. 6 participants specifies, designs, models, and implements, or sometimes generates code from, models, and actually builds a machine that, under control of a small computer, performs a self-invented task, such as sorting objects. The machines work together in the sense that they are all receiving objects from a shared belt.
DBL App Development (2IS70)
This project-oriented course focuses on the conceptualization, design, and development of mobile applications. Beyond technical skills in programming and app development, students will also hone their teamwork abilities, project management with methods like Agile, effective documentation, and presenting their app concepts and functionalities. In groups of approximately 4-5 participants, students will identify a real-world problem or need and design an innovative mobile application to address it.
DBL HTI + Webtech (2IOA0)
This is a project about designing and implementing interactive web-based data visualizations. This course focuses on learning how to deal with growing datasets in information visualization, that can be transformed in many other data types like hierarchies, multivariate data, or relational data, i.e., graphs and networks. To give access to a wider population it is important to provide a web-based tool in order to allow people from all over the world to upload their data and to interact with it with the final goal to detect patterns or anomalies, i.e., insights in it which supports a data analyst to finally derive knowledge about an unknown dataset.
Logic & Set Theory for P&T(2ITS60)
Subjects: Propositions, truth tables, equivalence, logical consequence, tautology, contradiction, contingency. Predicates, quantifiers, variable binding. Logical derivation, reasoning with propositions and predicates, conclusion, assumption, context, validity Set, subset, intersection and union, complement, difference, the empty set, powerset, cartesian product. Relation, equivalence relation, class, partition. Mapping (function), image and source, injection, surjection, bijection, inverse function, composition of relations and functions. Partial ordering, linear ordering, Hasse diagram, maximal and minimal elements, least upper bound, greatest lower bound. Induction, strong induction, inductive definition.
Linear Algebra and Applications (2DB100)
This course offers a wide range of interesting linear algebra techniques and very nice applications, including Big Data applications. These techniques are almost indispensable for the current Big Data era, and are also relevant for the field of Artificial Intelligence, including Deep Learning. You will learn how to solve linear systems, arguably the most common and important scientific problem. Least squares methods can be used to determine an approximate line (or polynomial, or spline) through a number of points (used in Computer Graphics).Rotations and reflections are useful for Computer Graphics and Robotics. Angles between vectors can be used to compare tastes of movies, music, or books, and to predict such tastes for the future.
Calculus Variant 2 (2WBB0)
Technical science uses mathematics as a language to describe phenomena and to solve problems. With trigonometry one can describe waves. In many problems an optimal setting of parameters should be found. This can be done with mathematical techniques such as differentiation. Integral calculus is needed for the calculation of energy and power. Many models use differential equations. In this course you will learn these and other basic techniques but also the formal aspects of mathematics.
Applied Natural Sciences Conceptual (3NAB0)
This course will give future engineers the conceptual basis of a few fundamental concepts of physics, with which they can form a “founded” idea of both scientific and technological developments in the fields of medical, nano and energy technology, climate control etc. The importance of the concepts that will be treated, will be cleared up using engaging demonstrations and examples in which the above named technologies are important.
From Idea to a Blueprint (5UEUA0)
In this course the students will be first split into groups of 4. Lectures will be given on fundamental aspects of design and a general set of technical criteria for all projects will be laid down. Also lectures on ideation and constructive feedback will be given. To help with defining the viability also aspects of entrepreneurship and business will be touched upon.
Concept VS Reality (5USUA0)
In this course the students will work in the same project groups they joined in Q1. Lectures will be given on fundamental aspects of IoT protocol and networking as well as on SW engineering. To help with defining the viability also aspects of entrepreneurship and business will be touched upon.
Validation to Sales (5UAUA0)
In this course the students will work in the same project groups they joined in Q1. Basic lectures will be given on fundamental aspects of market research, marketing, entrepreneurship/business. Products developed in Q1 and Q2 will be validated with an aim to pitch them to potential investors at the end of the ULL.
Innovation Space BEP (0ISBEP05)
This course is the extension of the innovation Space Bachelor End Projects. Throughout the project, many activities are organized to assist the students in their development. Students will learn competencies that are specific for ISBEP (i.e., related to the interdisciplinary project), and are expected to internalize these skills and demonstrate sufficient growth throughout the project.
TU/e Student Team Program (IS1000)
This program teaches students to work interdisciplinary in innovative development team. Several workshops and events are hosted to improve different aspects of managing and working in development teams. The program mainly focuses on being an additional tool for student teams.
Behavioral Research Methods 1: DR (0HV00)
This course provides a general introduction to the behavioral and social research methods. The course introduces students to all phases of innovation science research from the conceptualization of a research question, to the operationalization of the research question, to the analysis of data, and writing of a research report. The course has a strong emphasis on "learning by doing". A major practical in the course is the design and implementation of a qualitative interview study. To prepare you for this study, you will be trained in conducting a professional research interview under the supervision of a professional trainer. You will also learn how to design a questionnaire for use in a (online or offline) survey, and learn how to practically deal with the quantitative data that is collected in a survey.
Behavioral Research Methods 2 (0HV50)
The course covers the basics of dealing with quantitative research data, including the statistical knowledge that is necessary to be able to do this. Using a hands-on approach, students learn how to explore and analyze data. Topics include: coding and recoding variables, dealing with missing data and outliers, comparing groups (t-test and chi2 test), non-parametric tests, simple and multiple regression, factor analysis and principal component analysis. As a statistical background, the course also covers (calculating with) distributions, p-values and t-values, power, and sample size determination.
Advanced RM & RE (0HV110)
The course covers factor analysis, logistic regression analysis, multi-level analysis, and effect size calculations as additional statistical procedures over the content offered in 0HV50.With regards to ethical issues, the course considers appropriate ways of dealing with participants, and appropriate ways of dealing with data, data collection and data analysis.
OGO Quantitative Research (0HV90)
This course provides students with advanced experience in performing quantitative research, and consists of an individual assignment, group assignments and lectures. We discuss the different quantitative research methods as well as the importance of replication research for cumulative science.
OGO QM for OA&R (0HV70)
Focus is on qualitative data as can be obtained from observation of behaviour in naturalistic and laboratory settings. After some theory introduction, students in small groups will perform and report three Research Projects using qualitative data.
Final Project BEP BPT (0BEPP0)
In a condensed way the student performs a study that covers the whole empirical research cycle of developing a specific research question, using theory in order to answer the question and testing the theory by the collection of data. Knowledge from various disciplines is integrated and students practice in performing research on a technology related problem.
Thinking and Deciding (0HV60)
Our cognitive system is flexible and powerful, but also has important limits. The course discusses how we divide our attention, use our memory efficiently (or not), represent knowledge and solve problems, and how technology can support cognitive processes. The second part considers human decision making and how decisions are influenced by simple heuristics and biases. We study judgments and decisions under (un)certainty and review applications such as nudging, decision aids and recommender systems
Introduction to Psychology & Technology (0HV10)
The focus in this course is on the potential relevance for applications in the field of human-technology interaction and the psychology of technical innovation. The lectures in the course provide an introduction in the basic principles of psychology and aim to support and complement the course book. The core topics include: consciousness, perception, learning, thinking, memory, emotions, motivation, social cognition and social influence. The lectures will contain rich illustrations of applications of the learning material in human-technology interaction contexts.
Perception and Motor Control (0HV20)
Ever wondered why humans effortlessly grasp a glass of water, whereas this is almost impossible for robots? Why does the world look stable when we move? Why is the sky blue and snow white? How do we hear, feel and see? How do we control our movements? To answer such questions a detailed understanding is needed of how we perceive and move. This is addressed by studying how our sensory organs obtain information about the world and how it is processed in our brains to control our movements.
Social Psychology & Cons. Behaviour (0HV30)
Why do you curse your computer when it crashes? Could people love their robots? How can technology help to make the world more just? Human behavior is determined by characteristics of the person and the situation that person is in. And that situation is largely a technological environment. So, to understand how technology and users interact, we focus on a fundamental understanding of the motives of the user (social psychology) and his behavior in a technical environment (consumer behavior).
Brain, Body and Behaviour (0HV40)
The brain is the most important, complex, and mysterious biological structure known to man. The brain underpins all our behaviour and experience, whether it is talking, sleeping, seeing, learning, having sex, taking drugs, or listening to music. To uncover the secrets of the brain means to gain a deeper understanding of what it means to be human. In this introductory course, students will become familiar with basic brain function, and its relation to human behaviour and human bodily processes.
HTI in social context (0HV80)
we examine how the broader social context (e.g., social networks, norms, institutions) affects the use of technology by humans and how technology use, in turn, affects society. The course introduces research on social networks and social media, both of which gain an increasing relevance for HTI research.
Human Factors (0HV100)
In this course, we will study how to design technological artifacts, systems, and environments in such a way that they support and enable the human brain to do what it does best. Students will learn about the principles and processes that govern the ways in which humans interact with technological products, systems and services. The role of fundamental technical interactive components, e.g., displays or controls, and of complex processes and interfaces.
Design for Games & Play 1 (DZC10)
In this course we will delve into the design of games, and take into account a wide array of societal, psychological, technological, mechanical, dynamical and aesthetical approaches to the design and development of games and play. You will learn how to create novel games from scratch using state of the art game engines, and delve into the experience of Augmented and Virtual Reality.
Design for Games & Play 2 (DZC20)
This course examines the ways in which game design decisions affect our emotions, our cognition, our motivation, and subsequently help shape our attitude. Above all, how you can use this knowledge in order to create compelling experiences that teaches the user valuable real world lessons and changes the way they perceive the world. All through the power of play!
Design for Games & Play 3 (DZC30)
This course teaches you how to use the mechanism of play for (social) experiences that are not only fun, but can also be used to learn, regulate, rehearse, or involve. You will study the most relevant and innovative theories regarding games and play as technical, cultural and societal object. We will study 'ambient' games and play environments intertwined with daily activities of the users
Game-Design (INFOB2GO)
In this course, the focus is on designing games. Designing is a complex process in which, for example, elements of psychology, linguistics, human-computer interaction, game theory, and artificial intelligence play an important role. We will discuss the key elements of good game design.