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Oldenborgh
Leon van


I have new square imagery in need of being seen.
I have some thoughts and updates on my work.
I still don’t really know what to post on here to be honest. Connect anyway?
All my games live here rent free, go play them!
My skills and experience in a coherent format.
I’d love to talk with you about a project, design, art, games or something else.


Hi! I’m Leon van Oldenborgh. I’m an artist and game designer based in the
Netherlands. I have over four years of experience creating all kinds of
memorable experiences through my expertise in designing and implementing User
Interactions. Right now I’m creating art games for expositions and at home play
that invoke the player to think about human behaviour and connection.

I'm currently inspired
by the Imaginary Worlds podcast.


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about

I make playful experiences that make use of inventive and disruptive interaction
to help players work towards a better understanding of your
unique way of thinking.

projects



2024

 ¤ Narrative 3D Mobile Escape Room
 ¤ Narrative 3D Mobile Escape Room
 ¤ Narrative 3D Mobile Escape Room
 ¤ Narrative 3D Mobile Escape Room

Investigate the disappearance of Ada Lovelace and uncover her last work. Ada's
Study is a short high quality experience packed with intricate mechanical
puzzles and a fascinating mystery. During this game you get to know the mind of
Ada through puzzles that tell the narrative themself, not just live along side
it. Ada's Study was released world-wide to a very warm reception and hit #1 on
the App Store on release.

・Sherlocked・Joeri Ridder・Thijs Roem・Venessa Lani・Jeroen Blok・Denzel Ellis・Torben
van den Hurk・Dennis Borst・Bas de Koningh・Mark Meerssman・Laura Treurniet
・Sherlocked・Joeri Ridder・Thijs Roem・Venessa Lani・Jeroen Blok・Denzel Ellis・Torben
van den Hurk・Dennis Borst・Bas de Koningh・Mark Meerssman・Laura Treurniet
・Sherlocked・Joeri Ridder・Thijs Roem・Venessa Lani・Jeroen Blok・Denzel Ellis・Torben
van den Hurk・Dennis Borst・Bas de Koningh・Mark Meerssman・Laura Treurniet
collaborators
・Sherlocked・Joeri Ridder・Thijs Roem・Venessa Lani・Jeroen Blok・Denzel Ellis・Torben
van den Hurk・Dennis Borst・Bas de Koningh・Mark Meerssman・Laura Treurniet
・Sherlocked・Joeri Ridder・Thijs Roem・Venessa Lani・Jeroen Blok・Denzel Ellis・Torben
van den Hurk・Dennis Borst・Bas de Koningh・Mark Meerssman・Laura Treurniet
・Sherlocked・Joeri Ridder・Thijs Roem・Venessa Lani・Jeroen Blok・Denzel Ellis・Torben
van den Hurk・Dennis Borst・Bas de Koningh・Mark Meerssman・Laura Treurniet


ADA'S STUDY

my roles
 * Project Lead
 * Gmaeplay Design
 * Narrative
 * Interface Design
 * Puzzle Design
 * Front-End Programming

January
February project runtime
1.5 years
March
April
May
June
July
August
September
October
Novemeber
December
Play On

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2023

 ¤ Dating based on click behaviour
 ¤ Dating based on click behaviour
 ¤ Dating based on click behaviour
 ¤ Dating based on click behaviour

The design of online interfaces influences the way users form identities and
perspectives on the world. Clickedy. click is a provocative social experiment
that addresses the current issue of online platforms implementing untransparent,
non-consensual user tracking to inform the design of their interfaces. Using the
format of a dating platform, clickedy. click integrates this type of user
tracking in its core matchmaking system. In this scenario, users come to
question just how much can be concluded from their data.

・Lukas Völp・Hennie Bulstra・ Robin van de Griend
・Lukas Völp・Hennie Bulstra・ Robin van de Griend
・Lukas Völp・Hennie Bulstra・ Robin van de Griend
・Lukas Völp・Hennie Bulstra・ Robin van de Griend
・Lukas Völp・Hennie Bulstra・ Robin van de Griend
collaborators
・Lukas Völp・Hennie Bulstra・ Robin van de Griend
・Lukas Völp・Hennie Bulstra・ Robin van de Griend
・Lukas Völp・Hennie Bulstra・ Robin van de Griend
・Lukas Völp・Hennie Bulstra・ Robin van de Griend
・Lukas Völp・Hennie Bulstra・ Robin van de Griend


CLICKEDY.CLICK

my roles
 * Concept design
 * Programming

January
February
March
April
May
June
July
August
September
October project runtime
4 months
Novemeber
December
Play On

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 ¤ Exposing hidden daily data transactions
 ¤ Exposing hidden daily data transactions
 ¤ Exposing hidden daily data transactions
 ¤ Exposing hidden daily data transactions

Sometimes you hear that you pay with your data when something is free, but what
does that actually look like? These kinds of 'data transactions' are intertwined
everywhere, both digitally and in the real world. De Data Automaat (The Data
Kiosk) is a speculative installation for how these transactions can be made
transparent in physical locations. This project was part of artistic research
project 'ON the LINE' in collaboration with HKU, where we looked at Digital
Citizenship in the context of the Utrecht Library.

・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
collaborators
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


DE DATA AUTOMAAT

my role
 * Everything

January
February
March
April
May
June project runtime
3 Months
July
August
September
October
Novemeber
December
Play On

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 ¤ A radically offline location-based AR game
 ¤ A radically offline location-based AR game
 ¤ A radically offline location-based AR game

GO: Offline is a location based AR-game and artistic research project I did
during the Realities in Transition residency at V2_. GO: Offline is built to
create awareness that companies like Niantic are profiting off of both user
geolocation data and artificially incentivising players to visit paying
locations. It shows an offline alternative to this model by replacing the usual
server-side calculated placement of collectible agents with the barcode system
that is used by the Dutch lease bike company Swapfiets to identify their bike
frames.

・Solo Project
・Solo Project
・Solo Project
・Solo Project
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・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
collaborators
・Solo Project
・Solo Project
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・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


GO: OFFLINE

my role
 * Everything

January
February
March
April
May project runtime
2 Months
June
July
August
September
October
Novemeber
December
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 ¤ A wi-fi network that connects people to each other instead of the internet
 ¤ A wi-fi network that connects people to each other instead of the internet
 ¤ A wi-fi network that connects people to each other instead of the internet

#CONNECT is a Wi-Fi network designed for festivals and public spaces aimed at
making two strangers meet each other through a playful interaction. When someone
connects to the network, instead of granting them access to the internet, a
captive portal opens where they are connected to another player and play a game
asking each other questions to then try to physically find each other within the
range of the network. Once the players find each other they can share a drink
and continue connecting.

・Amar Ravi・Casper van Battum・Daniël Korssen・Luuk Siewers
・Amar Ravi・Casper van Battum・Daniël Korssen・Luuk Siewers
・Amar Ravi・Casper van Battum・Daniël Korssen・Luuk Siewers
・Amar Ravi・Casper van Battum・Daniël Korssen・Luuk Siewers
・Amar Ravi・Casper van Battum・Daniël Korssen・Luuk Siewers
collaborators
・Amar Ravi・Casper van Battum・Daniël Korssen・Luuk Siewers
・Amar Ravi・Casper van Battum・Daniël Korssen・Luuk Siewers
・Amar Ravi・Casper van Battum・Daniël Korssen・Luuk Siewers
・Amar Ravi・Casper van Battum・Daniël Korssen・Luuk Siewers
・Amar Ravi・Casper van Battum・Daniël Korssen・Luuk Siewers


#CONNECT

my roles
 * Project Lead
 * Experience Design
 * Graphic Design

January
February
March
April
May project runtime
3 months
June
July
August
September
October
Novemeber
December
Watch

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2022

 ¤ For how long should you avoid conforming?
 ¤ For how long should you avoid conforming?
 ¤ For how long should you avoid conforming?

con·for·me·ren is the first game in a HKU award nominated series called Systemen
van Polarisatie. Each game illustrates, via abstract gameplay and visuals, a
small feedback system in society that feeds societal polarisation.
con·for·me·ren is built around the feeling that it's way easier to just choose a
side in a polarised discussion, than to keep your nuanced opinion heard.

・Solo Project
・Solo Project
・Solo Project
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・Solo Project
・Solo Project
・Solo Project
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・Solo Project
・Solo Project
・Solo Project
collaborators
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


CON·FOR·ME·REN

my role
 * Everything

January
February
March
April
May
June
July project runtime
5 months
August
September
October
Novemeber
December
Play On

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 ¤ What makes for a good discussion?
 ¤ What makes for a good discussion?
 ¤ What makes for a good discussion?
 ¤ What makes for a good discussion?

dis·cus·sie is the second game in a HKU award nominated series called Systemen
van Polarisatie. Each game illustrates, via abstract gameplay and visuals, a
small feedback system in society that feeds societal polarisation. dis·cus·sie
is built around the way that people often try to win a discussion as if it's a
debate. Maybe we need to keep in mind that learning each other's perspective is
the main goal of having a discussion.

・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
collaborators
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


DIS·CUS·SIE

my role
 * Everything

January
February
March
April
May
June
July project runtime
5 months
August
September
October
Novemeber
December
Play On

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 ¤ Why do we sort the way we do?
 ¤ Why do we sort the way we do?
 ¤ Why do we sort the way we do?
 ¤ Why do we sort the way we do?

uit·zoe·ken is the last game in a HKU award nominated series called Systemen van
Polarisatie. Each game illustrates, via abstract gameplay and visuals, a small
feedback system in society that feeds societal polarisation. When do we decided
to ignore new information because it would make things too difficult to process?
uit·zoe·ken deals with the question what information we decide to use when we
sort.

・Solo Project
・Solo Project
・Solo Project
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・Solo Project
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・Solo Project
collaborators
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


UIT·ZOE·KEN

my role
 * Everything

January
February
March
April
May
June
July project runtime
5 months
August
September
October
Novemeber
December
Play On

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 ¤ Struggle with ethics while making your way through a living planet
 ¤ Struggle with ethics while making your way through a living planet
 ¤ Struggle with ethics while making your way through a living planet

VOLITION is an extraterrestrial survival game with limited time and resources to
make difficult decisions. You crashland on a wounded living planet and are faced
with a decision to either save the planet and die yourself, leave the planet and
kill it or enter a symbiotic relationship with the planet, where you both barely
survive. The gameplay is entirely based on managing your oxygen through movement
on trips to and from your base station.

・Jael van Rossum・Thijs Roem・Tim Peeters・Dennis Borst・Tim Verbene・Nino
Saglia・Merijn Viergever・Anna Petit・Vanessa Lani・Douwe Heijmerink・Beau
Saglia・Jeroen Blok・Denzel Ellis
・Jael van Rossum・Thijs Roem・Tim Peeters・Dennis Borst・Tim Verbene・Nino
Saglia・Merijn Viergever・Anna Petit・Vanessa Lani・Douwe Heijmerink・Beau
Saglia・Jeroen Blok・Denzel Ellis
・Jael van Rossum・Thijs Roem・Tim Peeters・Dennis Borst・Tim Verbene・Nino
Saglia・Merijn Viergever・Anna Petit・Vanessa Lani・Douwe Heijmerink・Beau
Saglia・Jeroen Blok・Denzel Ellis
collaborators
・Jael van Rossum・Thijs Roem・Tim Peeters・Dennis Borst・Tim Verbene・Nino
Saglia・Merijn Viergever・Anna Petit・Vanessa Lani・Douwe Heijmerink・Beau
Saglia・Jeroen Blok・Denzel Ellis
・Jael van Rossum・Thijs Roem・Tim Peeters・Dennis Borst・Tim Verbene・Nino
Saglia・Merijn Viergever・Anna Petit・Vanessa Lani・Douwe Heijmerink・Beau
Saglia・Jeroen Blok・Denzel Ellis
・Jael van Rossum・Thijs Roem・Tim Peeters・Dennis Borst・Tim Verbene・Nino
Saglia・Merijn Viergever・Anna Petit・Vanessa Lani・Douwe Heijmerink・Beau
Saglia・Jeroen Blok・Denzel Ellis


VOLITION

my roles
 * Gameplay Design
 * Graphic Design
 * Ui Design
 * UX Design

January project runtime
5 months
February
March
April
May
June
July
August
September
October
Novemeber
December
Watch

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2021

 ¤ Browser based escape room
 ¤ Browser based escape room
 ¤ Browser based escape room
 ¤ Browser based escape room

Marvin's Moonbase is a 3d online escape room that you play in your browser. The
game is built on the MiBo platform and mostly targeted towards business team
building exercises. I lead this project during my internship at Sherlocked and
worked closely with the MiBo team for the implementation. Some challenges we
faced and overcame were limited tools for programming, very limited performance
budget and designing for poeple with very little tech experience.

・Mark Meerssman・Laura Treurniet・Joeri Ridder・Sherlocked・MiBo
・Mark Meerssman・Laura Treurniet・Joeri Ridder・Sherlocked・MiBo
・Mark Meerssman・Laura Treurniet・Joeri Ridder・Sherlocked・MiBo
・Mark Meerssman・Laura Treurniet・Joeri Ridder・Sherlocked・MiBo
collaborators
・Mark Meerssman・Laura Treurniet・Joeri Ridder・Sherlocked・MiBo
・Mark Meerssman・Laura Treurniet・Joeri Ridder・Sherlocked・MiBo
・Mark Meerssman・Laura Treurniet・Joeri Ridder・Sherlocked・MiBo
・Mark Meerssman・Laura Treurniet・Joeri Ridder・Sherlocked・MiBo


MARVIN'S MOONBASE

my roles
 * Project Lead
 * UX Design
 * Puzzle Design

January
February
March
April
May
June
July
August project runtime
2 months
September
October
Novemeber
December
Play On

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 ¤ Map yourself a way through the dark and dangerous tunnels of a pyramid
 ¤ Map yourself a way through the dark and dangerous tunnels of a pyramid
 ¤ Map yourself a way through the dark and dangerous tunnels of a pyramid

Pyramid Mapping was born out of the feeling you get when you're on a new route
somewhere and you're a bit lost until you suddenly find a waypoint you
recognise. In Pyramid Mapping you first explore a maze with your drones, so you
can draw your map. Once all your drones are out of battery, you need to go in
yourself and hope that the map you drew takes you where you need to go.

・Joeri Ridder・Valentijn Muijrers
・Joeri Ridder・Valentijn Muijrers
・Joeri Ridder・Valentijn Muijrers
・Joeri Ridder・Valentijn Muijrers
・Joeri Ridder・Valentijn Muijrers
・Joeri Ridder・Valentijn Muijrers
collaborators
・Joeri Ridder・Valentijn Muijrers
・Joeri Ridder・Valentijn Muijrers
・Joeri Ridder・Valentijn Muijrers
・Joeri Ridder・Valentijn Muijrers
・Joeri Ridder・Valentijn Muijrers
・Joeri Ridder・Valentijn Muijrers


PYRAMID MAPPING

my roles
 * UI Design
 * UX Design
 * Gameplay Design

January
February
March
April project runtime
3 days
May
June
July
August
September
October
Novemeber
December
Play On

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your browser does not support video preview...

2020

 ¤ A minimalistic fast-paced mobile roguelike
 ¤ A minimalistic fast-paced mobile roguelike
 ¤ A minimalistic fast-paced mobile roguelike
 ¤ A minimalistic fast-paced mobile roguelike

NiTT is a minimalistic mobile roguelike built around a single mechanic: a short
range teleport that doubles as your only movement and combat option. The player
gets to continually choose whether to teleport into enemies to deal damage, or
teleport defensively to dodge them. NiTT is specifically designed for mobile and
has had its development focussed on an accessible, exciting and satisfying
mobile user experience.

・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
collaborators
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


NITT

my role
 * Everything

January
February
March
April
May
June
July project runtime
2 Months
August
September
October
Novemeber
December
Play On



 ¤ Kiss to play
 ¤ Kiss to play
 ¤ Kiss to play
 ¤ Kiss to play
 ¤ Kiss to play
 ¤ Kiss to play

Mimont is a physical gamified experience exploring personal definitions of what
a kiss can or should be. The players interact with this cooperative game by
kissing a sheet of glass in between both of them. The longer they play, the more
Mimont directs them to kiss the glass closer to each other. The experience ends
when the timer runs out, leaving the players to reflect on whether they should
have kissed each other through the glass and whether kissing each other through
the glass can or should be counted as a real kiss.

・Job Elfrink・Casper van Battum
・Job Elfrink・Casper van Battum
・Job Elfrink・Casper van Battum
・Job Elfrink・Casper van Battum
・Job Elfrink・Casper van Battum
・Job Elfrink・Casper van Battum
collaborators
・Job Elfrink・Casper van Battum
・Job Elfrink・Casper van Battum
・Job Elfrink・Casper van Battum
・Job Elfrink・Casper van Battum
・Job Elfrink・Casper van Battum
・Job Elfrink・Casper van Battum


MIMONT

my roles
 * Gameplay Design
 * UX Design
 * Visual Design

January
February
March
April
May
June project runtime
2 months
July
August
September
October
Novemeber
December
Play On

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 ¤ Experimenting with motion control on mobile phones
 ¤ Experimenting with motion control on mobile phones
 ¤ Experimenting with motion control on mobile phones

How To Furniture is a prototype I developed for mobile that tries to bring the
sensation of a location-based physical experience to the mobile platform. How To
Furniture uses several sensors that are present in most smartphones to emulate
the real world usage of a tool like a screwdriver or a hammer. The gameplay loop
would be constructing a piece of furniture, a bit like an IKEA kit without
instructions, using the mobile sensor driver tools.

・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
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・Solo Project
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collaborators
・Solo Project
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・Solo Project
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・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


HOW TO FURNITURE

my role
 * Everything

January
February
March
April
May
June project runtime
1 week
July
August
September
October
Novemeber
December
Play On

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 ¤ OPEN UP OPEN UP OPEN UP OPEN UP
 ¤ OPEN UP OPEN UP OPEN UP OPEN UP
 ¤ OPEN UP OPEN UP OPEN UP OPEN UP
 ¤ OPEN UP OPEN UP OPEN UP OPEN UP

OpenUP was made as a demonstration that games should be considered a real
artform, the goal that OpenUP tries to reach is therfore more one of envoking
thoughts in the player instead of entertaining. OpenUP was inspired by games
like 'loneliness', 'PLUG & PLAY' and 'KIDS'. OpenUP is an abstract gameplay loop
to which the players can associate personal experiences, in this way OpenUP can
create a very personal meaning for every player who plays it.

・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
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・Solo Project
・Solo Project
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collaborators
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


OPEN UP

my role
 * Everything

January
February
March
April
May
June project runtime
1 week
July
August
September
October
Novemeber
December
Play On

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 ¤ Create beautiful haircuts in the future, as long as they are government
approved
 ¤ Create beautiful haircuts in the future, as long as they are government
approved
 ¤ Create beautiful haircuts in the future, as long as they are government
approved

Fair Salon is a VR hairdressing game that tests the player's opinion on the
policy of a utopian regime. It was developed as an applied game to make players
think more about future scenarios by introducing them to radical futures in the
commercial game sector that haven't been explored before. The game invokes a
discussion on which rights of the individual we should be willing to give up for
the benefit of society as a whole.

・Joeri Ridder・Lily van Schaik・Jeroen Blok・Nathan Nieuwenhuizen・Sterre Perquin
・Joeri Ridder・Lily van Schaik・Jeroen Blok・Nathan Nieuwenhuizen・Sterre Perquin
・Joeri Ridder・Lily van Schaik・Jeroen Blok・Nathan Nieuwenhuizen・Sterre Perquin
・Joeri Ridder・Lily van Schaik・Jeroen Blok・Nathan Nieuwenhuizen・Sterre Perquin
collaborators
・Joeri Ridder・Lily van Schaik・Jeroen Blok・Nathan Nieuwenhuizen・Sterre Perquin
・Joeri Ridder・Lily van Schaik・Jeroen Blok・Nathan Nieuwenhuizen・Sterre Perquin
・Joeri Ridder・Lily van Schaik・Jeroen Blok・Nathan Nieuwenhuizen・Sterre Perquin
・Joeri Ridder・Lily van Schaik・Jeroen Blok・Nathan Nieuwenhuizen・Sterre Perquin


FAIR SALON

my roles
 * Gameplay Design
 * UI Design
 * UX Design

January
February
March
April project runtime
2 months
May
June
July
August
September
October
Novemeber
December
Play On

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 ¤ Frank has fallen down and could use a hand
 ¤ Frank has fallen down and could use a hand
 ¤ Frank has fallen down and could use a hand

Frank Was Alive is a game made in three days for the 46th 'keep it alive' Ludem
Dare game jam. In Frank Was Alive you individually control the limbs of Frank
with your mouse to manouvre him through a platforming section in search of his
head. The gameplay design was inspired by 'streamer' games such as getting over
it and QWOP by Benett Foddy.

・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
collaborators
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder
・Joeri Ridder


FRANK WAS ALIVE

my roles
 * Gameplay Programming
 * Gameplay Design
 * UX Design
 * UI Design

January
February
March
April project runtime
3 days
May
June
July
August
September
October
Novemeber
December
Play On



 ¤ A proposed art installation where a long exposed picture reveals a hidden
message
 ¤ A proposed art installation where a long exposed picture reveals a hidden
message
 ¤ A proposed art installation where a long exposed picture reveals a hidden
message

HUH? is a design for an interactive art installation where flashing light panels
on the wall spell out 'HUH' when taking a long exposure picture. The
installation was inspired by the frustrating and bizarre way politicians seem to
only look at short term results. You would need to take a photo of the
installation with a shutter time of at least 15 seconds for the message to
appear.

・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
collaborators
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


HUH?

my role
 * Everything

January project runtime
2 weeks
February
March
April
May
June
July
August
September
October
Novemeber
December
Watch

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2019

 ¤ Connect with another human instead of the internet
 ¤ Connect with another human instead of the internet
 ¤ Connect with another human instead of the internet

#ConnectForCoffee is a Wi-Fi network designed for public areas like airports,
railway stations or festivals aimed at making two stranger meet each other
through a safe and playful interaction. When someone connects to the network,
instead of granting them access to the Internet, a captive portal opens where
they are connected to another player and play a game where the players get to
know each other a little bit and try to physically find each other in the public
waiting area. Once the players find each other they can share a drink and
continue connecting.

・Daniël Korssen・Luuk Siewers・Amar Ravi・Casper van Battum・Kai Calis
・Daniël Korssen・Luuk Siewers・Amar Ravi・Casper van Battum・Kai Calis
・Daniël Korssen・Luuk Siewers・Amar Ravi・Casper van Battum・Kai Calis
・Daniël Korssen・Luuk Siewers・Amar Ravi・Casper van Battum・Kai Calis
collaborators
・Daniël Korssen・Luuk Siewers・Amar Ravi・Casper van Battum・Kai Calis
・Daniël Korssen・Luuk Siewers・Amar Ravi・Casper van Battum・Kai Calis
・Daniël Korssen・Luuk Siewers・Amar Ravi・Casper van Battum・Kai Calis
・Daniël Korssen・Luuk Siewers・Amar Ravi・Casper van Battum・Kai Calis


CONNECT FOR COFFEE

my roles
 * UX Design
 * Graphic Design

January
February
March
April
May
June
July
August
September
October
Novemeber
December project runtime
2 months
Watch

your browser does not support video preview...

 ¤ Connect with poetry in a new digital way
 ¤ Connect with poetry in a new digital way
 ¤ Connect with poetry in a new digital way
 ¤ Connect with poetry in a new digital way

I made this as a prototype for a new kind of hyper casual game, taking
inspiration from the way Duolingo makes people think they are productive. I made
this game to be an almost meditative experience during moments of forced rest
during a work day, such as standing in a lift, sitting on a toilet or commuting
by train.

・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
collaborators
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


INTERACTIVE POETRY

my role
 * Everything

January
February
March
April
May
June
July
August
September
October project runtime
3 days
Novemeber
December
Play On

your browser does not support video preview...

 ¤ A chaotic, easy to understand tile-laying tabletop game without turns
 ¤ A chaotic, easy to understand tile-laying tabletop game without turns
 ¤ A chaotic, easy to understand tile-laying tabletop game without turns

Kadett is a game without turns, which combines chaotic gameplay with strategic
tile-laying. My main inspirations for Kadett were Carcasonne and Galaxy
Truckers. The main gameplay loop works as follows: Grab a tile and turn it face
up once it has gone under the buoy line, then, either permanently place it next
to an already placed tile in your play area, or return it to the tilepool face
up. If you met any conditions for a token, check whether a token for that
condition is still available, if so, grab it and place it on their corresponding
tile.

・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
collaborators
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project
・Solo Project


KADETT

my role
 * Everything

January
February
March
April
May
June
July
August
September project runtime
1 month
October
Novemeber
December
Watch

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 ¤ A mindbending cooperative VR & Motion Tracking dinner experience for 2
 ¤ A mindbending cooperative VR & Motion Tracking dinner experience for 2
 ¤ A mindbending cooperative VR & Motion Tracking dinner experience for 2

Split Reality Dinner was a 2 week exploration of what kind of experience we
could create using as much XR technology as possible. This experience consists
of three stages (courses), the players are asked to sort the motion tracked
objects according to size in their shared virtual world. This is easy enough,
until both players realise that the physical reality and both of their shared
and separate parts of the virtual worlds don't quite add up.

・Marieke van der Burg・Beau Saglia・Bradley Langguth・Pim Horeman
・Marieke van der Burg・Beau Saglia・Bradley Langguth・Pim Horeman
・Marieke van der Burg・Beau Saglia・Bradley Langguth・Pim Horeman
・Marieke van der Burg・Beau Saglia・Bradley Langguth・Pim Horeman
collaborators
・Marieke van der Burg・Beau Saglia・Bradley Langguth・Pim Horeman
・Marieke van der Burg・Beau Saglia・Bradley Langguth・Pim Horeman
・Marieke van der Burg・Beau Saglia・Bradley Langguth・Pim Horeman
・Marieke van der Burg・Beau Saglia・Bradley Langguth・Pim Horeman


SPLIT REALITY DINNER

my roles
 * UX Design
 * Environment Design

January
February
March
April project runtime
2 weeks
May
June
July
August
September
October
Novemeber
December
Watch

your browser does not support video preview...

⛔⛔⛔⛔ STOP ⛔⛔⛔⛔

There is definetely nothing down here

Well hello there likeminded curious user!
👋👋👋👋👋👋👋👋
Send me a message saying 'codeword: 2319'