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Effective URL: https://leonvanoldenborgh.nl/
Submission: On April 16 via api from US — Scanned from NL
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Your browser doesn't seem to support javascript or turned it off and without javascript my portfolio doesn't work :( 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. your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... your browser does not support video preview... 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 your browser does not support video preview... 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 your browser does not support video preview... ¤ 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 your browser does not support video preview... ¤ 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 ・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 GO: OFFLINE my role * Everything January February March April May project runtime 2 Months June July August September October Novemeber December Play On your browser does not support video preview... ¤ 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 your browser does not support video preview... your browser does not support video preview... 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 ・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 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 your browser does not support video preview... your browser does not support video preview... ¤ 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 your browser does not support video preview... your browser does not support video preview... ¤ 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 ・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 UIT·ZOE·KEN my role * Everything January February March April May June July project runtime 5 months August September October Novemeber December Play On your browser does not support video preview... your browser does not support video preview... ¤ 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 your browser does not support video preview... 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 your browser does not support video preview... ¤ 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 your browser does not support video preview... 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 your browser does not support video preview... ¤ 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 ・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 HOW TO FURNITURE my role * Everything January February March April May June project runtime 1 week July August September October Novemeber December Play On your browser does not support video preview... ¤ 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 ・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 OPEN UP my role * Everything January February March April May June project runtime 1 week July August September October Novemeber December Play On your browser does not support video preview... ¤ 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 your browser does not support video preview... your browser does not support video preview... ¤ 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 your browser does not support video preview... 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 your browser does not support video preview... ¤ 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'