<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>ion's garage &#187; Game Design</title>
	<atom:link href="http://www.ionsgarage.com/category/game-design/feed" rel="self" type="application/rss+xml" />
	<link>http://www.ionsgarage.com</link>
	<description></description>
	<lastBuildDate>Fri, 20 Feb 2009 08:37:21 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.4</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Crossroads</title>
		<link>http://www.ionsgarage.com/game-design/crossroads</link>
		<comments>http://www.ionsgarage.com/game-design/crossroads#comments</comments>
		<pubDate>Wed, 31 Dec 2008 16:51:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://new.ionsgarage.com.s24110.gridserver.com/?p=238</guid>
		<description><![CDATA[Crossroads: the Reality Games Engine
Imagine adding the magic of fiction to the streets that surrounds us. Turning the physical environment into a mystery to be unraveled. Never knowing for sure what is real and what is not&#8230; 
On this edge between reality and fiction there are games to be played. Stories to be told. Crossroads [...]]]></description>
			<content:encoded><![CDATA[<h2>Crossroads: the Reality Games Engine</h2>
<p><strong>Imagine adding the magic of fiction to the streets that surrounds us. Turning the physical environment into a mystery to be unraveled. Never knowing for sure what is real and what is not&#8230; </strong></p>
<p>On this edge between reality and fiction there are games to be played. Stories to be told. Crossroads is a toolbox for exploring this new direction in urban entertainment, where the player is immersed in actual surround sound and the best 3D engine of them all: The real world.</p>
<p>Crossroads is the flexible solution for storytelling across multiple media channels, using technology already a part of the player&#8217;s life, such as cell phones, web pages and news feeds, to make the story come alive. Literally.<br />
<br />
<strong>Player tracking</strong><br />
The Crossroads engine tracks the player&#8217;s progression through the game, and serves up the right dialogue or media asset at the right time and place:<br />
<br />
<strong>Dialogue-driven interaction</strong><br />
The player&#8217;s interaction with the game is in part based on dialogue between the player and the fictional characters of the game. This pushes the momentum of the story literally out in the streets, where the player&#8217;s tasks are played out. SMS is used for this communication, allthough MMS, email and voicemail is also supported. </p>
<p><strong>Common Technology</strong><br />
This use of common technology strenghtens the game&#8217;s grip on the player, and makes it accessible without installing any software or hardware. </p>
<p><strong>Mission control</strong><br />
A game can also be provided with a web-based dashboard to help the player keep track of current missions, real-time story progression and character profiles. Utilizing a user-friendly interface the mission is visualized through innovative use of Google maps, and media playback and management. This dashboard can be provided for both browser-based and mobile platforms. </p>
<p><strong>Live events</strong><br />
Crossroads also enables scripted in-game events and live performances. These events can be triggered by the player&#8217;s presence in a sertain location, by using RFID and AR-technology to track the player&#8217;s movement in the physical evironment. </p>
<hr size=0.5 color="#dddddd">
<p><strong>See more:</strong></p>
<p><a href="/gfx/Crossroads.001.jpg" rel="shadowbox[Crossroads]"><img src="/gfx/media_icons_slides.png" alt="View slides" /></a><a href="/gfx/Crossroads.002.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.003.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.004.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.005.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.006.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.007.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.008.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.009.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.010.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.011.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.012.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.013.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.014.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.015.jpg" rel="shadowbox[Crossroads]"></a><a href="/gfx/Crossroads.016.jpg" rel="shadowbox[Crossroads]"></a><a href="/video/Crossroads_web.mov" rel="shadowbox[Crossroadsvideo]; width=640;height=480"><img src="/gfx/media_icons_video.png" alt="View video" /></a></p>
<hr size=0.5 color="#dddddd">
<p><a href="http://new.ionsgarage.com.s24110.gridserver.com"><img src="/gfx/Powered-by-Crossroads-logo.png" alt="Powered by Crossroads" /></a></p>
<hr size=0.5 color="#dddddd">
<a href="http://www.mediacircus.no"><img src="/gfx/mediacircus-logo.png" alt="Mediacircus" /></a></p>
<hr size=0.5 color="#dddddd">
<p><strong>Credits:</strong><br />
Concept &#038; direction: <a href="#">Jon Skivenes</a><br />
Lead back-end developer: <a href="#">Jo havik</a><br />
Lead front end developer: <a href="#">Victor Nystad</a></p>
<hr size=0.5 color="#dddddd">
<p><strong>Currently released Crossroads prosjects: <a href="#">Fall of Varg Veum</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ionsgarage.com/game-design/crossroads/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Fall of Varg Veum</title>
		<link>http://www.ionsgarage.com/game-design/fall-of-varg-veum</link>
		<comments>http://www.ionsgarage.com/game-design/fall-of-varg-veum#comments</comments>
		<pubDate>Sat, 20 Sep 2008 19:01:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://new.ionsgarage.com.s24110.gridserver.com/?p=38</guid>
		<description><![CDATA[The private eye Varg Veum is in serious trouble. He is charged with a murder he did not commit, and needs your help to clean his name. You are heading towards an unique experience, where you must step outside, into the narrow streets of Bergen, to solve this crime mystery on your own. 
You are [...]]]></description>
			<content:encoded><![CDATA[<p>The private eye Varg Veum is in serious trouble. He is charged with a murder he did not commit, and needs your help to clean his name. You are heading towards an unique experience, where you must step outside, into the narrow streets of Bergen, to solve this crime mystery on your own. </p>
<p>You are investigating the crime scenes in person, and follows suspicious clues throughout the city, by cellphone, and on the Internet.</p>
<p>The Fall of Varg Veum is an exciting Reality Game that combines mysterious action in the streets with interactive challenges by cellphone and the web. The game is strongly connected to the geography and culture of Bergen, and represent a totally new way of experiencing the city. </p>
<p>Within the framework of a Varg Veum mystery, the player is investigating the utban landscape looking for clues. These clues are places in physical locations as well as in local media such as news stories and art galleries. The player interacts with the game through sms-dialogues with fictious characters, and by inverstigating online sources such as websites, intranets, email accounts, blogs and surveillance footage. </p>
<p>The game is developed by Mediacircus E in cooperation with Bergens Tidende, Gunnar Staalesen and Mediecenteret HiB. </p>
<hr size=0.5 color="#dddddd">
<strong>Read more at <a href="http://www.bt.no/byspill">bt.no</a></strong><br />
<strong>developed for <a href="http://www.mediacircus.no">mediacircus</a></strong></p>
<hr size=0.5 color="#dddddd">
<p><strong>Image gallery:</strong></p>
<p><a href="/gfx/veum_1.jpg" rel="shadowbox[veum]">Websites</a><br />
<a href="/gfx/veum_2.jpg" rel="shadowbox[veum]">Task map-view</a><br />
<a href="/gfx/veum_3.jpg" rel="shadowbox[veum]">Character profiles</a><br />
<a href="/gfx/veum_4.jpg" rel="shadowbox[veum]">Mediabank</a><br />
<a href="/gfx/veum_5.jpg" rel="shadowbox[veum]">MMS dialogues</a></p>
<hr size=0.5 color="#dddddd">
<p><strong>Video:</strong></p>
<p><a href="/video/fall_of_varg_veum.mp4" rel="shadowbox[veumvideo]; width=480;height=360">Video presentation</a></p>
<hr size=0.5 color="#dddddd">
<p><strong>Credits:</strong><br />
Concept &#038; direction: <a href="#">Jon Skivenes</a><br />
Lead Programming: <a href="#">Jo Havik</a><br />
Lead Graphic design: <a href="#">Frode Nilsen</a><br />
Lead Front-End developer: <a href="#">Victor Nystad</a></p>
<hr size=0.5 color="#dddddd">
]]></content:encoded>
			<wfw:commentRss>http://www.ionsgarage.com/game-design/fall-of-varg-veum/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Maretind</title>
		<link>http://www.ionsgarage.com/game-design/maretind</link>
		<comments>http://www.ionsgarage.com/game-design/maretind#comments</comments>
		<pubDate>Sun, 28 Jan 2007 21:56:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://new.ionsgarage.com.s24110.gridserver.com/?p=101</guid>
		<description><![CDATA[Maretind (working title) is a interactive media project currently in preproduction.
The Maretind project is a gothic underwater computer game for kids that aims to bring the fantastic, yet largely unknown, life of the deep ocean ridges to life, in a setting that mixes fascinating facts with an engaging story of humor, absurdity and gothic chill. [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Maretind (working title) is a interactive media project currently in preproduction.</strong></p>
<p>The Maretind project is a gothic underwater computer game for kids that aims to bring the fantastic, yet largely unknown, life of the deep ocean ridges to life, in a setting that mixes fascinating facts with an engaging story of humor, absurdity and gothic chill. The preproduction team was put together of game developers, script writers, visual artists, programmers and science consultants.</p>
<p>The concept is set to manifest itself through a range of media channels. In the pipeline is a multiplayer racing computer game, an animated tv-series, and a major science centre installation.</p>
<p>Jon worked as lead concept developer and game designer on the project’s preproduction phase, outlining the overall setting and expression of the Maretind world, the framework story, the characters and the gameplay for the scalable computer game production, as well as outlining the main interplay between the storylines of the different media channels. </p>
<hr size=0.5 color="#dddddd">
<p><strong>Image gallery:</strong></p>
<p><a href="/gfx/maretind.jpg" rel="shadowbox[veum]">Concept &#038; character study</a></p>
<hr size=0.5 color="#dddddd">
<p><strong>Credits:</strong><br />
Project owner: <a href="#">Nina Svane Mikkelsen</a><br />
Concept: <a href="#">Jon Skivenes </a> and <a href="#">Kjersti Steinsbø</a><br />
Illustrators:<a href="#">Gustav Kvaal</a> og <a href="#">Haakon Lystad</a><br />
Installation lead: <a href="#">Hanne Hilt</a><br />
Tech lead: <a href="#">Tomas Ekeli<a/></p>
<hr size=0.5 color="#dddddd">
<hr size=0.5 color="#dddddd">
]]></content:encoded>
			<wfw:commentRss>http://www.ionsgarage.com/game-design/maretind/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Silence Variations</title>
		<link>http://www.ionsgarage.com/game-design/silence-variations</link>
		<comments>http://www.ionsgarage.com/game-design/silence-variations#comments</comments>
		<pubDate>Tue, 01 Aug 2006 11:03:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://new.ionsgarage.com.s24110.gridserver.com/?p=1</guid>
		<description><![CDATA[August 22, 2004. About lunchtime: The armed robbery of the Munch Museum in Oslo. International icons ‘Scream’ and ‘Madonna’ are picked like candy from a kid. The world is stunned by the simplicity, as the robbers walk away without interference.
Silence plays out endless variations on this theme, as a two-player computer game installation: Wave your [...]]]></description>
			<content:encoded><![CDATA[<p><b>August 22, 2004. About lunchtime: The armed robbery of the Munch Museum in Oslo. International icons ‘Scream’ and ‘Madonna’ are picked like candy from a kid. The world is stunned by the simplicity, as the robbers walk away without interference.</b></p>
<p>Silence plays out endless variations on this theme, as a two-player computer game installation: Wave your guns, find the paintings, and get the hell out. If nobody gets hurt, all is well. It’s the classic heist story, but with a twist: There is no flaky partner, no smart-ass heroes, and no wise-cracking cops. Too simple? Well, this time that’s the tune.</p>
<p>Silence variations was commisioned by Bergen Kunsthall – western Norway’s authority on contemporary arts – to headline their ‘Game Dump’ exhibition, part of the month-long Bergen Art Festival 2005.</p>
<hr size=0.5 color="#dddddd">
<strong>read more at the <a href="http://ionsgarage.com/games/silence/">silence variations post mortem site</a>.</strong></p>
<hr size=0.5 color="#dddddd">
<p><strong>Image gallery:</strong><br />
<a href="/gfx/silence_1.jpg" rel="shadowbox[silence]">Coffee</a><br />
<a href="/gfx/silence_2.jpg" rel="shadowbox[silence]">The Scream</a><br />
<a href="/gfx/silence_3.jpg" rel="shadowbox[silence]">Gunpoint</a><br />
<a href="/gfx/silence_4.jpg" rel="shadowbox[silence]">Contact</a><br />
<a href="/gfx/silence_5.jpg" rel="shadowbox[silence]">CCTV</a></p>
<hr size=0.5 color="#dddddd">
<strong>Credits:</strong><br />
Concept &#038; direction: <a href="#">Jon Skivenes</a><br />
Lead programming: <a href="#">Fredrik Breien</a><br />
Lead GFX and Animation: <a href="#">Petter Sundnes</a><br />
Programming Consultant: <a href="#">Daniel Patel</a></p>
<hr size=0.5 color="#dddddd">
]]></content:encoded>
			<wfw:commentRss>http://www.ionsgarage.com/game-design/silence-variations/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
