Paul van der Meer's profile

Serious games @ IJsfontein (2010-2012)

Serious games @ IJsfontein (2010-2012)
Serious games
A total of 21 scenario's are unlocked by date and sometimes by skill throughout the introductory month for new ABN-AMRO employees. 
A description explains the situation the player is about to encounter in the bank and also the best previous score.
Before the client walks in you have to make sure he or she will feel at home, so the bank must be tidy.
Your own personal client walks in, make sure you greet him or her on time so you don't miss out on 'warm welcome' points.
The conversation that follows goes back and forth between you and the client. Your answers determine the outcome.
The logic behind the branching scenario's must be visualised beforehand. I made these flowcharts to communicate with the client what happened where and how you would get the highest score. Afterwards I used them as a reference when actually writing the logic into the system in XML.
Malmberg wanted short, quick and easy to understand games as rewards in their educational software. We came up with 4 categories with several skins. This one is the 'distance' mold. Art by Nicoline Graversen.
After the jump point you need to balance in the air to get as far as possible. Afterwards you land automatically and get your distance. In the harder mode, for older children, you can get out of balance so much that the bunny crashes into a big heap of snow.
The Malmberg games were pretty straightforward, but both programmers and artists needed clear information on 'what' happened 'when'. I managed to get all the relevant information on 1 sheet of paper so both could use this as a blueprint.
The 'Time management' mold, this one was made more for girls as they usually prefer to build something up instead of shooting at it. Art again by Nicoline Graversen. Other skins for this version were more aimed at boys, for instance a space bar.
Aiming frontview, this was the mold most aimed at boys. And the most boyish skin was the football variant with robotic keeper. Art by Bruno de Vos.
A more unisex approach to aiming, this is the 'aim topdown' mode. In one skin this meant street football, or tron-like space pool. The above version is boys and girls friendly midget golf. Art by Joram van Loenen.
Sometimes IJsfontein asked me to work on a trailer for a recently finished project. For instance the trailer above was made for the museum exposition 'Food is Magic' in the Zaans Museum.
The people behind 'De Belangrijkste Baan' wanted to enthuse teenagers in the field of Logistics and asked for two types of games from IJsfontein. One focussing on driving on the road (above) and one explaining the dealings of a depot (below).
The 'on the road' game emphasised the sense of freedom as the player had to find their own optimal route to the next client. The Depot game was more about being precise, as soon as the player misplaces the pallets coming in there's trouble ahead when they need to go out again.
Serious games @ IJsfontein (2010-2012)
Published:

Serious games @ IJsfontein (2010-2012)

Serious games I worked on as a game designer @ IJsfontein

Published:

Creative Fields