Actually, this one should be posted by my colleague Yu-Chung Chen since it was more his work bit he is busy or recovering or lazy or ass.

We recently did a nice project at KISD where we experimented with the the Wiimote and Flash. I was only involved as a supervisor, Yu-Chung actually did some (pretty hardcore!) development. Even though the results were still in an experimental stage, they were nothing short of amazing!

We will post some videos soon. Until then, here are teh photos:

Makeshift sensor bar 4

I really do hope that at least some of the guys will decide to continue working on the project as there is a lot of potential there. We will try to get it exhibited at the upcoming GamesCom.

Krystian Majewski

Krystian Majewski was born in Warsaw and studied design at Köln International School of Design. Before, he was working on a mid-size console project for NEON Studios in Frankfurt. He helped establish a Master course in Game Design and Research at the Cologne Game Lab. Today he teaches Game Design at various institutions and develops independent games.

2 responses to “Wiicked”

  1. Yu-Chung Chen

    yeah I’m recovering at my brother’s place. thanks for posting.

    I wanted to wait with publishing this project until it’s further developed because the interaction is laggy when all modules are running, especially the one I put the most of the “pretty hardcore” work into.

    actually, I’m still pretty disappointed (read: pissed) that my pet module didn’t work out. Granted, I explained the concept behind it (as opposed to the others, but they also didn’t have the need, in a way) but the fact it wasn’t working properly made me missing exactly the point I like making (and Krystian too): that designers should not shy away from programming, and ought make their interaction ideas actually interactive. Which is something I often see lacking at our university.

    Btw co-student Daniel Dormann did the really hardcore parts of the development. Kudos. I did learn a lot, again, which was great.

    But seeing ideas of others who shied away from coding being better received is kinda like a slap in the face. You know, sort of they get away with not programming and still enjoy “their” interaction idea work out”. “their” because I even ported some of their prototypes into the actual project base.

    I know those guys aren’t disrespectful like that, I’m just pointing out the irony.

    rant over.
    for today.

    As for the continuation of the project, I’ll definitely check with the guys, see who is in and define the next steps. I’d say performance, stability and usability before adding any new interaction sketches.

  2. Krystian Majewski

    Don’t feel bad that your stuff didn’t work out. I would think that a lot of people understood what was going on. It’s not that there was nothing happening. And you did a great job of explaining the missing bits during the presentation.

    And if things work out you will have plenty of opportunities to make it work in front of an even bigger audience.


The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.


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