Teis De Greve

Teis De Greve

Hello there!

I'm Teis, a 19 year old interaction designer.

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So it begins…
Last friday all students of the Experimental Game Interaction course had to come up with a concept for an experimental game. Afterwards the students and course instructors voted for the best 5, and now these are to be realised in the coming 5 weeks. My concept - The Desk - is one of those.
The Desk is a
retro (set in the 90’s. As a graphical reference you could think of Castle Wolfenstein, Doom and Duke Nukem 3D)
3rd person
detective/stealth/hacker game (like Splinter Cell maybe?)
Instead of directly controlling the main character in the game, the player sits behind a (tangible) desk and uses a phone, a printer and digital communication channels (like e-mail, BBS,…) to communicate with the character in the game. So instead of being a player getting instructions and objectives from an invisible ‘boss’, the player ís the boss, giving instructions to the videogame, that serves as a 3D indicator of the game state. I hope to release a first prototype video soon to illustrate this idea.
I think the development of this concept will be a long, challenging road, but I’m really looking forward to the coming five weeks!

So it begins…

Last friday all students of the Experimental Game Interaction course had to come up with a concept for an experimental game. Afterwards the students and course instructors voted for the best 5, and now these are to be realised in the coming 5 weeks. My concept - The Desk - is one of those.

The Desk is a

  • retro (set in the 90’s. As a graphical reference you could think of Castle Wolfenstein, Doom and Duke Nukem 3D)
  • 3rd person
  • detective/stealth/hacker game (like Splinter Cell maybe?)

Instead of directly controlling the main character in the game, the player sits behind a (tangible) desk and uses a phone, a printer and digital communication channels (like e-mail, BBS,…) to communicate with the character in the game. So instead of being a player getting instructions and objectives from an invisible ‘boss’, the player ís the boss, giving instructions to the videogame, that serves as a 3D indicator of the game state. I hope to release a first prototype video soon to illustrate this idea.

I think the development of this concept will be a long, challenging road, but I’m really looking forward to the coming five weeks!

tags things I do school

eSpionage is a game concept created for the autumn semester Experimental Game Interaction course (KD332A) at Malmö University. The game, based on the live-action game Assassin (gotcha), uses Near Field Communication and RFID tags to create an immersive spy vs spy gaming experience, played on a fixed location in the timespan of several days.

The game’s process is rather simple. The players sign up and they receive an RFID-card with a unique identifier, which they have to carry in their left front pocket at all times. Players also have to download a mobile application that doubles as a replacement for a game master. The players are then divided in two teams. However, the identity of the players is not revealed publicly, so each player knows in which team he or she is, but gets no information about the other players’ identity. Players can either be a spy or an assassin (in a 1/5th ratio). At the start of the game, each spy gets a target. The spies can reveil their targets identity by secretly scanning their card and find out whether the target is a friend or a foe. If the target is a foe, the spy can anonymously broadcast a message to the assassins in his/her team. The assassins will receive a notification about their new target and have to try to assassinate the target by scanning their card.

The first team to identify and assassinate all opponents wins. Players also have the personal objective of being the first to identify all players (for spies) or having the highest kill rate (assassins).

eSpionage - Application Flow

eSpionage is a game concept by Alok Utsav, Åsa Petersson, Fabian Ahlström, Ralf Morawe and Teis De Greve. In a 3-day timespan, we created the play tested concept, an illustrative video, an application flow for the mobile app and a working prototype of the in-app scanning process.

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Identity crisis.

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A quick mockup of a concept for an interactive installation I’m working on as part of my final project for the Character Design course at Malmö Högskola, SE.
The installation consists of 3 garments hanging from the ceiling in a blank room (the video shows one of them). It is an experiment in character design by combining physical, digital and interactive media. Characters are shaped by using video, sound and light, according to the behavior of the visitor (speed, distance, sound and touch).

(Because I had no access to a green key at the time of recording, all images are rotoscoped, hence the poor quality)

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Flashback. Small project I did with Christophe van Eerdt last year. The assignment was to program a musical device in Processing, using two inputs of an Arduino board; all to be done in under 30 minutes.

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Alexander Reben - BlabDroids

This week, the 24th edition of Nordisk Panorama took place in Malmö. (For the record, this semester I’m on an Erasmus exchange in Malmö, Sweden, studying Character Design and Experimental Game Interaction.)

Nordisk Panorama is a scandinavian shorts and documentary festival, on monday I went to a talk by Alexander Reben about his BlabDroids. These BlabDroids are little cute robots equipped with a camera, programmed to ask questions to strangers. The robots are released in the city, interacting with strangers. The resulting footage is then transformed into a documentary, giving insight in both the people of a city and the way humans interact with machines.

Apart form the BlabDroid thing, Alexander Reben also talked about his other projects, most of them related to human computer interaction (this being my favourite, but all of them are definitely worth checking out!)

tags things i like blabdroids

likeafieldmouse:

Alicia Eggert & Mike Fleming - Eternity (2010)

"Consisting of 30 electric clocks rear-mounted to a large sheet of white acrylic.

During the installation, the hour and minute hands of the clocks are aligned to spell the word ‘eternity’, and the clocks are plugged into a series of power strips on the floor.

The hands begin to move as soon as the switch on the last power strip is flipped, and the word almost immediately becomes a jumble of moving black lines. 

‘Eternity’ does not reappear until the hour hands return to their original positions twelve hours later, and even then, it lasts a mere split second.” 

(via rdnzz)

(via likeafieldmouse)

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arpeggia:

Ryoji Ikeda - datamatics, 2006

datamatics is an art project that explores the potential to perceive the invisible multi-substance of data that permeates our world. It is a series of experiments in various forms - audiovisual concerts, installations, publications and CD releases - that seek to materialise pure data.

(via arpeggia)

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arpeggia:

Hussein Chalayan - LED Dress | More

Image source: 1, 2

(via thetrashdiary)

(via arpeggia)

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This video shows MAHANI’s new interactive shopping window in action. Its main goal is to catch the attention of accidental passers and eventually persuade them to enter the store and take a look at the collection.

The window was a co-creation with Pascal Buyse, who works as MAHANI’s visual merchandiser. It was the first time I worked on an entirely remote project. Though the result turned out fine, I did not expect that the distance would make the process that much more difficult. Apart from that, this was also the first time I created an installation aiming at multiple ‘users’ at once. This turned out to be harder than a one-to-one interaction because of the balance between the interaction and the personalisation.

Check out my portfolio for a more detailed description of the project.

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