The session is a post-mortem on the design of a Brukel. For this session, I would like to take the audience through the challenges of Brukel by letting them experience them first-hand in short creative exercises. Subsequently, I will show how Brukel tackled them through interactive watch it played demo segments (with commentary).
Learning Goals
Brukel is a game development project that aimed to recreate the narrative of a reminiscing elderly female World War 2 survivor as an interactive game. The game has an educational agenda as it attempts to sensitize and teach about the impact of war on the innocent bystander. The project that led to the development of Brukel had the following 4 goals/challenges:
- to investigate how games can use personal narratives to teach history (i.e., the educational challenge),
- to develop an interactive gameplay experience using pre-recorded interview audio (in the sense that it was not recorded for the purpose of game development (i.e., the game design challenge),
- to explore reminiscence as a form of concept definition for game design (i.e., the gerontoludic challenge), and
- to study the extent to which bystander war games are able to generate an un-romanticized perception of military conflict (i.e., the social challenge).
The session will address these 4 challenges and aims to inspire its participants to use the provided techniques and examples to recreate the life history of their elderly loved ones as games.
More information is available at
http://brukelgame.com