"PTwist / Plastic Heroes"
An open platform for plastics lifecycle awareness, monetization, and sustainable innovation
To encourage behavioural change towards plastics reuse and create self-awareness regarding the environmental footprint of our actions, “Plastic Heroes” is designed as a serious game with focus both, on eLearning elements and a fun gameplay that aims in incentivizing people to engage and actively support plastic-as-an-asset practices where the revalued material enters the new plastic circular economy.
The player slips into the role of one of these Plastic Heroes which are kind activists all over the world that have the common goal to protect the environment by collecting and reusing plastic waste and to enlighten themselves and others with useful information on the topic.
Nurogames GmbH, 2018, Mobile, Unity
My Main Tasks: Research, Game Design, Concept, Storyboards, Game Logo
Winner of the "Gamification Award 2019" in the category "Sustainability"
Links:
"SmartLife - Foreward To"
Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents
Energy-related behaviours are main modifiable determinants of several non- communicable health conditions, e.g. diabetes type 2, overweight and obesity, and track into adulthood. Promoting these behaviours among youngsters can have great health and societal gains. Exergames, which require movement to be played, have great yet underused potential to promote these behaviours. To fully utilise this potential, exergames need to promote moderate-to-vigorous physical activity; need to be tailored to the individual user; and need to be more engaging. The SmartLife project aims to create such an exergame.
Nurogames GmbH, 2017, Mobile, Unity
My Main Tasks: Research, Game Design, Concept, Story
Links:
"MaTHiSiS"
Managing Affective-learning Through Intelligent Atoms and Smart Interactions
MaTHiSiS is an educational platform providing every type of learner, in every type of setting, on the device they have at their disposal, with a bespoke, individualised learning experience that is adapted to their personal requirements.
Nurogames GmbH, 2017, Mobile, Cocos 2D-x
My Main Tasks: Research, Game Design / Concept, 2D Art and Animation, Testing
Link:
"Social Energy"
A Gaming and Social Network Platform for Evolving Energy Markets’ Operation and Educating Virtual Energy Communities
The main objective of SOCIALENERGY is to develop, validate and demonstrate a gaming and social network platform for educating energy consumers and virtual energy communities towards evolving EU energy markets’ operation. In SOCIALENERGY’s virtual world, users are seamlessly educated via advanced gaming techniques in good practices and decision making related with energy efficiency.
Nurogames GmbH, 2017, Brower, Unity
My Main Tasks: Research, Game Design, Concept
Links:
"E-Confidence / Go Online"
Confidence in behaviour changes through serious games
Confidence in behaviour changes through serious games, hereinafter referred by its acronym eConfidence, is a project that aims to answer this question, by testing and researching how the use of serious game can have a positive impact in positive behavioural changes. As the core of the project is focusing on children, serious games and behavioural change, two such games will be developed and piloted in a school environment. The research results aim to increase the use of serious game in the classroom and mainly to reshape the ludic perception of games into a positive resource for young people, teachers, parents and carers.
Nurogames GmbH, 2017, Browser, Unity
My Main Tasks: Research, Game Design; Concept
Links:
"Rage - Water Cooler Game"
Realising an Applied Gaming Eco-system
The gaming technology assets gathered along the project lifecycle are tested and evaluated by gaming companies integrated in the RAGE consortium. These companies are creating games that are empirically validated in real world pilots in different application scenarios representing different markets and target groups for the Applied Games industry.
Nurogames GmbH, 2016, Browser, Adobe Flash
My Main Tasks: Research, Game Design, Concept, 2D Art and Animation, Testing
Links:
"Pathway"
Technology enabled behavioral change as a pathway towards better self-management of CVD
PATHway will provide individualized rehabilitation programs that use regular, socially inclusive exercise sessions as the basis upon which to provide a personalized comprehensive lifestyle intervention program (exercise/physical activity (PA), smoking, diet, stress management, alcohol use, medication compliance) to enable patients to both better understand and deal with their own condition and to lead a healthier lifestyle in general. This will be made possible by the provision of an internet-enabled sensor-based home exercise platform that allows remote participation in CR exercise programs at any time, by a small number of patients from the comfort of their own living room.
Nurogames, 2016, PC, Unity
My Main Tasks: Research, Game Design, Concept, Storyboarding
Links:
"Rehainteract"
3D motion therapy for the home environment
In the project “RehaInteract – 3D motion therapy for the home environment” a sensor-based interaction and communication platform for the therapeutic monitoring of rehabilitation exercises in the home environment was developed. The goal is to support individual exercise scenarios related directly to the particular handicap of the patient by using pressure, motion and optical sensors (both local and integrated into the terapeutical objects).
Nurogames, 2015, PC, Unity
My Main Tasks: Research, Game Design, Concept, Storyboarding
Link:
"Smart Gaming"
Cross-platform Gaming Technology for Smart TV and mobile Devices
The combination of different devices such as smartphones and tablets is to enable new interaction concepts, to support common game activities in the family circle as well as the circle of friends and therefore to evoke positive social game experience. Raised questions, such as how various devices can be connected, which game combinations and illustration facilities are available and how a preferably intuitive control can be achieved, are analyzed in conceptual as well as technical ways.
Nurogames, 2014, PC and Mobile, Cocos 2D-x
My Main Tasks: Research, Game Design, Concept, Storyboarding, Logo Design
Link:
"SmartSenior"
Intelligent solutions for senior citizens’ home environments
SmartSenior is one of the flagship projects of BMBF within the high-tech strategy for Germany. Intelligent assistance systems (AAL – Ambient Assisted Living) are developed to contribute to the prevention of accidents and diseases and to facilitate everyday household work. Thanks to them, it will be possible for older people to live a long, happy and independent life in the comfort of their own home and to maintain a high quality of life.
Nurogames, 2011, PC, Unity
My Main Tasks: Research, Game Design, Concept, Storyboarding, GUI Design
Link:
"SPIELBAR"
Solution Platform for Integrated Entertainment: Location Based / Augmented Reality
A scalable platform / middleware for games and applications for smartphones (with iOS and Android operating system) including Location-Based (LB) & Augmented Reality (AR) elements were developed, along with one or more games operating on it.
Nurogames, 2011, Mobile, Cocos 2D-x
My Main Tasks: Research, Concept
Link:
"SpITkom / Bauboss"
Game-based knowledge transfer of IT-competence
SpITKom is a research project of the Federal Ministry of Education and Research of Germany and the European Union. Within a MMO game, teenagers and young adults acquire professional IT skills and knowledge about the construction industry.
Nurogames, 2010, Browser, Adobe Flash
My Main Tasks: Research, Game Design, Concept, 2D Art and Animation, Art Direction, Testing, Trailer, Game Logo
Links:
"Elektra"
Enhanced Learning Experience and Knowledge Transfer
Technology-enhanced lLearning The missing e-learning ingredient? The fun!
Homework is about to get more exciting for Europe’s bored students, with the power of computer games being harnessed for home learning.
Parents and teachers often despair at the amount of time children spend playing video games. Research has shown home computers are used twice as often for playing games as for doing homework. The studies have also shown that homework is only the third priority when school children use computers.
For the past two years a team of European researchers has been working on developing teaching tools that are also video games. This strategy is in itself not new, but the type of game they are developing is.
LMR, 2006
My Main Tasks: Storyboarding, Concept Art
Link:
"Spomedial"
Sportmedizin interaktiv lernen / Teach and learn multimedia
The spomedial project which is integrated into sports science courses at German universities, will be prepared multimedia and media didactically within the scope of the project and will be available on a teaching / learning platform in the future.
Content
In addition to texts, a wide variety of media options such as graphics, digitized videos, 3D animations and computer simulations will enrich the presentation.
Sporthochschule Köln, 2001, Browser, Adobe Flash
My Main Tasks: 2D Art and Animation, Actionscripting, Video Camera Assistance
Link: