Medialab Prado


Playlab - Developed projects

Information and final presentations of projects developed during the Playlab: Laboratory of Experimentation with Video Games workshop (January 21 - 24 and February 4 - 7, 2010). Tutors: Mar Canet, Antonin Fourneau, and Abelardo Gil-Fournier. Directed by Flavio Escribano. 

In collaboration with Arsgames. With the support of PlayStation®

The Maze EV 

By Javier Lloret (Madrid). Collaborators: Daniel Artamendi, Mar Canet and Iván Fraixedes.

The Maze EV is a 2 players game in wich one of them builds a maze with some plastic walls and the other player appears inside that maze and has to find the exit. The “Maze designer“ builds a maze with some plastic walls on top of a table with a camera and a projector inside. His goal is to avoid that the other player reaches the exit on time.
The “Inside the maze player” appears inside the designed maze and has to find the exit before the time runs out. The “Inside the maze player” uses a floor pad interface to move inside the maze.

The "Maze designer" is able to see the position of the other player in real time and is able to modify the structure of the maze during the game. Each time the “Maze designer“ changes the structure of the maze the other player will get some extra seconds to reach the exit.

> More information on the wiki 


ADONEO; Entorno abierto para el desarrollo de juegos de mesa aumentados

By Javier Noguerol (Madrid). Collaborators: Cipri Sánchez, Manuel Ottaviano and Johan Kuuse (programming), Gisela Ahumada, AR Montesinos (AKA Augmented-Reality Montesinos) and Jose Pablo Porras Monge (AKA Lleipí) (graphics), Sebastian Pfaller (playability and sound), Andreas Jespersen (playability and programming) and Agustín Ferrari (playability).

Adoneo is a project for creating an open development platform for computer assisted tabletop games. The current state of research on interfaces in addition to the ubiquity of some home gadgetry (such as computers or mobile phones with camera and internet connection) allow us to imagine a new generation of computer augmented boardgames. These would explore diverse topics in more appealing ways, would also be easier to use and available for a wider public and, without loosing their tabletop nature, would as well rise the entertaining standards.

The main goal of this project is to explore the variants electronics and computing can contribute to boardgames, as well as to build a free, easy to use and versatile development environment for designers.

> More information on the wiki and the project's website



By Eurídice Cabañes, Luca Carrubba and Oscar Martín, (Madrid). Collaborators: Jaume Castells, Antonio Jesús Sánchez Padial and Carlos Sánchez Padial.

The first Audio Game prototype we intend to develop at PlayLab consists of an interactive sound space. First we will generate one or more 3D worlds of 3 x 3 meters in Blender, Open Simulator or any other similar free software program, taking into account that we will need an empty similar space for the user to move. User's possition in the space will be detected by Open CV and two accelerometers, and it will be communicated to the 3D world, so the user will be interacting with that world without viewing it.

In order to make this possible, we will create a sound programme based on vision/sound synaesthesia principles, that will create sound for the 3D world in real time depending on the user's possition and movements on the real space. The user, who can be blind, will move around a sound virtual space, while the audience can watch in a screen the interaction of this user in the 3D world (the user has no access to that).

> More information on the wiki 


The Pingus Plasticiline Experience

By Plastic Interaction (Barcelona) (Jose Maria Blanco Calvo, Pascal Landry, Sebastián Mealla C.). Collaborators:  Fernando Blanco, Cătălin Codrean, Melle Hofman, Emanuela Mazzone, Tini Reiter, and John

The Pingus Plasticiline Experience is a project arising out of the classic “Lemmings” computer puzzle, based on the popular belief that lemmings commit mass suicide when faced with dangerous situations. The point of the game is clear: to guide the larger number of characters to the exit of the map, avoiding dangerous elements such as ditches, lava, water, tramps, etc.

Through an augmented reality platform, users can participate in and modify the scenarios, using plasticiline of different colours as an interface to guide the lemmings to safety. In addition, the maps will be made entirely of paper, enabling participants to quickly and freely design their own scenarios or play with them instantaneously and exchange them with other people.

The game is based on the Pingus open version of the Lemmings game. The difference with these games is that the player does not intervene in the character (i.e. by giving it properties and powers) but in the layout, by adding pieces of different materials to connect blocks or modify their properties. The goal of the game is to create a path that allows x of y penguins to get to the exit by using a specific number and type of tools. The use of plasticiline will open to potentially infinite options of shapes and colours, so we have to limit the possibilities of interaction depending on the objective of the game and the technology currently available.

> More information on the wiki


UKI (a viral game)

By Shu Lea Cheang (París). Collaborators: Olivier Perriquet, Afroditi Psarra, Abelardo Gil-Fournier, Antonin Fourneau, Magdalini Grigoriadou, Jaume Castells y Oskoff Lovich.

UKI as a viral game sets up an evil GENOM corporation who takes hostage of human body/bodies to set up (after the net-crash) BIONET. The BIONET reformats erythrocytes (red blood cells) as computing units to reprogram and generate ORGANISMO (Organic Orgasmo) which promises self-fulfilled, self-contained orgasm that bypasses needs for human body interaction. UKI, the virus, borne out of E-trashscape, takes up the mission to infiltrate GENOM’s BIONET, to stop ORGANISMO production and reclaim the Original human orgasm.

> More information on the wiki 


The Life of Others Game (La vida de los otros Game)

By Raquel Antoñana Valdemoros and Pablo Pérez Schröder (Madrid). Collaborators: Raffaele Puggioni, Inés Lucas and Estelle Basalo.

The goal of the game is to guess a certain number of parameters of other people's lifes using observation and intuition. For the virtual connection between people we will use a local network at the Medialab-Prado and a server that players can access through a Wifi connection. Each player must fill in a questionary about personal tastes and information that will have to be guessed by the rest of the participants. Some questions have a yes/no answer and some other are open.

> More information on the wiki and the Blog of the project


The Mexican Standoff

By Tim Devine and Onur Sonmez (Linz, Austria). Collaborators: José Ramón Hernández Galán (electronics), Anders Restad and Sebastian Pfaller (testing, concept development, support).

Everybody can click a mouse or push a button to shoot and kill without wasting any thought. But how does it feel to control that process with your brainwaves? What is the experience like to kill your opponent by merely thinking about killing him hard enough?

The Mexican Standoff removes the link between the persons thoughts and actions; people are directly thinking about what they are doing – creating a hyper-reality.

Two people use their minds via EEG headsets to fire their guns in a Mexican Standoff realized in an ultra-violent first person shooter (FPS). To trigger the EEG interface the person needs to relax. When this is detected the avatar will begin to shoot the other.

In popular culture, a Mexican Standoff is usually portrayed as two or more opponents with guns at the ready, creating a very tense situation. A Mexican standoff is a slang term defined as a stalemate or impasse, a confrontation that neither side can win.

> More information on the wiki


Homeward Journeys

By Amaya Jiménez, Lara Sánchez Coterón and Adrián Cuervo (Madrid). Collaborators of the second phase of the project: Nacho Pintos (script and playability), Felipe Hickmann (music and sound) and Fernando Blanco López (graphics and animation).

Homeward Journeys is a playable theater project about postcapilatism roles (a businesswoman, a male porn star, etc.) and postcapilatism mechanics. In its very structure the GAMEFORMANCE is a sort of “SEARCH AND FIND” GAME in which the audience works as an active being, as a player, guiding and helping the actor getting his/her final purpose. The diegetic space of the digital game works as part of the set design.

> More information on the wiki and the Blog of the project

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