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Developed with renowned game designer Jane McGonigal on behalf of the World Bank Institute, Urgent Evoke is part social game and part crash course in changing the world.

The Foresight Engine won't tell you what's going to happen in the next 50 years, but it probably knows all the same. Created with our friends at the IFTF, this online game crowdsources ideas, stretches thinking, and casts our sights toward ... the future.

AOK is a social game for social good. The currency is kindness. The collaborators are the founders
of TGO.tv and SHFT.com.

Gameful.org is a "Secret HQ for world-changing game designers" and a collaborative enterprise with
thousands of monsters hell-bent on the positive power of play.

Teh Daily Scrambler is a Twitter race to unscramble the headlines (and get newsified doing it). Just tweet @scrmblr with the #tag and your answer. Odog ckul!

If we didn't promptly answer your email last week, it was probably because we were entrenched in an Applied Gaming Workshop. These one- or many-day sessions tease the senses with Applied Gaming principles and send participants home with their very own game design toolkit (made entirely of magical ideas!).

We built Shmoozl in about the time it takes to cook a lamb, but we’re still proud of this real-time reputation minigame. It brings the simplicity of LinkedIn recommendations to the mayhem of the conference setting.

Survival Horizon is less of a game and more of a daily reminder that, hey, maybe the end of humanity is just around the corner. Developed for the IFTF's Future of Persuasion.

In the shadow of a million-dollar intranet that nobody uses, Zipline is our ongoing conversation about Knowledge Management Systems, usability, and gameplay.

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Garden Sneak Peek – Skins ‘n’ Sprites

Posted on February 22nd, 2010

People are particular. We like our coffee a certain way. And really, our particular personalities are the sum of these one-cream-two-sugars-and-only-decaf-after-lunch preferences. Me? I’m a Dapper Dan man.

We’re developing The Garden with everybody and nobody in particular in mind. We want worker/players to feel as though their garden is unique to them, so we’re imbuing The Garden with opportunities for personalization all over the dang place.

Of course, organizations customize The Garden with their unique sales or training or retention objectives. And managers customize The Garden by aligning game performance with individual job performance. But when it comes down to it, The Garden lets worker/players personalize their gameplay experience.

With the help of some amazing designers (including friendlies Emily Lonigro, Terri Falvey and Patrick Olds), we’re assembling a library of skins and sprites that allow folks to design a personal organic space. These aesthetic assets work on a macro and micro level:

skins

Skins define the overall theme for The Garden. A skin might be a desert themed garden, for instance, or a cell-shaded or origami one. Heck, it might not be a garden at all. Depending upon the deployment, the skin might be chosen by your organization (in corporate colors, perhaps), or by the individual player.

sprites

Sprites define the style and behavior of individual plants and critters within the garden. As the game progresses, worker/players are given the opportunity to plant increasingly unique and exotic plants, and interact with increasingly curious critters. Some interactions and rewards require the combination of specific sprites, too, so exploration is continually encouraged.

Skins and sprites are designed atop a standard working logic, so styles are infinitely interchangeable. This allows us to continually grow the library of assets and keep the game interesting for the green-thumbed worker/player.

Which begs the question: what sort of interesting things would you grow?

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One Comment

  1. [...] Despite the incredibly non-fun, non-game corporate gobbledy gook description, the interface isn’t bad, and has shades of our Garden project. [...]

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