We apply decades of professional experience to games for learning, and have created designs in a wide variety of themes and genres. We are especially skilled and knowledgeable in science and math areas, but can create interesting games for any topic.
For some time now we’ve been looking for a way to combine our expertise in teaching and science with our decades of first-hand experience playing around with coat colors in rabbits. We think you will enjoy our take on this classic card game, and invite you to learn about the principles of Mendelian Genetics and Inheritance along the way. Available NOW!. Digital version in development.
The Booze Cruise is an impaired driving simulation that runs on a PC. Try to get home in 90 seconds without hitting anything, damaging your car, or injuring a pedestrian. And don’t get stopped at a Check Stop, or you’ll be busted. Developed in consultation with the Calgary Police Service. See the 2008 Wiki at http://boozecruisegame.pbworks.com/ Get the XP version at http://www.minkhollow.ca/Booze/ and the Vista version at http://www.minkhollow.ca/Booze-DoD-2/
The OceanQuest project was intended to show that specific topics in the k-12 curriculum could be taught using computer games, and the the creation of such a game was feasible in a relatively short period of time.Typically, a modern 3D video game requires 18 months to 2 years for a team of 10-12 persons. The concept for OceanQuest was first formed in November 2003, and the first game was delivered in the first week of February, 2004. This is startlingly fast.A computer game must have a story and a goal. The story is a simple one. The Earth has been struck by a plague, and it has been determined that the disease originated in the ancient ice of the arctic. This ice is now melting, and has exposed the disease. Scientists have examined the DNA of the agent, and have determined that a cure, or the basis for one, might be found at very old places on Earth – in particular, at the hydrothermal vents, where life may originally have formed. Students will be given three organisms to locate and capture. These organisms are typical of those that actually live in the area surrounding the vents. Game play starts with the students inside of a submarine, and having been given the photos of their organisms. They are to navigate to the vents, identify each organism, and capture a sample. To add some conflict to the situation, a biotechnology company is competing with the students for the sames. They also have submarines, and will steal yours if they can. Timing is kept – students can compete with each other on the basis of the time it takes them to acquire all of their samples.
I’powahsin is the name of a research project for the creation of a portable (GameBoy) Game that will assist in the teaching of the Blackfoot aboriginal language. This project is being undertaken by a small group of researchers at the Digital Media Laboratory at the University of Calgary and at Red Crow College. We will build the basic game engine and construct the narrative, graphics, and sound. The basis of the game will be a Blackfoot story, and the game will be unique in that it will be playable in the Blackfoot language.
A simple demonstration of the natural selection process that includes a single random mutation.
China claims that Tibet is a part of their country. Every so often a small band of Chinese invaders, rendered as a collection of moving black spots, will attempt to enter Tibet. If the border is present and is dark enough they will bounce off and return to China. However, as time passes, the border will fade and disappear. This will permit the Chinese to enter Tibet. To keep them out, click on the red spots spread out along the border and the border will darken again. How long can you keep them out? What’s the best ratio of bounced to crossed you can achieve?
Beijing 2008 is a game written completely in Java, about the Summer Games in 2008 and their cost in human lives. It gives a sarcastic look at the Skeet shooting event. This is a ‘serious game’ intended to influence opinion and transmit a message to the players. It is in the spirit of Harpooned and Sept 12.
This system allows a player’s actual hand to substitute for the computer mouse in a game of computer solitaire. The cards are in the standard tableau on a flat surface in front of the player. They can normally not be seen, but could be projected. The tableau is visible on a screen. The hand position and current card is spoken to the player – an open hand is a request for information, a closed hand grabs a card and allows it to be moved. This enables visually impaired individuals to play solitaire.