

Institut FATIMA, Roland Olbeter, Yuri Suzuki, Dani García Rodríguez, Iván Hernández Gutiérrez & Miguel Ferreiro Novoa, Alex Posada, Carles F. Julià, Electronic Performers, Roger Pujol, Pablo Molina, Frederic Font & Francisco García, Jay Barros, Julio Lucio, Lluis Gómez i Bigordà / Nico Baixas, microBCN, Ruin & Wesen, Sebastián Gonzalez / Javier Chávarri, Telenoika.net, IED - VV.AA., Sergi Jordà, Günter Geiger, Marcos Alonso & Martin Kaltenbrunner...
+ SonarMàtica in alphabetical order"Puckr" is an action video game that was produced as an end of degree project. It aims to take the utmost advantage of the opportunities provided by the Reactable tangible platform as an interactive leisure medium. "Puckr" is a collaborative multi-player game that is simple and fast-moving, based on the popular game of air hockey, with added features from other games (including Pinball and Arkanoid) such as rebounds and power-ups. Up to four teams of one or more people can take part. Each team starts with a fixed number of lives which is reduced every time the puck enters its goal. At the beginning, the participants place their mallets on the tangible surface so that the system can recognise the number of teams taking part. The game starts when the puck is hit and includes different levels, which become more advanced as the game goes on. The background colour changes, the goal size varies and various functions are added, such as using fingers to draw ice walls to divert the path of the puck, and adding various types of rebounds and power-ups (normal, gravity, roulette) to alter the puck’s properties and paths.
A musical composition system in real time has also been implemented in order to add an extra dimension to the game experience (which generates rhythms, melodies based on probability models and processed sound effects), which evolves as the game goes on. This system means that players interact not only with the basic objective of the game, i.e. to score goals against their opponent, but they can also examine the musical content that they generate while a match is taking place. The musical composition that is created is therefore continuously defined by the players' actions, creating a sensation of control that means that the extra possibilities of the game can be considered without this having a negative effect on normal game play.
In collaboration with: Sergi Jordà, Daniel Gallardo and Carles F. Julià (teachers on the “Interactive Systems Workshop I” course) and Reactable Systems S.L.
Project location: CCCB - Floor -1