Alan01
The second edition of Alan01 engages the user in a dialogue with a fictional Alan, as if his consciousness had been coded into a machine at the time of his death.
The Turing Machine Cross Media Experimental Production investigates associational storytelling and interaction structures, demonstrating human-machine communication.
New Media for a New Millenium – NM2
Want a romantic version of Star Wars? Or your own cut of Big Brother? A new EU project aims to personalise our viewing and create a new media genre.
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Hybrid of mobile phone messaging chat and black comedy series for television and broadband media
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Lecture presentations introducing industry case histories, providing contextual, historical and cultural background for deeper understanding in game design.
SALERO aims at making cross media-production for games, movies and broadcast faster, better and cheaper.
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INiCS
Interactive Narratives in Cross-media Systems explores interactive narrative concepts for digital media, including computer games, cinema, internet, digital TV and soundscapes.
Artistic research production and study project in the Crucible Studio and Media Lab.
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RuneDance / RuneDrum is conceived as a chance-based multimedia work based on Finnish mythology and the traditional Singing of Tales.
Cross-media programme consisting of a TV-show, Internet and mobile media site that all utilize a common database.
As part of the IntelCities research and technological development project, the Crucible has developed the “Arkkikone” web application in collaboration with the City of Tampere.
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Dance on Demand / Myths for the Day
Dance on Demand features a new content format and genre for interactive television and mobile devices.
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IntelCities was a research and development project to pool knowledge of electronic government, planning systems and citizen participation from across Europe.
I became a lion wearing a crown! – IN THE HOOD researches city planning by the means of storytelling.
Bot Alchemy is Douwe-Sjoerd Boschman’s experiment to see what semi-random generated speech can do for interactive database narratives.
Tulse Luper Journey
Artistic research production and study project in the Crucible Studio and Media Lab.
TULSE LUPER JOURNEY is a European game production based on Peter Greenaway’s film trilogy Tulse Luper Suitcases (2004). As an artistic research production of Crucible Studio it explored the thresholds of audiovisual cinematic storytelling and game design in the process of adapting fragments of Greenaway’s films into elements of an multiplayer on line game environment, Tulse Luper Journey, released in spring 2006.
The specific works of art, 92 puzzling suitcases, were created by several production teams and were based on the protagonist Tulse Luper’s posthumous archives and each of them revealing a slice of the mystery of his life. In the Crucible Studio 25 suitcases of the total 92, miniature animations and puzzle games, were dramatized and produced in collaboration of artists and students in several tutored workshops during the study year 2004-2005. Students participated the whole development and production process from the scriptwriting and puzzle game development phase until the refinement of the final pieces in small production teams.
The story of Tulse Luper, a professional writer, list maker and a prisoner, experiencing the 20th century through its forgotten oddities, is realized as a huge cross media production according to Peter Greenaway’s challenging vision of the revolution in cinematic narration. The total production consists not only of 3 motion pictures and the online game but as well of interactive DVD productions, television series, website archives, books and a travelling exhibitions all reconstructing the life of the protagonist and European history in surreal and encyclopaedic ways.
Tulse Luper Journey –game project was collaboration between several European media and art schools, universities, production companies and artists and it was coordinated by a Dutch production company Submarine and supported by Culture 2000.
