To develop games in a rapid, easy and efficient way is the goal of the 2DGree game protoyping framework which was developmed at the Interactive Systems Group. The framework supports game designers who are in the need of rapid game prototyping tools to test their ideas in early project stages as well as interested gamers who like to play around with their ideas and bring them to life. Methods of visual programming and programming by demonstration are used to lower the entrance barrier for novice users.

The 2DGree platform consists of a game world editor, a script and logic editor and a marketplace for game components. The game world editor enables the player to create his own game world and level designs with different types of textures, objects and sensors. The sensors are visual representations of triggers which are connected to game events and scripts. Furthermore, the game world editor offers a play mode which enables user’s to test their changes of the game prototypes immediately within the same environment. Whereas less complex scripts and events can be implemented with the tools within the game world editor, more complex scripts will be developed within the script and logic editor. This component offers visual programming interfaces to generate IF-THEN clauses by using drag-and-drop components and pre-defined game logic components. Last but not least, the framework offers a social network platform where users will be able to create development teams, share knowledge and trade their own creations. Via the marketplace of the platform users can share and trade graphical game objects, as well as logical components and entire games they’ve created.

Related research topics


Jürgen Ziegler

Full Professor


2DGree: Rapid Prototyping for Games

Niesenhaus, J., Kahraman, B., & Klatt, J. (2012). In H. Reiterer & O. Deussen (Eds.), Mensch & Computer 2012: 12. fachübergreifende Konferenz für interaktive und kooperative Medien. Interaktiv informiert – allgegenwärtig und allumfassend!? München: Oldenbourg Verl.

Förderung der Nutzerinnovation im Rahmen digitaler Spiele durch intuitive Werkzeuge am Beispiel des Game Prototyping Frameworks

Niesenhaus, J., Löschner, J., & Kahraman, B. (2009). In S. Kain, D. Struve, & H. Wandke (Eds.), Grenzenlos frei!? Workshop-Proceedings der Tagung Mensch & Computer 2009. Berlin: Logos Verlag.

Challenges and Potentials of User Involvement in the Process of Creating Games

Niesenhaus, J. (2009). International Reports on Socio-Informatics: Open Design Spaces Supporting User Innovation, 2/2009(volume 6), 56–68.

Marrying Game Development with Knowledge Management: Challenges and Potentials

Niesenhaus, J., & Lohmann, S. (2009). In T. Pellegrini, S. Auer, K. Tochtermann, & S. Schaffert (Eds.), Networked Knowledge - Networked Media: Integrating Knowledge Management, New Media Technologies and Semantic Systems. Berlin, Heidelberg: Springer.

Fostering Knowledge Flow and Community Engagement in the Development of Interactive Entertainment

Lohmann, S., Niesenhaus, J., Heim, P., & Ziegler, J. (2009). Journal of Universal Computer Science, 15(8), 1722–1734.

Towards Continuous Integration of Knowledge Management into Game Development

Lohmann, S., & Niesenhaus, J. (2008). In K. Tochtermann & H. Maurer (Eds.), Proceedings of the 8th International Conference on Knowledge Management (I-KNOW 08). Graz: J.UCS.