GAMER

50+ years of intense gaming experience, dreaming about games, and creating games.

Playing all kinds of games: video games (on all gaming platforms), board games, tabletop games, card games, dice games, puzzle games, word games, quiz games, social games, psychological games, political games, games of avoiding responsibility, power games, drinking games, meta games, games about listing games…

50+ years of intense gaming experience, dreaming about games, and creating games.

Playing all kinds of games: video games (on all gaming platforms), board games, tabletop games, card games, dice games, puzzle games, word games, quiz games, social games, psychological games, political games, games of avoiding responsibility, power games, drinking games, meta games, games about listing games…

Why do I play?

Play is one of the fundamental human activities. Through play we learn and grow. Play offers us relaxation and entertainment, and the tasks we perform alongside it we tackle more easily and with greater joy. Games entertain and shape us.

So why do we play so little?

This is the mission: to play, create games, and show how powerful a medium games are, how potent an art form, and how necessary a daily activity.

I play games, I create games, and I write about games.

What is a game?

Games are the medium of the future, TedX Zagreb, 2025.

TEDx Zagreb talk – photo by Marko Lopac
TEDx Zagreb talk – second photo by Marko Lopac
Photo by Marko Lopac

Perkatonic games

Perkatonic games are short and dynamic browser games created for Perkatonic magazine. Each game is designed to last just a few minutes, yet deliver a complete and satisfying experience. Perkatonic games beat with a daily rhythm — every morning they bring a new challenge whose completion is the ideal way to start the day.

Featured game

Wordica Hrv

Dnevna slagalica riječi na hrvatskom. Pogodi ciljnu riječ u nekoliko poteza.

Total plays: — / Wins: —

Gamification

Gamification / Turning content into games

Gamification is harnessing the power of games in otherwise non-playable contexts. By turning content into a game — or better yet, expanding it into the space of play — we give it freshness and excitement. We create new, entertaining content that draws from the subject we play with and turns it into an adventure.

1/2

CIGANIN, ALI IGRA

a video game based on motifs from the novel Ciganin, ali najljepši (A Gypsy, but the Most Beautiful) by Kristian Novak

The idea behind Ciganin, ali igra was to create interactive content in the form of a video game that allows readers to explore the novel in new contexts. Instead of a classic adaptation, what emerged is an experience that evokes the motifs, characters, and themes of the book and encourages recognition of — and a deeper relationship with — the original work.

The game is conceived as a collection of mini-games — each presenting a short problem to solve in order to progress. Thematically, they all connect to the content, motifs, and texts of the novel, while varying in type: visual, logical, puzzle-based, and arcade. They are short, challenging, and educational, offering players the fun and satisfaction of successful problem-solving.

The game was created as part of the launch of the Platina library of AGM Publishing House, Zagreb (ed. Kruno Lokotar and Helena de Karina).

Authors: Želimir Periš, Natalija Miletić

IFIGENIJA

a puzzle video game inspired by the cultural heritage of Zadar

Take on the role of an agent heading to a museum to solve a mystery. Your investigation is aided by an assistant you communicate with via mobile phone.

Ifigenija is a puzzle game in which players, by solving puzzles and tasks inspired by exhibits from the permanent collection of the National Museum Zadar, discover the history of the city and explore its cultural and historical heritage.

The game was created as an example of cultural heritage gamification for the National Museum Zadar as part of the NEXT-MUSEUM: Stimulating Digitization at Small and Medium-Sized Museums programme.

Authors: Želimir Periš, Adrijana Vidić, Roberto Vodanović Čopor, Jelena Klaić, Zlatko Bukač, Domagoj Žorž

Game Theory

Games are an artistic medium that, like any branch of culture, offers layers of interpretation and value.

On this phenomenon, a series of articles has been written (and is still being written, just as games are still being played) that reflects on games from the perspective of conveying ideas and experiences — primarily a personal journal that never ceases to marvel at how versatile and innovative games are.

ROLL THE DICE

Fierce Women

A card game that promotes and inspires women's contributions to society.

Fierce Women is a card game in which each card represents a fearless woman from the past and present of civilization whose contribution has often not been adequately recognized.

The game contains artistic portraits and stories about significant contributions of women in the fields of culture, science, feminism, human rights, politics, and art.

Authors: Gabrijela Ivanov i Želimir Periš

Fierce Woman received the SozialMarie Award for Social Innovation.

Wild Dice

A free print-and-play dice board game

As cities, roads and farmland expand, wild animals lose their habitats. Together with other players, help them secure food, safety and care.

Wild Dice is a game in which players collect combinations to help animals and provide them with protection.

  • Players: 2–4
  • Age: 6+
  • Duration: 10 min

Authors: Neva Periš i Želimir Periš

Total plays: — / Wins: —

Crawlia

The best game I didn’t make. An extraordinarily imaginative Mobile Roguelike Metroidvanialike Dungeon Crawler Storydriven Card Game.

But… Unfinished.

Authors: Želimir Periš i Neven Ivosić

If you want to see Crawlia finished, click the button to show your support. Nothing motivates more than the interest of people who love games.

Got a game idea?

tnx