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design from a long time ago

  1. Sven's avatar
  2. Unknown's avatar

    I’m one of the author’s in the 2022 opdc (didn’t win anything, still trying to bear up under the shame…

  3. Arya's avatar
  4. Max Clark's avatar
  5. Kfix's avatar

    Thank you for this very interesting collection, and for wrestling with the obviously mixed feelings on this anniversary. And thank…

Category: Design Theory

  • So back at Christmas 2007, I snagged a copy of my studio's Naruto game – Naruto: Rise of a Ninja (not our more recent sequel Naruto: The Broken Bond, which by all accounts is even better). I finally got around to playing it a bit, and honestly, I'm really enjoying it. Consider first that, as…

  • So I am finally posting the slides and other presentation matertials for my Generations talk. The talk is about the current shift in player demographics taking place in population of gamers and game developers. I originally gave the talk in Vancouver as a Keynote to Vancouver Film School's Game Design Expo back in the beginning…

  • The last set of slides I have to put up are those for my five minute talk about game rating systems that I gave as part of Richard Lemarchand's Microtalks session on Thursday morning. Overall I really enjoyed the session – though the prep was a nightmare. I guess it's pretty easy to enjoy a session where…

  • So I promised a lot of people I would have the slides from my talk up by Monday, but then I got lazy. But finally, a whole 24 hours late, here they are. you want a quick overview of what the talk was about, Chris Remo recapped it pretty clearly here. Here's some usability tips…

  • Here begins my long slow recap of GDC wherein I will ultimately get around to posting all of my various slides and presentation materials, as well as different commentary on the sessions I saw and what I thought was valuable about GDC this year. First up is my quick recap of the Game Design Workshop…

  • Two smart posts over at Steve Gaynor's blog, Fullbright. The first is his thoughts on 'storymaking'. I think it's a pretty good overview of the different levels at which the player is making his own story. I have a long comment (not approved as of this posting) that breaks down some of my own thoughts…

  • Okay, so once again I am absent for a month. Once again I have been prepping presentations and globetrotting and talking about stuff. Last week I was in Vancouver giving the keynote at VFS's Game Design Expo. The talk is about the changing demographics of gamers and game developers. I'm not going to host the slides…

  • Randy is so frikkin' smart. His latest column on Next-Gen dot biz is right on. In particular, I really appreciate this concise statement of one of the big challenges we face today as game designers: Modern games, by contrast, teach us things like it doesn’t really matter which way you choose to go. That someone will always…

  • So this year Mark Leblanc invited me to join the faculty of the Game Design Workshop. The GDW is the 2-day Tutorial that runs on the Monday and Tuesday prior to ‘GDC-proper’ where we conduct a series of design excercises to familiarize designers (or anyone) with important design concepts like paper prototyping, fast iteration, and…

  • Finally got around to posting my slides from both the Game Designer’s Rant and my Immersion talk. You can grab them over on the right along with all the presentations I have ever done. You don’t need my permission to give these presentations to your coworkers or students or do whatever the hell you want…