Professional developers lead a deep dive into iterative design principles and editing with a focus on tools, processes, and communication across teams.
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
BattleBattle! - How Do You Balance a Massively Complicated Game?
Summary:
In this hands-on game design workshop, we will be taking on this kind of problem as we collaboratively balance a large-scale character battling game.
Description:
Contemporary game design is filled with wicked design problems - like balancing the many card interactions of a CCG or the complex interplay of characters, classes, equipment, and skills.
Beyond the Board: Designing Games Beyond Dice & Cardboard
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Crafting toyetic games requires thinking beyond the conventional realm of dice & cardboard. Explore the potential of transforming everyday toys into engaging gameplay experiences.
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Experiment with unconventional elements such as marbles, strings, fabric, magnets, and other dynamic materials to create innovative and interactive designs.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
You CAN make a board game prototype from scratch in less than an hour, for fun or educational purposes.
Description:
Middle school game design instructor Aaron Vanek brings his hands-on workshop from WonderCon and San Diego Comic-Con to Gen Con.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
This presentation will survey the history of these opponents since the 1960s, and how clever design has enabled increasingly robust AI's that are capable of challenging and surprising human players.
Description:
Cooperative games, where all players work together as a team, and solo games have become increasingly popular in the board game community. Many of these require the players to defeat rules-based opponents. Implementing Artificial Intelligence for these opponents is a particular challenge in tabletop games, as players need to execute the steps to determine what moves will be made. The limitations of complexity, component count, and player engagement create serious restrictions on the design of these automatons.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Converting Ideas & Inspiration Into Playable Mechanics
Summary:
Explore methods to move quickly & thoughtfully from ideas & inspiration to a playable mechanic. Identify the bldg blocks of your core game loop, define constraints, make a prototype, & find the fun!
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Crafting Compelling Games: What Makes Players Stay?
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Focusing on player motivations, reward systems, player types, and psychological and emotional drivers, we will explore the key factors driving player engagement.
Description:
We will dive into the different types of player motivations and player archetypes to examine how these factors influence immersive gameplay & long-term retention. By examining case studies of popular games and analyzing successful strategies in player retention, we will explore how game designers can leverage this knowledge to craft mechanics, dynamic feedback loops, and emotional experiences that cater to a wide variety of players.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Learn what you need to consider when designing games for mass market or your selected audiences. From the components to the art learn all the things you need to consider when designing a game.
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Using the curriculum guide created for the game, Five-Hundred-Year-Old Vampire, Dr. Jason Cox will illustrate a process for adapting games into a curriculum.
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Move from concept to cardboard as you design, prototype, & test your game ideas. A hands-on day focusing on iteration, learning from playtests, & embracing failure as part of the design process.
Description:
Get your daily assignment during this session. Today you'll evaluate mechanics, balance gameplay, and give feedback