Good iterative development requires remaining both focused & agile. We will discuss & workshop a framework for creating effective goals that act less like an end point & more like guiding pillars.
Description:
Good iterative development requires remaining both focused and agile and is benefitted by getting out one's head and into the design as rapidly as possible. In this there is still a vital place for discussions of, and documentation of, goals. Here we will discuss and workshop a framework for creating effective goals that act less like an end point and more like guiding pillars that define what is important in the project and the direction one should head to get there. We will also discuss how to integrate that into focused, agile development, and will practice what we teach by work-shopping core concepts.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
How To Build Worlds For Games: Some Considerations & Pitfalls
Summary:
We'll explore how to build game worlds, looking at examples from both tabletop and video gaming.
Description:
We'll talk about how to use game mechanics to evoke the themes, moods, or genres of your world; how to foster player engagement with the world's lore; and how to avoid the pitfalls of appropriation and infringement.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Learn about professional game development w/a focus on how to highlight the themes of an IP. Learn a better understanding of development; feel empowered to use that knowledge in your work & pitches.
Description:
The session would consist of a presentation about professional game development with a focus on how to highlight the themes of an IP and a hands on portion where students would pair games with new IP and what development goals they would have to make their chosen IP shine through their chosen game. The goal, Goal is to leave with to have a better understanding of professional development and feel empowered to use that knowledge in your own work and pitches.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
As a game designer, knowing your audience includes the player, publisher, retailer, & buyer. Learn the needs of each of these audiences to turn your game from prototype to marketable product.
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Well examine board games and other relevant game-like experiences to explore framing, regret, competence, and other effects, and their relation to players' relationship with the game experience.
Description:
Loss aversion is a core effect in human psychology. Simply stated, losses make people feel worse than gains make them feel better. In other words, the negative emotions from losing $100 are stronger than the positive emotions from gaining $100; about twice as strong according to a variety of experiments. The fundamental aspect of loss aversion to human psychology is very deep, and touches a wide variety of phenomena, most of which are directly relevant to game design.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
What visual information & prior knowledge of expected meaning in games can you tap into to make your game intuitive? In this hands-on workshop create a game that can be played without written rules.
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Mechanisms Make It Go: Balancing Complex Causality With Playability
Summary:
Explore the relationships between game mechanisms, verisimilitude, and playability. We will examine how slight tweaks to your primary mechanism can change the operation of your game.
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Join our experts as we examine what it means to make a game accessible.
Description:
From braille editions to designing content for neurodiversity, we'll discuss the current methods of creating & editing games to work towards a more inclusive gaming space.
My Experience Publishing Games As An Independent Designer
Summary:
An independent game designer is responsible for design, development, & management of all design & business aspects - conception to completion. Learn what to look out for from someone who has lived it.
Description:
An independent game designer means you are responsible for design, development, and management of all game design & business aspects of the process, from conception to completion. To make my dreams come true, Ive had to hold myself accountable to many tasks, even those that Ive found more undesirable: rapid prototyping, playtesting, arranging crowd-funding campaigns, supervising artists, producing card and packaging design, submissions to game contests, manufacturing contracts, distribution agreements, and hosting events at various conventions. Ill be sharing my journey to hopefully encourage you to continue down yours!
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **