So You Want To Build A Game: Getting Started With Rapid Prototyping
Summary:
You are a game designer, and in this session, we will prove it to you by showing you how to prototype some of those ideas you have floating around in your bag of holding.
Description:
As we go through our education, we are taught to write, we are taught to question, and we are occasionally allowed to play. But play is not taken for the serious work that it is. Building a game, like writing a paper or a book, takes time and dedication. And it takes practice.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Elizabeth Hargrave, David Gordon, & Michael O'Connell discuss how they expanded the Wingspan universe to dragons & fish. What makes these games feel like they are in a shared family, yet different?
Description:
There will also be a Q&A session with this event. Guest of Honor Elizabeth Hargrave, David Gordan, and Michael O'Connell will lead the conversation.
Sunday Office Hours - Theme: Final Submissions & Reflection
Summary:
This is your last chance to polish your work and turn in your final assignments. Youll have time to reflect on your creative process, share insights with peers, and present your projects.
Description:
Celebrate your progress, collect feedback, and consider your next steps as a designer.
The Aesthetics Of Chance (Why Games Have Randomness, Whether You Like It Or Not)
Summary:
Discuss the basics of probability, psychology, and the factors that make chaos a crucial element of games. Learn how to use randomness in your design, how not to do it, and the reasons why.
Description:
Hosted by James Ernest (Lords of Vegas, Kill Doctor Lucky, Pirates of the Spanish Main)
The Aesthetics Of Chance (Why Games Have Randomness, Whether You Like It Or Not)
Summary:
Discuss the basics of probability, psychology, and the factors that make chaos a crucial element of games. Learn how to use randomness in your design, how not to do it, and the reasons why.
Description:
Hosted by James Ernest (Lords of Vegas, Kill Doctor Lucky, Pirates of the Spanish Main)
When designing a game, should you start with the mechanics or the story? Why not both? Come learn how narrative and mechanics can blend together to form a whole greater than the parts.
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
When designing a game, should you start with the mechanics or the story? Why not both? Come learn how narrative and mechanics can blend together to form a whole greater than the parts.
How do you take your game from prototype to product? Well get you thinking about what goes into making a game retail ready, from cost considerations to box design and consumer appeal.
Description:
We'll also look at how to balance creativity with marketability.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Thursday Assignment Session - Theme: Game Design Foundations
Summary:
Kick off with an immersive dive into the fundamentals of game design. Explore core mechanics, player psychology, theme development, & what makes a game meaningful. Today sets the stage.
Description:
Get your daily assignment during this session as you set off and explore Gen Con. Today well dive into core concepts, mechanics, and what makes play meaningful.
Thursday Assignment Session - Theme: Game Design Foundations
Summary:
Kick off with an immersive dive into the fundamentals of game design. Explore core mechanics, player psychology, theme development, & what makes a game meaningful. Today sets the stage.
Description:
Get your daily assignment during this session as you set off and explore Gen Con. Today well dive into core concepts, mechanics, and what makes play meaningful.