My Top Ten Tweets from GDC

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  • + NicoleLazzaro Nicole Lazzaro 1 month ago
    Design Emotions to Drive Social Distribution at XEODesign’s First Public XEOPlayShop! November 9th, Seattle WA co-hosted with SigCHI Puget Sound!

    Using Fun to Drive Social Distribution and Monetization Without Spamming Your Friends, A XEOPlayShop

    Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. The trick is that emotions and social experiences are emergent qualities that cannot be designed directly. Nicole brings this challenge to life in her workshop.

    Space is running out!

    Register here: http://bit.ly/1E9WKp If you like these slides, learn how to apply them to your game or social UI!

    Have Fun!

    \o/
    Nicole
  • + amyjokim amyjokim 8 months ago
    Great presentation! really like this form of summarizing/curating a stream.
  • + NicoleLazzaro Nicole Lazzaro 8 months ago
    Props to @Caesar_X for suggesting I convert my 400+ GDC Tweets to a top ten summary!
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My Top Ten Tweets from GDC - Presentation Transcript

  1. Top Ten Tweets Game Developers Conference Summary on Twitter Nicole Lazzaro, President XEODesign, Inc. GDC March 28, 2009 Nlazz@xeodesign.com XEODesign Putting Emotion into Play ® ™ Follow me on Twitter: @NicoleLazzaro Twitter: #gdc #gdc09
  2. My Top Ten Tweets from GDC
    • Trends that made the biggest impression on me a game researcher and designer
    • Challenge: Summarize a 5 day conference in 10 Tweets. That’s 1,400 characters!
    My Top Ten Tweets from GDC posted including my favorite untweeted moment http://slideshare.net/NicoleLazzaro #gdc #gdc09
  3. #1 Small is Beautiful
    • Game design back in hands of indie creators
    • iPhone game demos everywhere
    • Successful indie titles from the US not Japan.
    IMHO: Interesting how many innovative titles spill out of teams leaving larger companies. #Little Big Planet #gdc #gdc09
  4. #2 Making the Impossible Possible - Metal Gear Solid
    • Hideo Kojima, Kojima Productions - Solid Game Design: Making the 'Impossible' Possible
    • Game design uses constraints to accomplish the impossible
    Kojima: MGS grew out of the hardware limitations, add software, and game design is the ladder to get to the next level of games #gdc #gdc09
  5. #3 Games Hack the Real World
    • Jane McGonigal, Institute for the Future / Avantgame - Learning to Make Your Own Reality: How to Develop Games that Re-invent Life As We Know It
    To make Wikipedia: takes 10M gamers x 16 hours a week = 5 days of World of Warcraft playing @ avantgame #gdc09
  6. #4 Players Rule
    • Alex Evans and Mark Healey - Media Molecule - 'Winging It' - Ups, Downs, Mistakes, Successes in the Making of LITTLEBIGPLANET
    Quality of user created content was at times intimidating. #Little Big Planet #gdc #gdc09
  7. #5 Emotion Craft
    • Jonathan Morin, Ubisoft - Player's Expression: The Level Design Structure Behind FAR CRY 2 and Beyond?
    Morin: Ask how the player feels in different stages of micro decisions and have them build up. Pique feeling power and curiosity. #gdc #gdc09
  8. #6 Social Mechanics
    • Alex Hutchins on - Making Friends is Hard: Social Mechanics in Contemporary Design
    • Social emotions to build and distribute Massive Social Online games (MSOs) my talk
    Hutchinson: Player storytelling w/in a social system is a stronger motivator than progression #gdc #gdc09
  9. #7 We Wonder About Morals
    • Rusel DeMaria, Peter Molyneux, Will Wright, Lorne Lanning, Bing Gordon and Ed Fries - Stretching Beyond Entertainment: The Role of Games in Personal and Social Change
    Will Wright: Games are cool because they are a renegade art form. Parents hate them. Games are the Rock and Roll of our age. #gdc #gdc09
  10. #8 Game Writing
    • Bob Bates shared his expertise at Richard Dansky’s Game Writers' Round Table: Techniques, Tips, and Concerns.
    Game Writing: Character "Barks" (1-2 words) are most important: advance game state convey character and move story forward #gdc #gdc09
  11. #9 Game Design is Communication
    • Gordon Walton, BioWare: 10 Things Great Designers Exhibit
    • Working with team as important as design skills
    Walton: #1 Clear Communication. Design IS communication. To the team and to the audience. #gdc #gdc09
  12. #10 Fun Game Interfaces
    • Alex Evans and Mark Healey - Media Molecule: 'Winging It' - Ups, Downs, Mistakes, Successes in the Making of LITTLEBIGPLANET
    Design philosophy "Everything should be as easy as placing a sticker" #Little Big Planet #gdc #gdc09
  13. Favorite Moment (untweeted)
    • Very curious as to why… ;)
    • Hmm… topic for GDC10 ?
    Used the “L” word in a question and half the audience jumped as if I had dropped a sack of live tarantulas. (The “L” word is "Love")
  14. Thanks GDC!!!
    • Amazing Presenters! Awesome Volunteers!!
    • Props to all you Tweeters too!! You Rawk!
    • Props to Adam Martin + Darius Kazemi (@tinysubversions) for “convincing” me to Tweet!
    Props to everyone at TSI for putting on such an amazing GDC!!! #gdc #gdc09
  15. Live Blogging GDC Sessions
    • With hundreds tweeting, live blogging, and posting many sessions got detailed coverage (see notes below for more)
    New Trend: More Blogs with GDC session coverage: http://t-machine.org/index.php/category/gdc-2009/ (@ or email me w/more)
  16. Twitter Glossary
    • Top Questions about Twitter: Answered
    RT: @susanmernit Getting started with twitter--and tips and tools for beginners http://ff.im/-1NAll
  17. More on Emotion Games and Social Media:
    • New Books I’ve Written Chapters in:
    • Beyond Game Design , Chris Bateman
    • Game Usability , Katherine Isbister
    • Free white papers and slides on emotion and games: xeodesign.com/whyweplaygames, Slideshare.com/NicoleLazzaro
    Follow me on Twitter: @NicoleLazzaro * [email_address] *think “puzzle player” 2z’s and 1r
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