My opening remarks for the workshop on Game Design Patterns held at the Foundations of Digital Games (FDG) Conference 2012 (June).
This is where I talked about dark patterns in game design.
Note: I removed the slides that had to do with administrative details of the workshop.
Tower Defense Generator: A Tool for Supporting Game Design EducationJose Zagal
These are the slides for a Pecha Kucha talk I gave at the GLS 8.0 conference. The abstract is below:
"In education, game design is often used as a means to an end: for example, to learn computer programming. Inspired by the notion of constructional design, or the design of tools to support others design activities, we are exploring the use of tools to support learning game design as an end in itself. We present a work-in-progress tool called Tower Defense Generator that allows student game designers to actively, and reflectively, explore a games possibility space while developing a deeper understanding of the key features of the tower defense sub-genre, and how those features interact to produce meaningful gameplay experiences. TDG allows learners to use different heuristics to procedurally generate game levels that can then be analyzed, playtested, and modified. We argue that these (and other) features provide for an environment with the appropriate amount of scaffolding to encourage powerful and interesting design explorations in support of learning."
- Course description and assignments (slides 3-10)
- Game system design
-- Game elements (slides 12-29)
-- Hints for design (slides 30-32)
- References + reading list (slides 33-34)
Tower Defense Generator: A Tool for Supporting Game Design EducationJose Zagal
These are the slides for a Pecha Kucha talk I gave at the GLS 8.0 conference. The abstract is below:
"In education, game design is often used as a means to an end: for example, to learn computer programming. Inspired by the notion of constructional design, or the design of tools to support others design activities, we are exploring the use of tools to support learning game design as an end in itself. We present a work-in-progress tool called Tower Defense Generator that allows student game designers to actively, and reflectively, explore a games possibility space while developing a deeper understanding of the key features of the tower defense sub-genre, and how those features interact to produce meaningful gameplay experiences. TDG allows learners to use different heuristics to procedurally generate game levels that can then be analyzed, playtested, and modified. We argue that these (and other) features provide for an environment with the appropriate amount of scaffolding to encourage powerful and interesting design explorations in support of learning."
- Course description and assignments (slides 3-10)
- Game system design
-- Game elements (slides 12-29)
-- Hints for design (slides 30-32)
- References + reading list (slides 33-34)
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org
Some of the video games developed by the students during the course are available at
https://polimi-game-collective.itch.io
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org
Some of the video games developed by the students during the course are available at
https://polimi-game-collective.itch.io
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
This is a presentation of my PhD dissertation at the International Conference on Narrative 2016 at the University of Amsterdam on 17 June 2016 from 1:15 - 2:45 pm (Panel G7 - Narrative and Video Game Characters: Perspectives on Cognition, Meaning-making, and Subjectivity)
Dilek Hakkani-Tur at AI Frontiers: Conversational machines: Deep Learning for...AI Frontiers
In this talk, I will present recent developments in Google Research for end-to-end goal-oriented dialogue systems, with components for language understanding, dialogue state tracking, policy, and language generation. The talk will summarize novel aspects of each component, and highlight novel approaches where dialogue is viewed as a collaborative game between a user and an agent: The user has a goal in mind and the agent has access to the data that user is interested in, and can perform actions in order to realize the user’s goal. The two engage in a conversation so that the agent can help the user find a way for task completion.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
There are lots of frameworks for building chatbots, but those abstractions can obscure understanding and hinder application development. In this talk, we will cover building chatbots from the ground up in Python. This can be done with either classic NLP or deep learning. We will cover both approaches, but this talk will focus on how one can build a chatbot using spaCy, pattern matching, and context-free grammars.
Natural Language Processing for Games ResearchJose Zagal
Extended version of talk given at GAMNLP Workshop - Kanazawa Japan 2012.
Presents earlier work analyzing game reviews using natural language processing techniques (first previewed at the Game Studies Research Seminar, Tampere Finland 2010)
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
Flying by the Seat of your Pants: Experiences Experimenting in Games EducationJose Zagal
Slides from talk given at the 2016 Joint DiGRA and FDG Conference as part of the Games Education Workshop (http://digra-fdg2016.org/workshop-teaching-game-studies-from-beginner-to-advanced-pedagogies/) on August 2.
The Games We Use to Teach - GDC13 Game Educators RantJose Zagal
Slides from my rant at the game education summit at GDC 13. I made a few changes to that the slides are easier to follow just by reading.
You can watch the entire rant session here as well:
http://www.gamasutra.com/view/news/194850/Video_Game_educators_rant_about_design_diversity_and_jobs.php
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org
Some of the video games developed by the students during the course are available at
https://polimi-game-collective.itch.io
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org
Some of the video games developed by the students during the course are available at
https://polimi-game-collective.itch.io
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
This is a presentation of my PhD dissertation at the International Conference on Narrative 2016 at the University of Amsterdam on 17 June 2016 from 1:15 - 2:45 pm (Panel G7 - Narrative and Video Game Characters: Perspectives on Cognition, Meaning-making, and Subjectivity)
Dilek Hakkani-Tur at AI Frontiers: Conversational machines: Deep Learning for...AI Frontiers
In this talk, I will present recent developments in Google Research for end-to-end goal-oriented dialogue systems, with components for language understanding, dialogue state tracking, policy, and language generation. The talk will summarize novel aspects of each component, and highlight novel approaches where dialogue is viewed as a collaborative game between a user and an agent: The user has a goal in mind and the agent has access to the data that user is interested in, and can perform actions in order to realize the user’s goal. The two engage in a conversation so that the agent can help the user find a way for task completion.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
There are lots of frameworks for building chatbots, but those abstractions can obscure understanding and hinder application development. In this talk, we will cover building chatbots from the ground up in Python. This can be done with either classic NLP or deep learning. We will cover both approaches, but this talk will focus on how one can build a chatbot using spaCy, pattern matching, and context-free grammars.
Natural Language Processing for Games ResearchJose Zagal
Extended version of talk given at GAMNLP Workshop - Kanazawa Japan 2012.
Presents earlier work analyzing game reviews using natural language processing techniques (first previewed at the Game Studies Research Seminar, Tampere Finland 2010)
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
Flying by the Seat of your Pants: Experiences Experimenting in Games EducationJose Zagal
Slides from talk given at the 2016 Joint DiGRA and FDG Conference as part of the Games Education Workshop (http://digra-fdg2016.org/workshop-teaching-game-studies-from-beginner-to-advanced-pedagogies/) on August 2.
The Games We Use to Teach - GDC13 Game Educators RantJose Zagal
Slides from my rant at the game education summit at GDC 13. I made a few changes to that the slides are easier to follow just by reading.
You can watch the entire rant session here as well:
http://www.gamasutra.com/view/news/194850/Video_Game_educators_rant_about_design_diversity_and_jobs.php
Introduction to Natural Language ProcessingSandeep Tammu
Undestanding unstructured text and extracting information from it is an active area of research. It is easy for a human to read a document, identify the keyphrases and get the gist of topic. Natural language has so many variations and intricacies that makes it challenging to design computing systems that can do intelligent processing. In this talk, I will walk through some of the challenges, opportunities and some interesting applications of NLP. I will also demonstrate capabilities of NLP in Python ecosystem.
Natural Language Processing and Machine Learning for Discoverymjbommar
This presentation was given as a guest lecture by Bommarito Consulting for the Michigan State University College of Law eDiscovery seminar on October 29th, 2012. The goal of the presentation is to provide students with the ability to understand and communicate with their discovery software vendors and service providers with respect to the underlying mechanics of predictive coding.
Natural Language Processing: L01 introductionananth
This presentation introduces the course Natural Language Processing (NLP) by enumerating a number of applications, course positioning, challenges presented by Natural Language text and emerging approaches to topics like word representation.
NLTK - Natural Language Processing in Pythonshanbady
For full details, including the address, and to RSVP see: http://www.meetup.com/bostonpython/calendar/15547287/ NLTK is the Natural Language Toolkit, an extensive Python library for processing natural language. Shankar Ambady will give us a tour of just a few of its extensive capabilities, including sentence parsing, synonym finding, spam detection, and more. Linguistic expertise is not required, though if you know the difference between a hyponym and a hypernym, you might be able to help the rest of us! Socializing at 6:30, Shankar's presentation at 7:00. See you at the NERD.
Natural Language Processing (NLP) is often taught at the academic level from the perspective of computational linguists. However, as data scientists, we have a richer view of the world of natural language - unstructured data that by its very nature has important latent information for humans. NLP practitioners have benefitted from machine learning techniques to unlock meaning from large corpora, and in this class we’ll explore how to do that particularly with Python, the Natural Language Toolkit (NLTK), and to a lesser extent, the Gensim Library.
NLTK is an excellent library for machine learning-based NLP, written in Python by experts from both academia and industry. Python allows you to create rich data applications rapidly, iterating on hypotheses. Gensim provides vector-based topic modeling, which is currently absent in both NLTK and Scikit-Learn. The combination of Python + NLTK means that you can easily add language-aware data products to your larger analytical workflows and applications.
Game Design as an Intro to Computer Science (Meaningful Play 2014)marksuter
Presented by Mark Suter at Michigan State University in November 2014 for the Meaningful Play Conference.
These are methods I use in my classroom to introduce computer science concepts, as well as some common syntax.
Adam Sullivan heads up UI/UX at Space Ape. He and fellow UI artist Lissa Capeleto take students behind the visual language of games. In their class Adam and Lissa share their insights about how to build meaningful player experiences. UI and UX- much more than buttons or layout.
Visual tools and innovation games workshop - SPTechCon - Apr 2014Ruven Gotz
Half-day workshop presented by Michelle Caldwell and Ruven Gotz on getting to shared understand and better requirements for your SharePoint projects through the use of Visual Tools (such as mind mapping, wireframing, and card sorting) and Gamestorming (also called Innovation Games)
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
White wonder, Work developed by Eva TschoppMansi Shah
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Top 5 Indian Style Modular Kitchen DesignsFinzo Kitchens
Get the perfect modular kitchen in Gurgaon at Finzo! We offer high-quality, custom-designed kitchens at the best prices. Wardrobes and home & office furniture are also available. Free consultation! Best Quality Luxury Modular kitchen in Gurgaon available at best price. All types of Modular Kitchens are available U Shaped Modular kitchens, L Shaped Modular Kitchen, G Shaped Modular Kitchens, Inline Modular Kitchens and Italian Modular Kitchen.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
3. 1977
Architecture and urban
design
“ Organize implicit
knowledge about how
people solve recurring
problems when they go
about building things”
Present a problem and a
solution
http://www.patternlanguage.com
4. INFLUENCE ON SOFTWARE ENGINEERING
“reusable solution
to a commonly
occurring problem
in software
design”
1994
(with lots of earlier work at least as far back as 1987)
5. GAMES?
1. Need for a language/vocabulary for
describing and talking about game design
2. Desire to document design
decisions/conventions
Often problem/solution pairs
6. GAMES – EARLY WORK
Formal
Abstract
Design Tools
1984 1999
Crawford Church
(Game Developer)
The Case for
Game Design
Patterns
2002 2005 2005
Bernd Kreimeier Bjork & Holopainen Zagal, Mateas, et al.
(Gamasutra) (also earlier work in 2003)
7. TODAY
Genre Descriptive
Generative
Specific Notation &
Grammars
Patterns Grammars
Game Interface
Programming Patterns
Patterns
Abstract
Taxonomies Logical Etc.
Formalisms
8. WHY PATTERNS IN GAMES?
1. Common solutions for design problems
2. Development of critical/expressive language
3. Framework for developing/sharing deeper
understanding
4. Exploring/mapping design space
5. Formalizing design knowledge for
automated creation
6. Support for games education
9. It’s been about 10 years….
DESIGN PATTERNS AND GAMES
BEYOND 2012
10. THE BIG CHALLENGES
1. Accessibility & Usability
2. Significance of Contributions
3. Ludic Responsibility
11. ACCESSIBILITY & USABILITY (1/3)
Barriers to Entry
How to navigate and make sense of?
Topologies of patterns
Entry Points
Experts invest time to learn language
Elitist
Fragmentation
Multiple approaches re-inventing the wheel
13. ACCESSIBILITY & USABILITY (3/3)
Appropriate Level of Abstraction
Focus on the tree, miss the forest
Focus on forest, what trees?
14. SIGNIFICANCE OF CONTRIBUTIONS
Theoretical Underpinnings
Are we creating theory?
What theory/ies are informing/supporting our work?
Methodological Rigor
What are our methods?
What are the drawbacks?
What are the strengths?
Documenting and developing
Data collection, data sharing
15. LUDIC RESPONSIBILITY (1/3)
“Good” Design vs “Bad” Design vs “Design”
PositiveValues (e.g. cooperation)?
Negative Values (e.g. competition)?
Is our work descriptive?
This is what we’ve seen
Is our work prescriptive?
This is what you should do…
16. LUDIC RESPONSIBILITY (2/3)
Anti-patterns
Examples of “bad design”
Common Mistakes
Laziness
“Should know better”
Dark Patterns
From wiki.darkpatterns.org (UI/UX)
“User Interfaces Designed to Trick People”
17. LUDIC RESPONSIBILITY (3/3)
Dark Patterns = Patterns for “Evil”
“Evil”?
Patterns for manipulating players
Removing the player’s autonomy
Don’t make an informed decision about game
When the designers’ intentions aren’t good?
18. DARK PATTERNS – FRIEND SPAM
“A site or game asks for your twitter or email
credentials for an allegedly benign purpose
(e.g. finding friends who are already using
that service), but then goes on publish
content or send out bulk messages using
your account - i.e. from you.”
http://wiki.darkpatterns.org/Friend_Spam
19. DARK PATTERN? – IN-GAME PURCHASES
http://www.penny-arcade.com/comic/2009/11/06
20. DARK PATTERNS?
Charging extra for additional game
options
E.g. Skip a level? Pay now!
Pay-to-cheat
Words With Friends: Buy ability “look in bag” and
see what letters are left (access to hidden info)
Mercenary Treadmill
Game’s features depend on in-game currency
that takes forever to amass - unless you pay real
$!
http://s349909351.websitehome.co.uk/blog/
21. THE BIG CHALLENGES
1. Accessibility & Usability
1. Entry Barriers
2. Who is this for? What is the relevance?
3. Level of Abstraction?
2. Significance of Contributions
1. Theoretical Underpinnings
2. Methodological Rigor
3. Ludic Responsibility
Descriptive / Prescriptive
Supporting Values
22. THANK YOU, ANY QUESTIONS?
Jose Zagal
jzagal@cdm.depaul.edu
http://facsrv.cdm.depaul.edu/~jzagal