Where the logics of political economy and exhibition meet: Towards an explana...Patrick Prax
Talk about how the logics of political economy, pressure to belong, and practical considerations about exhibitability shape game exhibitions. Feedback is appreciated!
My talk from #DiGRANordic2018.
It includes the comments that were not on the slides originally to make it easier to read this way so please excuse the text walls in those places. :D
Libraries and Video Gamers: A Perfect Fit For All CommunitiesJustin Hoenke
Libraries and Video Gamers: A Perfect Fit For All Communities by Justin Hoenke.
If you’re reading this, chances are that you are attending the Pittsburgh Retro Gaming Convention, an event that brings the community of video game lovers together. You know what else brings community together? Libraries! The days of the old, quiet, and musty library are gone. Nowadays, libraries are vibrant community centers, full of life, all kinds of literature, and events for all ages. And guess what else? They have video games too! (well, at least the really good ones do). In this presentation, Librarian Justin Hoenke will share his experience about bringing video games into libraries. You’ll learn about how he created video game collections in public libraries all over the country and also how he created events that centered around gaming for all ages at the library. Gamers who are looking to take video games out into the community and do some community building should attend this event.
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
Where the logics of political economy and exhibition meet: Towards an explana...Patrick Prax
Talk about how the logics of political economy, pressure to belong, and practical considerations about exhibitability shape game exhibitions. Feedback is appreciated!
My talk from #DiGRANordic2018.
It includes the comments that were not on the slides originally to make it easier to read this way so please excuse the text walls in those places. :D
Libraries and Video Gamers: A Perfect Fit For All CommunitiesJustin Hoenke
Libraries and Video Gamers: A Perfect Fit For All Communities by Justin Hoenke.
If you’re reading this, chances are that you are attending the Pittsburgh Retro Gaming Convention, an event that brings the community of video game lovers together. You know what else brings community together? Libraries! The days of the old, quiet, and musty library are gone. Nowadays, libraries are vibrant community centers, full of life, all kinds of literature, and events for all ages. And guess what else? They have video games too! (well, at least the really good ones do). In this presentation, Librarian Justin Hoenke will share his experience about bringing video games into libraries. You’ll learn about how he created video game collections in public libraries all over the country and also how he created events that centered around gaming for all ages at the library. Gamers who are looking to take video games out into the community and do some community building should attend this event.
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
Videogames and museums: fields in convergence Amy Hondsmerk, Nottingham Trent...Museums Computer Group
Museums+Tech 2020: Museums in a crisis
Videogames and museums: fields in convergence
Amy Hondsmerk, Nottingham Trent University
As museums and heritage sites consider the ways in which they can engage visitors in the digital age, a trend expedited by the COVID-19 pandemic, the sector has progressively looked to the videogame industry. Tapping into the ‘experience economy’ (Park and Gilmore 1999), this intersection has allowed museums to explore the role of play in understanding the past. This has taken various forms including collaborations with game companies, utilising existing games to reach gaming communities and broaden audiences, and developing new museum-based games. Yet, while many of these game-related initiatives have been successful, thus far the museum sector has mainly employed video games in a manner that has been limited, with museum games remaining primarily focused on educational or entertainment goals.
In the context of changing understanding about interpretation in museums and, specifically, of the recognition of the role of visitors as participants in the interpretative process (Hooper-Greenhill 2000, Staiff 2014), the convergence of museums and videogames is rich area to explore and consider how the sector could realise the full potential of museum video games.
GDC 2017 Education Soapbox: Game Academia's "Art Problem" Christopher Totten
In this soapbox presentation for the GDC 2017 Education Summit, I describe game academia's problems dealing with the arts and how this manifests in an over-emphasis on software teaching and game mechanic design-centric research. It also includes some general suggestions for steps to remedy this problem.
Slides for a short lecture presentation I gave on selling internet art (both commercial and alternative economies). Salon 1 "The Art of Success" with co-presenters Jeff Stark and Zach Blas, Abandon Normal Devices Festival in Manchester, UK on August 30, 2012.
"Outside in the Agora" presentation on mobile interpretation and the museum 2.0 to the DEN (Digital Heritage Netherlands) Conference, Dec 9, 2008, by Nancy Proctor, Head of New Media, Smithsonian American Art Museum
Presentation to the Museology seminar at Centre Pompidou, Paris, Institute of Research and Innovation, by Nancy Proctor of the Smithsonian American Art Museum, 11 February, 2009, title: "Games in the Agora: What’s at stake in the 21st century museum."
A quick introduction to the work that we do at Memory Insufficient, why it matters, and why experimental games studio Silverstring Media supports Memory Insufficient through its nonprofit, the Silverstring Association for Critical Discourse. Find out how you can become a supporter too, and be part of the movement to value games as an art and craft.
PAX presentation - The Playful Library: Games, Libraries, and Sharing Geek Cu...Philip Minchin
Slideshow from the panel at Penny Arcade Expo (PAX) Australia, Sunday 3:30 pm in the Skippy Theatre.
Title: The Playful Library: Games, Libraries, and Sharing Geek Culture.
Organiser: Philip Minchin, Euchronic Games - games & interactivity consultant specialising in advice to libraries.
Panellists:
Leonee Derr, Youth Services Librarian, Melbourne Library Service;
Burke Standen, Admin & Facilities Officer, Melbourne Library Service;
Kim Tairi, Acting Director, Information Resources Group, Swinburne University of Technology;
Hamish Curry, Education Manager - Learning Services, State Library of Victoria.
Discussion of the many ways that libraries are incorporating games into their collections, programs, and facilities, what more they could (and should) be doing in future, and what the possibilities are for getting your game on in the library in the near-to-medium term.
Discursive Game Design or: Game Design as Cultural PracticeStefan Werning
The slides outline Discursive Game Design as a conceptual framework, that frames game design in four distinct ways: a) as cultural practice, b) as play, c) as persuasive communication, and d) as a research heuristic in its own right.
This presentation from NLA/KLA C&U 2015 spring meeting discusses the rise of designer board games and the benefits of hosting a regular board game event at an academic library.
Phil Hendrickson (Concordia University) Cardboard Conundrum: Why a Small University Library Has Grown a Monthly Board Game Night from 2015 C&U/CULS (Joint NE & KS) Spring Meeting
NCompass Live - July 1, 2015.
http://nlc.nebraska.gov/ncompasslive/
One Saturday each month about 50 people gather at Concordia University’s Link Library to play board games. That might sound banal in a higher education setting or Luddite in this age of ever-increasing technology. Since 1995, however, a grand renaissance in board game design is providing games that are intellectually stimulating, artistically engaging, educationally valuable, and socially exciting. Hear how a modern board game event in the library offers outreach to the students, faculty and community. Learn what resources we use to develop and promote the event. If you believe that fun has no place in the library, do not attend this session.
Presenter: Phil Hendrickson, Library Director, Link Library, Concordia University, Seward, NE.
Curating new media in a gaming room, Transmediale 2003Isabelle Arvers
This conference was given at Transmediale in 2003 about Playtime, the gaming room of Villette Numerique, it explains why I confrontated video and computer games from the past from the present and created by artists.
The spirit of digital place - game worlds and architectural phenomenologyChristopher Totten
In this presentation from 2021, I discuss an approach to making and understanding game worlds based on Christian Norberg-Schulz's conception of architectural phenomenology.
How the Heck do you Teach Level Design? Educating in the StudioChristopher Totten
Ask anyone who has trained a new level designer or taught level design students, and they will tell you that a major challenge is balancing training for the technical aspects of the job while also teaching them "good" level design. In the studio environment, you also have to teach communication, documentation, designing for specific types of gameplay, or the elements of your studio's "style." How can we effectively mentor newcomers without taking time away from other ongoing design work?
This talk by a level designer and educator with 13+ years of experience examines processes that studios can use to onboard new designers in productive and accessible ways. It does so through topics such as setting "learning goals", assigning quick-but-usable level design exercises, incorporating "style" into task specifications, and how to structure feedback. This talk incorporates both on-the-job knowledge and examples collected from education to build a roadmap for effective mentorship.
Videogames and museums: fields in convergence Amy Hondsmerk, Nottingham Trent...Museums Computer Group
Museums+Tech 2020: Museums in a crisis
Videogames and museums: fields in convergence
Amy Hondsmerk, Nottingham Trent University
As museums and heritage sites consider the ways in which they can engage visitors in the digital age, a trend expedited by the COVID-19 pandemic, the sector has progressively looked to the videogame industry. Tapping into the ‘experience economy’ (Park and Gilmore 1999), this intersection has allowed museums to explore the role of play in understanding the past. This has taken various forms including collaborations with game companies, utilising existing games to reach gaming communities and broaden audiences, and developing new museum-based games. Yet, while many of these game-related initiatives have been successful, thus far the museum sector has mainly employed video games in a manner that has been limited, with museum games remaining primarily focused on educational or entertainment goals.
In the context of changing understanding about interpretation in museums and, specifically, of the recognition of the role of visitors as participants in the interpretative process (Hooper-Greenhill 2000, Staiff 2014), the convergence of museums and videogames is rich area to explore and consider how the sector could realise the full potential of museum video games.
GDC 2017 Education Soapbox: Game Academia's "Art Problem" Christopher Totten
In this soapbox presentation for the GDC 2017 Education Summit, I describe game academia's problems dealing with the arts and how this manifests in an over-emphasis on software teaching and game mechanic design-centric research. It also includes some general suggestions for steps to remedy this problem.
Slides for a short lecture presentation I gave on selling internet art (both commercial and alternative economies). Salon 1 "The Art of Success" with co-presenters Jeff Stark and Zach Blas, Abandon Normal Devices Festival in Manchester, UK on August 30, 2012.
"Outside in the Agora" presentation on mobile interpretation and the museum 2.0 to the DEN (Digital Heritage Netherlands) Conference, Dec 9, 2008, by Nancy Proctor, Head of New Media, Smithsonian American Art Museum
Presentation to the Museology seminar at Centre Pompidou, Paris, Institute of Research and Innovation, by Nancy Proctor of the Smithsonian American Art Museum, 11 February, 2009, title: "Games in the Agora: What’s at stake in the 21st century museum."
A quick introduction to the work that we do at Memory Insufficient, why it matters, and why experimental games studio Silverstring Media supports Memory Insufficient through its nonprofit, the Silverstring Association for Critical Discourse. Find out how you can become a supporter too, and be part of the movement to value games as an art and craft.
PAX presentation - The Playful Library: Games, Libraries, and Sharing Geek Cu...Philip Minchin
Slideshow from the panel at Penny Arcade Expo (PAX) Australia, Sunday 3:30 pm in the Skippy Theatre.
Title: The Playful Library: Games, Libraries, and Sharing Geek Culture.
Organiser: Philip Minchin, Euchronic Games - games & interactivity consultant specialising in advice to libraries.
Panellists:
Leonee Derr, Youth Services Librarian, Melbourne Library Service;
Burke Standen, Admin & Facilities Officer, Melbourne Library Service;
Kim Tairi, Acting Director, Information Resources Group, Swinburne University of Technology;
Hamish Curry, Education Manager - Learning Services, State Library of Victoria.
Discussion of the many ways that libraries are incorporating games into their collections, programs, and facilities, what more they could (and should) be doing in future, and what the possibilities are for getting your game on in the library in the near-to-medium term.
Discursive Game Design or: Game Design as Cultural PracticeStefan Werning
The slides outline Discursive Game Design as a conceptual framework, that frames game design in four distinct ways: a) as cultural practice, b) as play, c) as persuasive communication, and d) as a research heuristic in its own right.
This presentation from NLA/KLA C&U 2015 spring meeting discusses the rise of designer board games and the benefits of hosting a regular board game event at an academic library.
Phil Hendrickson (Concordia University) Cardboard Conundrum: Why a Small University Library Has Grown a Monthly Board Game Night from 2015 C&U/CULS (Joint NE & KS) Spring Meeting
NCompass Live - July 1, 2015.
http://nlc.nebraska.gov/ncompasslive/
One Saturday each month about 50 people gather at Concordia University’s Link Library to play board games. That might sound banal in a higher education setting or Luddite in this age of ever-increasing technology. Since 1995, however, a grand renaissance in board game design is providing games that are intellectually stimulating, artistically engaging, educationally valuable, and socially exciting. Hear how a modern board game event in the library offers outreach to the students, faculty and community. Learn what resources we use to develop and promote the event. If you believe that fun has no place in the library, do not attend this session.
Presenter: Phil Hendrickson, Library Director, Link Library, Concordia University, Seward, NE.
Curating new media in a gaming room, Transmediale 2003Isabelle Arvers
This conference was given at Transmediale in 2003 about Playtime, the gaming room of Villette Numerique, it explains why I confrontated video and computer games from the past from the present and created by artists.
The spirit of digital place - game worlds and architectural phenomenologyChristopher Totten
In this presentation from 2021, I discuss an approach to making and understanding game worlds based on Christian Norberg-Schulz's conception of architectural phenomenology.
How the Heck do you Teach Level Design? Educating in the StudioChristopher Totten
Ask anyone who has trained a new level designer or taught level design students, and they will tell you that a major challenge is balancing training for the technical aspects of the job while also teaching them "good" level design. In the studio environment, you also have to teach communication, documentation, designing for specific types of gameplay, or the elements of your studio's "style." How can we effectively mentor newcomers without taking time away from other ongoing design work?
This talk by a level designer and educator with 13+ years of experience examines processes that studios can use to onboard new designers in productive and accessible ways. It does so through topics such as setting "learning goals", assigning quick-but-usable level design exercises, incorporating "style" into task specifications, and how to structure feedback. This talk incorporates both on-the-job knowledge and examples collected from education to build a roadmap for effective mentorship.
Meaningful Play 2022 presentation: Art, Play and Winsor McCay - the Critical ...Christopher Totten
In this presentation from the 2022 Meaningful Play conference, I discuss how we are using the art direction and animation of the indie game Little Nemo and the Nightmare Fiends as a critical tool for understanding an important work of comics history with the hope of helping others use art more meaningfully in games.
Art, Play, and Winsor McCay - The Critical Art of Little Nemo and the Nightma...Christopher Totten
My presentation on my indie game Little Nemo and the Nightmare Fiends, and how its art process is being used to critically examine the work of Winsor McCay. Presented at the Workshop on Animation in Games on 6/10/22.
In this presentation, I describe the creation of my Don Quixote-themed storytelling game, La Mancha. For this, we used methods from design outside of games themselves to turn La Mancha into a system that allowed players to deeply engage the story and literary analysis of The Quijote via social play.
In this lecture from my Game Prototyping class, I talk about the barriers I see for contextualizing games among the fine arts. I also talk about how to establish and work from an inventive art style and design tricks to help you broaden your influences beyond games and pop culture.
I have over 8 years of experience working with remote game development teams and over that time have developed a ton of strategies for making it work. In this presentation, I describe some tools and strategies that have worked for me when working with remote teams.
GDC Level Design Workshop 2018: An Architectural Approach to Level Design - C...Christopher Totten
In this talk from the 2018 Level Design Workshop at GDC, Chris Totten - author of An Architectural Approach to Level Design - describes his process for writing about and sharing his work. He also describes how to not violate NDA when talking about your work, how to deal with content creator's Imposter Syndrome, and how to choose the best way to publish.
GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...Christopher Totten
In this GDC 2018 Education Summit talk, I describe ways to include topics like marketing games, social media, festival submissions, and so forth into the game development classroom. This talk highlights research we've done into what is and is not taught in game schools and some learning goals and exercises that can be added to current gamedev curriculum to fix the problems we've found.
"You Made a Game, Now What?" #6: Game Feel - "Juicing" your gameChristopher Totten
This talk introduces the idea of "Game Feel" and its many elements. I also look at some research into understanding the nuances of this phenomena in game design and how it applies to games with different aesthetic goals.
"You Made a Game, Now What?" Week 5: Playtesting best practicesChristopher Totten
In this presentation, I give an overview of how to make the most of player testing of your games. Topics include how to set up your playtest space, how to best track bugs, and how to best take feedback.
"You Made a Game, Now What?" Week3 building your studio identityChristopher Totten
A set of slides about forming a game studio identity, including things to think about when choosing logos, a name, a slogan/identity statement, and putting together outreach materials.
MAGFest 2015: Is game art art - game art's parallel's in art history. Christopher Totten
In this presentation for MAGFest 2015, I explore game art's current trends in relation to trends in the history of art. I then explore what opportunities lie in the breaking away of these styles for developing new visual interest in games.
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.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
2. Introduction – ChristopherTotten
• Game Artist in Residence
• Executive organizer: Smithsonian
American Art MuseumArcade
• Author on games, art, and
architecture
• Game developer
3. “Games for learning in museums and elsewhere are at their worst when they
emerge from the muck as clever but joyless experiences. It is too easy—at any
museum—to settle for a matching game or a quiz or any flavor of chocolate-
covered broccoli…”
~James Collins, U.S. Department of Education
6. Curation
• Not just games but artistic
parts of games?
• Music
• Artwork
• Oral histories
• Fan contributions
Game concept art on display, Art of Video Games at the
Smithsonian American Art Museum (SAAM)
8. Curation
• Games as commissioned art or
stimulations of creativity?
Lissitzky’s Revenge – a game made to accompany
Constructivist works
9. Technology
• How can technology change
how visitors interact with
museums?
Text Rain by Camille Utterback and Romy Achituv, on
display at SAAM’s Watch This!: Revelations in Media Art
10. Technology
• How can we add new
interactivity to art and
exhibitions?
Interactive header installation Hit It! at Pitch to Pixel -
National Football Museum, Manchester, UK