Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
How to ditch meetings and start playing games (UX in the City - Manchester 2017)Neil Turner
Games? Aren’t they strictly for outside office hours? Not when it comes to design games they’re not. Design games are not only great fun, they’re also a fantastic alternative to dull and boring business meetings. Design games are a great way to engage people; to approach problems from a different angle; to build a shared understanding; to generate and explore ideas and to generally get lots of great work done without it even seeming like work in the first place.
These are the slides from my design games workshop at UX in the City - Manchester, May 2017.
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
How to ditch meetings and start playing games (UX in the City - Manchester 2017)Neil Turner
Games? Aren’t they strictly for outside office hours? Not when it comes to design games they’re not. Design games are not only great fun, they’re also a fantastic alternative to dull and boring business meetings. Design games are a great way to engage people; to approach problems from a different angle; to build a shared understanding; to generate and explore ideas and to generally get lots of great work done without it even seeming like work in the first place.
These are the slides from my design games workshop at UX in the City - Manchester, May 2017.
Slides from a Tech Tutorial at the Alliance of American Museums annual meeting in Seattle, WA. May 20, 2014. Kellian Pletcher (Green Door Labs), Matt Haselton (Filament Games), and Susan Edwards (J. Paul Getty Trust)
10 tips on how to make a casual game of success for the iPhone and Android.Rafael Rodrigues
We are finally living a moment of democratization of game development. A game no longer needs to be a super production to be profitable and that is why casual games may be a way for those who are already experienced and for those who are only beginners.
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
understanding our past to improve our futureGillian Smith
This talk was given at the symposium on procedural content generation at ITU Copenhagen, November 2014. It outlines the major motivations for doing research in PCG, identifies historical trends, and asks questions about where we are going next.
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
Full source with game feel example (with gif animation)
http://www.mediafire.com/download/0hiq0kgywien2ma/GADAS.zip
GADAS Gathering 19 Juni 2016 - Ramadhan Edition @ PENS
Kriswin Yuniar, sharing about basic pixel art
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
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.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
37. Forced to explore
What we might
not able to
Teach us
something new
#6 Restrictions breed creativity
Theme
Set
Open
Ended
Set
Which is harder to make?
Berfikir diluar apa yang dipikirkan orang orang pada umumnya
Mengubah sesuatu yang ada dalam suatu game sehingga game tampak berbeda
Karakter diem aja, musuh ada di sebelah kenapa kok ga pindah
Bukan cuma ambil 2 item dan jadi, tapi ada pemikiran mendalam dibalik itu semua
Biasanya orang kalo bikin sesuatu dia merasa memiliki hal tersebut
Sesuatu yang bikin mereka merasa iniloh mereka
Entah itu jalan berbeda, cerita berbeda, resource
Kita mungkin pernah mengalami hal ini, takut desain level terlalu sulit sehingga tingkat kesulitan di permudah
Hardcore gamer sampe bikin speedrun yang gaboleh mati
Kasi resource / equipment / skill yang sesuai dengan tingkat kesulitan yang dihadapi
Developer ego nya tinggi, game yang mereka buat bagaikan bayi, gabisa ngelihat masalah yang mereka bikin
Player yang main bisa lihat itu karena mereka ga bikin