Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
Presented at FITC Toronto 2016
See details at www.fitc.ca
Overview
The dreaded moment: you feel stagnant, creatively uninspired, maybe even, dare I say it… burnt out? Whether it’s a result of long hours or boredom through familiarity, being blocked can be disheartening —something we all experience in varying degrees. How can you bounce back from a creative block as a developer? How can you re-discover your own motivation and desire to make work that interests you?
This session will propose ideas and strategies to ban your inner critic and to embrace your inner 5 year old to stomp through creative blocks. We will look at the output of some of these ideas a from slightly burnt out developer – from programming experiments to mentoring initiatives.
Objective
Inspire attendees to find ways to keep their technical skills fresh by employing fun in their every day practice.
Target Audience
Developers and Designers looking for ways to re-discover motivation, and find ways to express what they want to say.
Five Things Audience Members Will Learn
How to identify the feeling of being burnt out
How to create a schedule that encourages play
How to get buy in from your employer
How to get work doing things you like
How to face the mundane stuff you need to do on a day to day
Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
Presented at FITC Toronto 2016
See details at www.fitc.ca
Overview
The dreaded moment: you feel stagnant, creatively uninspired, maybe even, dare I say it… burnt out? Whether it’s a result of long hours or boredom through familiarity, being blocked can be disheartening —something we all experience in varying degrees. How can you bounce back from a creative block as a developer? How can you re-discover your own motivation and desire to make work that interests you?
This session will propose ideas and strategies to ban your inner critic and to embrace your inner 5 year old to stomp through creative blocks. We will look at the output of some of these ideas a from slightly burnt out developer – from programming experiments to mentoring initiatives.
Objective
Inspire attendees to find ways to keep their technical skills fresh by employing fun in their every day practice.
Target Audience
Developers and Designers looking for ways to re-discover motivation, and find ways to express what they want to say.
Five Things Audience Members Will Learn
How to identify the feeling of being burnt out
How to create a schedule that encourages play
How to get buy in from your employer
How to get work doing things you like
How to face the mundane stuff you need to do on a day to day
Pig-faced Orcs: What designers can learn from old-school role-playing gamesJamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Designers of all kinds are getting comfortable applying principles of game design to non-game applications. Many of those principles date back to the early days of role-playing games, from Gary Gygax and Dave Arneson's first edition of D&D in 1974 to less well-known games like Runequest and Traveller. Game designers have been revisiting these early works and extracting wisdom from them, and I'd like to bring some of those lessons to the user experience community.
In this deliciously nerdy talk, I'll present user-experience lessons from old-school gaming, including the role of showmanship in constructing an experience, how imperfections and missing pieces can increase engagement, and the difference between sandbox and railroad designs.
Talk given as IA Summit 11 in Denver CO.
Sharpen existing tools or get a new toolbox? Contemporary cluster initiatives...Orkestra
UIIN Conference, Madrid, 27-29 May 2024
James Wilson, Orkestra and Deusto Business School
Emily Wise, Lund University
Madeline Smith, The Glasgow School of Art
0x01 - Newton's Third Law: Static vs. Dynamic AbusersOWASP Beja
f you offer a service on the web, odds are that someone will abuse it. Be it an API, a SaaS, a PaaS, or even a static website, someone somewhere will try to figure out a way to use it to their own needs. In this talk we'll compare measures that are effective against static attackers and how to battle a dynamic attacker who adapts to your counter-measures.
About the Speaker
===============
Diogo Sousa, Engineering Manager @ Canonical
An opinionated individual with an interest in cryptography and its intersection with secure software development.
This presentation by Morris Kleiner (University of Minnesota), was made during the discussion “Competition and Regulation in Professions and Occupations” held at the Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found out at oe.cd/crps.
This presentation was uploaded with the author’s consent.
Acorn Recovery: Restore IT infra within minutesIP ServerOne
Introducing Acorn Recovery as a Service, a simple, fast, and secure managed disaster recovery (DRaaS) by IP ServerOne. A DR solution that helps restore your IT infra within minutes.
Have you ever wondered how search works while visiting an e-commerce site, internal website, or searching through other types of online resources? Look no further than this informative session on the ways that taxonomies help end-users navigate the internet! Hear from taxonomists and other information professionals who have first-hand experience creating and working with taxonomies that aid in navigation, search, and discovery across a range of disciplines.
Bitcoin Lightning wallet and tic-tac-toe game XOXO
PPP Slideshow
1. Nicolas Riley
Igniting Creativity and Fun
My brand mantra is about sharing my passion for games with the world, hoping to spark the same feelings in them as games did for me as a child.
2. Hometown, life in
Round Rock
Born in Annecy, France, I spent most of my life in Round Rock, on the border of Austin. I am the middle child, my dad and brother are scientists, my mom is an
accountant, my sister is a vet, but I wanted to make games.
3. Technology from a young age
The Sega Genesis was my first console, and I had to play it on a small CRT in my garage with my brother. We probably played it almost every single day while we had it,
and when we lost it, I made the switch to PC.
4. Drawing from my first game
Streets of Rage 2
Streets of Rage is, like most games of that time, all about the gameplay, with the story being something about an evil guy sending people to get in your way, but you
gotta go beat him up. It really gave an impression to me that games were about the gameplay, something no other medium had.
5. Games with the family
My dad had an old D&D set and when we were old enough we liked to run campaigns together as a family, it was always a lot of fun even though we never finished any,
but it taught me a lot about world building and giving purpose to a game.
6. The PS2 and an introduction to
animation for games
The animation in these games were amazing and captivated me as a child, I loved playing them and imitating the funny movements they made in Katamari, or the cool
Karate Gene shows off in God Hand. SotC has an interesting way of animation I refer to as “noodle arms” that all Team Ico games seem to use, and it’s my favorite way
of animating for games.
7. Drawing from Horror
The thought that went into the animations for horror games is also something that interested me. Silent Hill uses drunk people walking around as reference for their
monsters, as well as babies learning to walk, and people walking with hoods. Fatal Frame used a lot of interesting ghosts that had unique ways of getting around due to
their deaths.
8. “Old school ideas”
Gameplay over story
While I don’t want to say that modern games are all bad because of their switch to more story-oriented ways, I don’t exactly agree with it. I feel that some studios aren’t
trying to make games as much as they’re trying to make movies now, with the gameplay being necessary to advance the plot.
9. Taking advantage of an
interactive medium
VR is, to me, a return to a new potential for games with amazing gameplay, where the world seems so real you can’t help but look around and take it all in, and I can’t
wait for these to become commercial so that I can try my hand at developing games for it.
10. Fighting, Overcoming, Rock
Have a cool attitude
My overall attitude about life and how I like to do things. I like the idea of being cool, playing guitars, effortlessly going through opposition, and never breaking a sweat.
This is kind of the opposite of how I am in real life, and it might be why I like it so much! “Opposites attract”, they say.
11. Farms, Churches, and Food Pantries
I have some volunteer experience with my church, they sent me to a lot of different places and buildings and I really did like the environments. I think about the food
pantry when I think of a small store, and I think of the farms a lot when I feel like going on a trip.
12. Neverwinter Nights and
making games
Neverwinter Nights is an old Bioware RPG game where you ran through dungeons and followed several stories. But, you could also make your own in a little world
builder that came included with the game. This was something me and my brother spent a lot of time in making short little adventures that sent you around towns taking
quests.
13. Comfy with a “lived-in” feeling
My ideal workspace is anywhere I can settle down in. I’m not particularly choosy, and often I adjust all my stuff to the place, as long as it’s not too small. I like having a
lived-in feeling to my places, meaning it’s the right temperature, and I know where everything is, and have clear access to all my stuff.
14. Having a sense of humor and
learning to roll with the punches
Knowing how to have fun
As well as how to stay focused
My ideal employees should fit under these general attitudes, I don’t really like people who are sticks in the mud all the time, that’s my job. My idea of humor is one where
you can play off of each other, in a way that no one is taking it seriously and rolling with whatever is said.
15. Freelance dev, modeler, and rigger
Speaking of employees, I’m not too big into businesses, and actually prefer small businesses over a huge corporation. I know that a lot of people can get something
amazing done, but a few dedicated people can also make some amazing things, maybe not in the same amount of time though.
16. A few models I have made, I’m sorry they’re so dark. That last one was an arm I made for CDC, it’s my second attempt at details in Zbrush. This toy train was a test in
blocking something out and expanding upon it all in Maya, I had a lot of fun with it.
17. This is a character concept based partly on a picture in PRM, but also on a few other ideas I had floating around in my head for what would look cool. Still a WIP, and
also maybe a little dark.
18. This was the train car scene I put together for the compositing final, the area in the window was replaced with a video and there was a TV in front of him showing off
some other compositions made by my partner. This scene bumped up and down like a train car would.
19. The chair in that previous scene had some odd proportions, and that’s because it was made for this little guy. This another character concept I’ve been working on based
off of Maoi heads, which I find funny looking. This guy is a scientist, and his game will probably take place on a train.
20. The Indie Game Scene
I hope to start making games in Unreal and/or Unity to get started, but eventually I’d also like to learn to make my own engines and hopefully make some more amazing
stuff, with or without a team.
21. Kickstarter
Kickstarter is a great way to gauge interest for your ideas and get support at the same time, however you have to commit a lot before actually turning to it, otherwise
you’ll get nowhere, or end up letting people down.
22. Steam Greenlight
Another way to get known is through Steam Greenlight, which can help you get your game up on the Steam store. This one won’t guarantee your idea money, but it’s
definitely a good way to get your game out there and have it be judged.
23. Jumpstart on a global audience
These two are also good because they utilize online websites/services to automatically give your idea a global podium. Anyone from any country can see your creations,
and with google translate you can even reach out to them with a little help.
24. Making games that are fun
This is my ultimate goal, not to make some groundbreaking story, or become famous and rich beyond my dreams, I just want to take my passion for games further and
make my own, contributing my ideas for what I think a cool game would be.
25. Never stop making games
Above all, I never want to stop making or playing games, I think there’s always room to grow in every field, and for something like this, I know that “if I can dream it, I can
make it” is a literal statement. The 3 previous pictures were from a proxy rig I made for the CRI1 rabbit model.
26. Contact me
You can reach me at
nicolasriley1@gmail.com
or on Steam/PSN/
NNID
Photo by Kemar Minott