In this inspirational talk, Stone will focus on the "designer" aspect. How is game design similar to other forms of design, such as fashion design, automotive design or industrial design?
What can we learn from these other disciplines that will help us grow as game designers, both personally and professionally?
Stone describes his own personal design journey and the lessons he has learned along the way. Topics will include design history, the lives of famous designers, techniques taught in design schools, and the philosophies of world-class design studios. The Benefits and Challenges of Supporting Postmortem: Developing Systemic Crowd Events on From 58 to The Mighty Comeback of Gazillion's It was designed to capture the fantasy of the heist: allowing players to experience the tension of planning, pushing your luck, and adapting when things go south.
Fowers will talk about how to recreate these moments using key game choices instead of theatrical presentation. He will discuss how games are ultimately a test of character and how he used rogue-like mechanics to drive players to critical choices that create emotion and tell unique emergent stories. Realistic Performances in Games by Ryan M. Systems Make Statements: Simulations and Intentional Reliving the Horror: Taking 'Resident Evil 7' Balancing 'League of Legends' for Every Player, from
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