A (self-described) “handsome and debonaire stranger” said to me the best way to avoid creating dull projects is “don’t work for shit companies” and “only go indie if you have a brain”. But what happens if you (think) you don’t work for a shit company and you have a brain? Are there still little things you can do that gradually and inevitably steer your project into the sea of mediocrity? This session is a discussion about how all of those little design and process decisions build to make or break your game.
And now, thanks to Stephan Schutze, we have the audio from the panel!:
I opened with a short intro, and then moved to Floyd Mueller, who directs the Exertion Games Lab at RMIT. He spoke about how you can avoid crap game design during prototyping:
Freeplay2011-Avoiding Crap Game Design-Floyd Mueller by christydena
Then David May, Lead Programmer at Big Ant Studios, shared things he’s learnt from working for 12 years on mainly console games:
Freeplay2011-Avoiding Crap Game Design-David May by christydena
We then introduced Tom Killen, co-founder of The Voxel Agents, who generously replaced the flight-disrupted Luke Muscat. Tom spoke about methods his company use to prototype games:
Photo by Jason Poley, 2011
Freeplay2011-Avoiding Crap Game Design-Tom Killen by christydena
I then quickly wrapped up (we were running out of time), with some quick methods I’ve learnt regarding writing:
Freeplay2011-Avoiding Crap Game Design-Christy Dena by christydena
Let us know what you think! 🙂
I’m behind on my crossmedia research, so I’m just now perusing this blog. I’ve listened to the first audio by Floyd – and again, I’m learning about something I didn’t know existed. Very cool. I will definitely come back to this page and listen to the rest of the audio. Thanks Christy for once again providing resources like this. You rock! (now, on to your more recent blogs!)