Click Nothing: GDC09 - Part 2 - Improvisation presentation materials
april 2009 by infovore
Clint Hocking's presentation materials - talk, slides, short mpeg - from his GDC09 lecture, "Fault Tolerance: From Intentionality to Improvisation". It's meaty and weighty and it's really, really, really good, and covers lots of bases and I'll need to read it again. Lots of dense stuff about the balances between Far Cry 2's gameplay systems, designing systems for improvisation, and rebalancing games to what they want to be. My mancrush is not abated, sadly.
gdc
gdc09
talk
presentation
farcry2
gameplay
games
design
balance
systems
improvisation
impro
clinthocking
april 2009 by infovore
David Merrill demos Siftables, the smart blocks | Video on TED.com
february 2009 by infovore
Lovely demo - some interesting interfaces that feel quicker than current alternatives, as well as experimental ones that, whilst slower and clumsier, represent information a bit better. I mainly like the form-factor, though - but what's the unit cost? These things get a lot better the more you have.
design
interaction
talk
video
technology
innovation
toys
siftables
ted
february 2009 by infovore
Game Developers Conference 2009 - "Read Me: Closing the Readability Gap in Immersive Games"
january 2009 by infovore
"Current mass-market games present simulations of incredible fidelity. Many of these titles also push genre boundaries and offer new mechanics to players. The problem, argues Ubisoft’s Patrick Redding (FAR CRY 2), is that these two developments are disconnected. Game output appears information-rich, but how much of that information can the player actually use to play better, and how much of it is just there to be spectacular or cinematic?" I would pretty much kill to see this. Gah.
games
information
farcry2
talk
patrickredding
gdc2009
readability
january 2009 by infovore
GameSetWatch - Braid's Blow: 'How To Make Games That Touch People'
november 2008 by infovore
"Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
games
art
braid
jonathanblow
migs
talk
presentation
challenge
difficulty
november 2008 by infovore
He has no words and must design « Magical Nihilism
november 2008 by infovore
"The next generation on from them - e.g. Jonathan Smith, Doug Church and of course Greg Costikyan (from whose classic essay on developing such a critical language the title of this post is lifted) are always eloquent, passionate and insightful speakers and spokespeople for their medium. Unlike Molyneux." Not too annoyed I missed this, given Matt's comments.
games
design
talk
lecture
petermolyneux
notes
november 2008 by infovore
Jane McGonigal saves SXSW for me « Kitten Fluff
march 2008 by infovore
"The thing about games and virtual story worlds ... is at least they give you feedback and points for doing things. That way we know instantly what our strengths and weaknesses are, and how we are doing. We don’t really get that in everyday life."
janemcgonigal
sxsw
notes
talk
keynote
games
play
society
life
realityhacking
march 2008 by infovore
adaptive path » blog » Dan Saffer » Design Research Lies!
february 2008 by infovore
Dan Saffer's talk from Institute of Design’s 2007 Design Research conference is now available online. Entitled "How To Lie With Design Research", it's an entertaining look at the many ways you can do evil things with research. Made me chuckle quite a lo
design
research
adaptivepath
talk
presentation
video
market
markets
february 2008 by infovore
Rands In Repose: Out Loud
february 2008 by infovore
"Developing a compelling presentations involves a series of decisions and exercises to align your head with the fact that you’re delivering your content directly to people. No internet. No weblog. Just you." Rands on presentations and speeches.
presentation
talk
speaking
speech
speeches
preparation
outlining
design
writing
february 2008 by infovore
[this is aaronland] Things I Am Not Talking About
december 2007 by infovore
Aaron had two talks turned down; both, from their abstracts alone, sound fascinating; from his fuller explanations, they sound like they had the potential to be fantastic. Still reeling from some ideas. Disappointed there's not space for this in the world
internet
making
art
culture
craft
talk
presentation
abstract
december 2007 by infovore
Noisy Decent Graphics: I’m a designer. Use me better.
october 2007 by infovore
Nice presentation reframing issues as design challenges, and questioning why designers aren't solving design problems.
design
business
environment
culture
talk
efficiency
october 2007 by infovore
YUI Theater — Douglas Crockford: “Quality” » Yahoo! User Interface Blog
july 2007 by infovore
Wonderful talk from Doug Crockford. Must download.
programming
quality
development
engineering
software
talk
code
july 2007 by infovore
3pointD.com » Blog Archive » SXSW Xcript: Joi Ito and Justin Hall
march 2007 by infovore
Joi Ito, Justin Hall, and Ben Cerveny in conversation at SXSW. It really kicks off when Ben arrives - some of his comments are dynamite.
games
play
talk
conversation
march 2007 by infovore
The Sound of Interaction Design (Schulze & Webb)
february 2007 by infovore
This presentation is on how a new generation wants social, creative, networked products, and how design can help not by identifying tasks to be productively performed, but experiences to be deepened and made fun. S&W on fine, fine form.
interaction
product
design
presentation
talk
web
media
future
february 2007 by infovore
Adactio: Articles - In Praise of the Hyperlink
june 2006 by infovore
I didn't get to see Jeremy talk, which I feel bad for; he clashed with Julian and Nicolas' blogjects session. Fortunately, his prose is online, and a most enjoyable read
html
markup
essay
talk
presentation
philosophy
reboot8
june 2006 by infovore
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