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Ian Bogost has been reading a lot of Imagist poetry (Pound, Williams), and was thinking about things to do slowly/instantanously.

Also, he had been teaching people how to make games on the original Atari Console (that’s a 2600 to you youthy lot). He was struck by the parallels between making 1k games and Haiku.
So, his 4-game cart about the seasons.

In the winter one, you sit at a table and drink coffee.


And a picture of the whole team, with their trophy.


“Closure” by Jon, Tyler Glaiel, and Chris Rhyne just won the “Excellence in Audio” award at the Independent Games Festival.

They were also finalists in the “Technical Excellence” and “Nuovo Award” categories.

Hearty congratulations to the Closure team for this wonderful achievement!


It will open in 2012. It will be 6000 sq ft. The two project leads presented during a session called “How the Smithsonian is Embracing Games”– and they are.

I remember how wound up people got about Fonzie’s jacket.

Plans include a video game festival on the national mall. Think the Obamas will go? Of course they will. I hope Joe Lieberman goes and gets yelled at.


… consisted of screenwriting basics and improv exercises “Stories have conflict. They resolve the conflict.” Fun, but I can get that at the library.

Man, that room was packed and hot.


Steps for development via Lex van den Berg, Utrect School of the Arts
1 build a good education
2 align with industry – teach their tools, know their processes
3 recruit partners to fill in holes in your capabilities — for them, it was comp sci capabilities
4 acquire funding partners – one partner per employee; it’s time-consuming
5 build a lot of big labs

Analysis? sitting in the pixar presentation; maybe more later.


From “Serious Games Summit,” Borut Pfeifer:

“The Unconcerned”– a game about trying to find your daughter, who is lost in the post-election riots in Tehran.


Consider the conceptual axes of your prototype: mechanics, rules, and aesthetics
Use a thematic statement, in which you clarify what your goals are.
Metaphor mechanics fail when they are too simple, overgeneralized, mismatched (conveys additional content you don’t want), or when they’re too repetitive.


Just checked in. Already seen Ian Bogost and the Crayon Physics guy.