Gamasutra now has slides, session notes, and related papers for every GDC since 2000! Check it out on the GDC Archive.
Some stuff of note from the archive:
- Matteo Bittanti’s Make Better Criticism presentation, which inspired my thesis.
- Katherine Isbister’s Perform Or Else
- the panel on Persistent vs. Instantiated Spaces
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I enjoyed your thesis, its date seems to imply you graduated less than a year ago, my impression was that you’d been in the industry for at least four or five years.
I do agree that the industry has been gripped by an overly positivist mind-set, largely due to the “Two Cultures” divide and an emphasis on graphics technology over design innovation.
Your take on time compression in The Sims was interesting, reminding me of the Phi theory of consciousness, which ties into my theory of a play experience as a wave.
The need for new verbs is paramount, which is why I’m excited about playing with Crawford’s recently renamed Storytron engine. The engine revolves around an XML dictionary file which, coupled with the Linguistic GUI, allows a very large number of verbs to comprise a play experience.
Speaking of which, you should come out to Phrontisterion in June.
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