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|    Game Design

Creating compelling, immersive games requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. While game designers need to understand and exploit the possibilities of new technologies such as realistic physics, facial expressions, and lighting techniques; they must also continue to master the traditional disciplines of drama, game play, and psychology.

The Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques.


"Life is an MMO" Isn’t a Joke Anymore
Raph Koster (Altered Tuning)
We're networking the world. Titles like 'PokemonGO' are showing us how the world can be an MMO. Hardware coming from major companies is promising goggles and lenses and magical graphical overlays. But... if we're going to be living in an MMO, doesn't that mean we're suddenly also the NPCs? The avatars? How do we call customer service? And who's community managing Earth? In this session we'll talk about the social and ethical implications of turning the real world into a virtual world, and how the lessons of massively multiplayer virtual worlds are more relevant than ever.
The Design of Time: Understanding Human Attention and Economies of Engagement
Chelsea Howe (MaxPlay)
Time is the core currency for live games, but humans are notoriously bad at projecting long term outcomes. People often underestimate stimulus demands for prolonged engagement and wind up trapped in expensive content treadmills. This talk covers patterns of human attention and engagement over time and concrete ways to design for those phases, including how to surface time components, approaching engagement with a relationship lens, transitioning from hand-crafted experiences to procedural and social systems, and balancing permanent progress with maintenance mechanics.