Make Better Games
"The GDC 2003 Game Design Track: Creating new gameplay experiences requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. Game designers need to exploit the possibilities of technology and master the traditional disciplines of drama, gameplay and psychology. The Game Design Track looks at the opportunities created by the interaction between emerging technologies and established techniques. 40 sessions including:
Dynamics for Designers
Will Wright, Maxis
FilmGame: Adapting Lord of the Rings
Neil Young, Electronic Arts
How to Make Your Game Successful in Japan
Tsurumi Roppyaku, 0600design & Ryoichi Hasegawa, Sony Computer
Entertainment Inc.
Old School: Arcade Games in the Golden Age
Mark Cerny, Eugene Jarvis, Ed Logg & Tim Skelly
Orthagonal Unit Design
Harvey Smith, Ion Storm
Designing a Level in Ratchet & Clank
Brian Allgeier, Insomniac Studios
Achieving the Cinematic Feel for Medal of Honor Allied Assault
Rick Giolitto, Electronic Arts
Making Games More Fun: Methods for Playtesting Games
Bill Fulton & Kevin Keeker, Microsoft
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