Game Design


NY: A computer game still hasn't made you cry. I think we'll crack that problem in the next 5 years and it'll be a watershed event for our business.

The GDC 2004 will have 6 game tracks. Here is the Game Design track: 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, gameplay, and psychology. Choosing a focus, balancing the elements, and forging a complete experience is the designer's role. The Game Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques.

Beyond Fun: Setting Aesthetic Goals and Sticking to Them
Craig Derrick, Vicarious Visions & Tim Stellmach, Vicarious Visions

Four at a Time: Techniques for Maximizing Enemy and Object Placement
Chris Cross, Electronic Arts

Would the Real Emergent Gameplay Please Stand Up?
Randy Smith, Ion Storm

A Peek Behind the Shoji: Japan's Videogame Market Today
Ryoichi Hasegawa

Game Design: Risk and Return
Masahiro Sakurai

Interactive Character Design
Tim Schafer, Doublefine Productions

The Secret of Pac-Man's Success: Making Fun First
Toru Iwatani, Namco

Triangulation: A Schizophrenic Approach to Game Design
Will Wright, Maxis

Saw something? Send a tip or a correction

The archive ran on reader tips. What did you see, where, and do you want the credit? Something wrong on this page? Say so and it gets fixed.

Read by the editor. You get a copy by email. Never published without your say.

More in Games · This month in the archive