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
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