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Modified over 4 years ago
Design, Games, & Game Design (feat. SpyParty) Chris Hecker chrishecker.com
What is SpyParty? Less of this......more of this.
The Spy Note: All of this art is temporary!
Inverse Turing Test Put a human in the loop where computers suck.
How to Make Things design build test
Three Kinds of User Testing depth testing kleenex testing focus testing
Metrics Fetishism intuition vs. dataart vs. craft jumping vs. hillclimbing
Metrics Fetishism intuition vs. dataart vs. craft jumping vs. hillclimbing & & &
Back to SpyParty… How should one design games? I have no idea… …and neither does anybody else.
Crysis 2, 2011
Fred Otts Sneeze, 1894
1905 in Film The Misadventure of a French Gentleman Without Pants at the Zandvoort Beach 2 The Little Train Robbery
The Sims 2, 2004
Really, now back to SpyParty…
SpyParty Aesthetic Goals perception vs. deception & performance attention as a resource consequential decisions with partial information deduction vs. intuition analysis paralysis vs. extinct by instinct extreme asymmetry
Design Methodology Depth-first, Accessibility-later
Mechanics complete focus on player skill map navigation aiming & shooting micro combat strategy behavior perception subtle performance playing it cool social pattern matching
Two Approaches to Emotional Depth
Long Term The Party, 1968
Thank you! spyparty.com facebook.com/SpyParty twitter.com/SpyParty
The Halo 2 AI In 10 Minutes or Less Damián Isla Bungie Studios
1 Teaching in Ways Consistent with How the Human Brain Works.
Workplace Presentations 101 for IT Professionals.
Structure style Chris Hecker Maxis / EA chrishecker.com vs.
5 Minutes Worth of Observations about AAA Indie Games Chris Hecker.
A Game Developers Wish List for Researchers Chris Hecker
The Dysfunctional Three-Way Chris Hecker.
Chris Hecker spyparty.com …plus some ranting. SpyParty A Game About AI…
The Imitation Game in Games Distinguishing NPC from Human Player Prof. Minhua Eunice Ma Professor of Computer Games Technology Digital Design Studio, Glasgow.
Dr Yanna Vogiazou, Goldsmiths College M-Learning Symposium, 9th February 2007, WLE Centre Institute of Education Identifying and designing socio-emotional.
World Views & Level Design EST310/ISE340 Fall 2011 Tony Scarlatos.
Ground Rules for Meetings
Test Moderator: Jordan Klein Test Partner: Katie Powell Designers: Adrian Swanberg, James Iliff.
Content and Outreach Strategy – Extended Version A Talk About Content, Outreach, Measuring Successes and Really Long Pubcon Titles Presented by: Jenneva.
An Analysis of „Fun“ for Casual and Social Games Roberto Dillon, Ph.D. Chief Game Designer Kentaura Pte.Ltd.
Effective First Strategies With Peter Jasko. Topics That Will Be Covered Strategic Design Pit Scouting Match Strategies.
PAINTBALL Everything you never needed to know…. Common Perceptions A typical Paintballer.
Spit Ball Interactive game for ages 6 to 18 Based on Spit Wod Willy (1993)
PLAYTESTING GAME MOD WORKSHOP – BRIAN SCHRANK. YOU PLAYERS GAME X.
Introduction w Form teams of two w Specially choose people who you don’t know much w Spend 5 min with each other w The aim to find out what.
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