1 / 16

Game Design

Game Design. Thoughts and new concepts. Chapter one : why write this book?. Kids also move on from certain game as they age ( Tic tac toe) Games that are too hard kind of bore me, and games that are too easy also kind of bore me. Chapter two : how the brain works.

kitty
Download Presentation

Game Design

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Game Design Thoughtsand new concepts

  2. Chapterone: whywritethis book? • Kidsalso move onfromcertain game as they age (Tictac toe) • Games that are too hard kindofbore me, and games that are too easyalsokindofbore me.

  3. Chaptertwo: howthebrainworks • People are amazingpattern-matchingmachines. • Classification • A-curse

  4. Chaptertwo: howthebrainworks • The brainishardwired for facial recognition, just as it ishardwired for language, because faces are incrediblyimportanttohowhumansocietyworks. • Facial recognition • Borderdetectors • Language: reallybuilt-in? • We’renotreally “concious” • WYSIWYG • Brain in a vat • Assumptions • World model

  5. Chaptertwo: howthebrainworks • The brainisgoodatcutting out theirrelevant • Attention system • Soundandwhite-noiseignoring • Brainnotices a lot more thanwethink it does • Blind insight • Chunking • Carpattern/actions

  6. Chapterthree: what games are • Games are puzzles • Really? Notless? Not more? • Games serve as very fundamental andpowerfullearning tools. • Playing? • Funisaboutourbrainsfellinggood – endorphins • Butyou’llonly play it untilyoumasterthepattern. Boredomistheopposite. • Funisanotherword for learning

  7. Chapter four: what games teachus • The youngofallspecies play. • Whatis play? What does it mean? • If games are essentiallymodelsof reality, thenthethingsthat games teachus must reflecton reality. • Formal rule sets -> “no fair” whensomeoneviolatesthem. • Games > play > learning: space, logic, andmuch more

  8. Chapter four: what games teachus • Some games teachspatialrelationships

  9. Chapter four: what games teachus • Some games teachyouto explore

  10. Chapter four: what games teachus • Some games teachyouhowtoaimprecisely

  11. Chapter four: what games teachus • World experiencing

  12. Chapter four: what games teachus • Languagecapabilities

  13. Chapter four: what games teachus • Artificial Creatures • Darwinian, Skinnerian, Popperian, Gregorian

  14. Gamux Internals Valve

  15. Welcometogamux (nothing new) • Flatland • Talentedpeoplewithinnovationand self-motivation • We do haveadministration, but no onemanagesyou • And, it’s a lotofresponsability! Ofcourse. • Whatto do? • Whypickmyownprojects? Askyourselfhowtobetter help your professional careerandallinstitution • Whatis happening? Asksomebody. Network! • Goals? Yes, justtalkwithseniors. Get in, also. • But, seniorsmay force me anyway? No.

  16. Welcometogamux (nothing new) • Whatto do? • Whataboutfails? Talk withteam as a team. • How does Gamux decide whatto do? Yousayto me. • Can I decide somethingimportant? Sure.

More Related