Chris Hecker (definition six, inc.), Kyle Gabler (2D Boy), Matthew Wegner (Flashbang Studios), Kyle Gray (Tomorrow Corporation), George Fan (PopCap Games) and Brad Wardell (Stardock) : 3pm -4pm
(official GDC brief) (note: I was 5 minutes late)

SUMMARY:

Each speaker described a game they’d made (or prototyped) which they considered a complete failure. They went into detail about why they exactly they thought it failed.

EDUCATIONAL PERSPECTIVE:

Some very interesting stories about their quick prototypes (much like the exercise I’d quickly whip up for various instructors at OSU’s Ecampus), and a strong theme around “get to prototype asap, and start testing it.” Continue reading

Posted in GDC.

DynamicsClint Hocking (LucasArts): 10:30am – 11:30am
(official GDC brief)

SUMMARY:
This talk builds on Chris Hecker’s question “How Do Games Mean.” (which is a play on words. not “what do they mean,” but “how?”)

The gist of Hocking’s talk was to push for an answer to this question by studying the current dynamics that create meaning in games. He focused on the ways editing is known to create unique meaning in the medium of film, and suggested we need to find similar mechanisms for conveying meaning in gameplay.

EDUCATIONAL PERSPECTIVE: Continue reading

Posted in GDC.