Exploratory Design for New User Interfaces.

Yesterday, I gave a talk at the Game Design Conference here in San Francisco, on exploratory design for new user interfaces.

GDC 2012: Impressions.

In lieu of any deep and well-thought-out observations, here are some random impressions from the conference.

GDC 2012

Holy crap. It’s GDC again. How did this sneak up on me? I am even less prepared than usual. Luckily, I got the largest/worst of my work obligations out of the way last night, so the rest of this week can be spent running myself ragged the fun way, with lots of dashing between conference [...]

SXSW 2011.

It was my first SXSW, and I had a lot of work-related stuff going on while we were there, but I still managed to have a good time and meet lots of nice people — despite finding neither a belt nor an iPad

GDC 2011: Art vs. Art.

It’s kind of surprising and depressing that people are still obsessing over the question of whether or not games are art — or rather, whether they’re ART. But one GDC session gave me hope that it’s possible to have a more interesting discussion about all this mess.

GDC 2011: Hocking on Dynamics.

Clint Hocking gave a really interesting, theoretical talk at GDC on dynamics as the main generator of meaning in games, as opposed to surface aesthetics or raw mechanics.

GDC 2009: Bogost, Daglow.

Two different perspectives on perspectives in games.

GDC 2009: Experimental Gameplay Sessions, Lazzaro.

The miracle of those games is how natural the mechanics seem once you recover from the initial shock.

GDC 2009: Game Studies Download.

We live in an age in which it’s easy to share information without having to wait for conference proceedings or recordings. So instead of a bunch of sloppy notes, here’s the actual scoop from the session.

GDC 2009: Microtalks.

Each speaker had 5:20 to give their talk, illustrated by an auto-advancing slide show of no more than 20 slides.