GDC 2009: Game Design Challenge.

If McGonigal is right in her assertion that embarrassment is a gateway to happiness, then getting a bunch of game design nerds into a room to talk about their own sex lives is a good way to throw those gates wide open.

GDC 2009: Hocking: Intentionality and Improvisation.

Rather than forcing the player to adhere to a fixed script, improvisational play and complex systems encourage the designer to give up control and put the power to have fun back in the player’s hands.

Where my mouth is.

Why the hell am I not making games about “nurturing, growth, and affection,” or helping players “create new experiences for each other”? I need to put my money where my mouth is.

GDC 2008: Thursday: Character, immersion, social media, instrumentation

Brain dumps from Thursday at GDC.

Feeling ready for GDC.

GDC is this week, and I’m looking forward to taking a few days off to go geek out at lectures, chat with colleagues, and generally do something other than work.

Designer vs. Programmer: Fight!

I spend a lot of my work days doing both design and programming, which is fine, except that the two disciplines are very different. In fact, they’re downright contradictory at times.

Austin GDC 2007.

While everyone was talking about how everyone’s talking about Web 2.0 and games, not very many people were actually talking about Web 2.0 and games.


I finally buckled down and worked on one of my New Year’s resolutions, and the results are as underwhelming as you might expect.

UI Planes (and Pownce).

A roundabout way of getting to a very minor complaint I have with Pownce’s desktop app.

User experience and washing machines.

“User Experience” can be a pretty hazy term. Ulius-Sabel’s talk helps to solidify my understanding of what it means.