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.

GDC 2008: Friday: Narrative control, ranting, happiness.

Notes from the end of GDC 2008.

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

Brain dumps from Thursday at GDC.

GDC 2008: Wednesday: UCG, procedural music, AI, narrative design.

Notes from the first day 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.

GDC ’07: Just a couple more shots…

One last GDC brain dump from Friday.

GDC ’07: Why not take a break?

More GDC brain dumping, from Thursday.

GDC ’07: New sensations.

Random thoughts from Wednesday at GDC.

GDC ’07: Welcome to the Fantasy Zone. Get Ready!

I’m here in San Francisco, psyching myself up for some serious conferencing.