September Game Design Seminar

SeptemberSeminar

We’re starting a new version of the Game Design Seminar on an abridged 2-day format.

  • September 6-7
  • Regular fee is $300, $250 for students,
  • $25 early bird discount if registered before August 16th
  • Hosted at Lighthouse Labs in Gastown Vancouver

Use the button below to contact me and sign-up or check the full details on this page.

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Warcraft 3 Randomness

Compared to Starcraft’s very predictible systems, Warcraft 3 and its randomness always puzzled me. Here are my conclusions on how such a random game can still be fit for competitive play.

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Assassin’s Creed Combat system

While working at Ubisoft Montreal, I was involved with Assassin’s Creed, and we faced a situation where we realized that the combat system was largely perfectible, but we were specifically asked to stick with a design that we felt was rather poor. It took me several years to realize that it was the best decision, and I explain in this video how sometimes bad design is best.

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Gameplay True Form

Here is a short video to introduce the concept of Gameplay True Form that I describe in more details in this article and in this conference talk.

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Shooting isn’t the key mechanic of Quake

After last week video where I analyzed the way Halo shapes the combat dynamic for the average players, here is a quick look at Quake’s top competitive end.

Also, some related links:

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Halo Multiplayer Combat

As a follow-up to last week’s video on the lessons from Pac-Man design, here is how they can apply to AAA games, with a short study of Halo’s multiplayer combat.

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Lessons from Pac Man

I studied the game systems of Pac Man as I was working on a documentation process for the designers at Ubisoft Montreal. I wanted to use a simple game to showcase that process, but as I dug in the different resources available, I realized how refined this game’s systems were. This led to understanding game design principles that still stick with me today.

In the video, for the sake of brevity (also because I don’t fully understand the game’s systems), I used rather gross approximations, and I wanted to link you to a great article that properly covers the ghost AI of Pac-Man. Here it is: Understanding Pac-Man Ghost Behaviour by Chad Birch.

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July Game Design Seminar

Seminar_Header

We’re getting ready for the third run of the Game Design Seminar here in Vancouver. It is a 4 day event that will take place over two weekends: July 19-20 and July 26-27. I’m so happy to announce that the great folks at Lighthouse labs accepted to host us at their location in Gastown, lots of space and a great atmosphere at this coding school!

  • Learn from Ubisoft and Relic Director of Design
  • Motivation Design, System Design, Interaction Design
  • Lectures, group exercises and homework
  • July 19-20 and July 26-27, 10am to 4pm
  • At Lighthouse labs, 128 W Hastings
  • Regular price is $500, or $400 for students
  • Check the full description page here

 

If you’re interested, contact me by mail at alex@gamewhispering.com, and don’t forget to share this around!

Email me to Sign Up!

Lighthouselabs Venue Sponsor

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Creating meaningful game systems

Here is another video from my design short talk series that discusses how we build experiences to convey meaning, the difference between how we relate to stories and to games, and how to build game systems that are meaningful for your player.

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“Fun” kills creativity

Here is a short video on why you shouldn’t use the word fun as a game designer or as a producer/manager. It actually echoes the article on creative management I wrote last year and extracts its essence in a more accessible way. Hope it will entice you to go and check it after watching the video.

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