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Floyd Mueller, directs the Exertion Games Lab (exertiongameslab.org) at RMIT, shares his views on how to avoid crap game design during the prototyping process. His talk is part of a panel curated by Christy Dena and held at the Freeplay Independent Games Festival on August 20th 2011:
Avoiding Crap Game Design: A (self-described) “handsome and debonaire stranger” said to me the best way to avoid creating dull projects is “don’t work for shit companies” and “only go indie if you have a brain”. But what happens if you (think) you don’t work for a shit company and you have a brain? Are there still little things you can do that gradually and inevitably steer your project into the sea of mediocrity? This session is a discussion about how all of those little design and process decisions build to make or break your game.
Full details: http://www.freeplay.net.au/program/session-details/
Audio Recording by: www.StephanSchutze.com
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