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The Stanley Parable's Davey Wreden, Spelunky XBLA's Andy Hull, and Loot Drop designer James Lantz offer unique lessons to expand creative game design.
Courtesy of GDC Vault, this free GDC 2013 video shows The Stanley Parable's Davey Wreden, Spelunky XBLA's Andy Hull, and Loot Drop designer James Lantz offering unique lessons to expand creative game design. The aptly named "creatrilogy" session includes Hull's "good kind of stealing" and other wooden toy design tips applicable to games, Lantz's 4 different directions to go with genre innovation, and Wreden's 14-tip "tool set for evoking creativity in game design." Session Name: Creatrilogy: Three Talks Exploring Indie Game Creativity Speaker(s): Andy Hull, James Lantz, Davey Wreden Company Name(s): Story Fort, LLC; Independent; Galactic Cafe Track / Format: Design Description:What Indies Can Learn from Wooden Toys (Andy Hull, Story Fort, LLC) Most indie games must find creative solutions to deal with the limitations imposed by having a small team, a limited budget, and short development times. In this talk, Spelunky XBLA programmer Andy Hull draws on 5 years of experience working as a wooden toy designer to examine how wooden toys seek to create immersive, engaging, and complete experiences using limited resources. Explore what design solutions game developers can borrow specifically from toy design, and see examples of games that already do. Genre and Creativity in Indie Development (James Lantz, Independent) James Lantz will discuss how to change the way you think about genre in order to make truly experimental games. His talk will incorporate interviews with creative indie developers, psychological science, and his own perspective. James will talk about how genre can hold us back from, or push us toward, being truly experimental, and how we can change this. Lessons in Creativity Learned from The Stanley Parable (Davey Wreden, Galactic Cafe) Creativity is elusive, hard to define, and harder to capture. Davey Wreden, creator of The Stanley Parable, offers a simple and concise set of rules that allow us to define creativity more precisely. Through historical examples and personal anecdotes from development of The Stanley Parable, he investigates how these rules serve as building blocks to more deeply elicit the creative spirit in any artistically-minded professional.
In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins. Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS. Gamasutra and GDC are sibling organizations under parent UBM Tech.
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