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CONFERENCE  

|    Game Design
    GAME DESIGN

Creating compelling, immersive games requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. While game designers need to understand and exploit the possibilities of new technologies such as realistic physics, facial expressions, and lighting techniques; they must also continue to master the traditional disciplines of drama, game play, and psychology.

The Game Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques.

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HIGHLIGHTED SESSIONS

TRACK KEYNOTE
Assassin's Creed: Maintaining Momentum on a Blockbuster Franchise
Alex Hutchinson (Ubisoft Montreal)
How often can you release a game in a AAA franchise? How do you keep it fresh? How much change is too much, and how much is too little? Why would an audience come back again and again to the same universe? Assassin's Creed has grown to become own of the premiere franchises in the industry and one of the few that tries to maintain a completely consistent universe of characters, history and perspective. This talk looks at the challenges of creating such a franchise, expanding into other media, and of shipping a new core title every year, through the lens of the development of Assassin's Creed 3. By breaking down the team's goals in January 2010 and re-presenting example deliverables at key milestones over the last two and half years, Hutchinson will explain how Ubisoft Montreal built AC3, and show how the studio's features and approach evolved along the way.
Making the Player Feel Bad - Breaking Rules of Player Choice for Emotional Impact
Joerg Friedrich (YAGER Development Gmbh)
The biggest difference between games and passive media storytelling is the fact that players make interactive choices. A lot of good game design rules have been written on how to create proper player choices in games, but sometimes designers should break these rules to create emotional impact on the player and tell a serious narrative. Joerg Friedrich will present three design rules that should be broken at times and how doing this will improve the emotional impact of the game on the player.
AAA Goes F2P: Same Skills, Different Mindset
Jan van der Crabben (Travian Games)
Moving from making boxed AAA games to F2P browser games is a peculiar challenge which requires rethinking important aspects of game design. This talk explores directions for a successful transition from AAA to browser game design and how you can use your existing skills to create multiplayer-focused gameplay that attains high levels of player retention and monetization.
$100,000 Whales - An Introduction to Chinese Browser Game Design
Jared Psigoda (Reality Squared Games)
Over the past several years, while Western game developers have been busy developing for social and mobile platforms, Chinese developers have been churning out web-based browser games by the thousand. Despite having comparatively short lifespans, these games' unbelievable monetization power has led to the birth of a whole new class of "whale" spenders. Improve your own games by learning some of the successful design techniques being used in the soon-to-be world's largest gaming market!
Bring Them in Casual; Hook them Core- Keys to Prolonging User Lifetime in Casual Games
Jan Michel Saaksmeier (Bigpoint)
Action and strategy-oriented games can attract, retain, and grow a community of players for many years, but how can browser based free-to-play casual games achieve the same success? Join Bigpoint executive producer, Jan-Michel Saaksmeier, as he discusses the opportunities and challenges of enhancing casual free-to-play game life-cycles with the addition of core game mechanics. Attendees will discover the importance of integrating high-quality game content in a way that casual gamers will engage, while learning the challenges that casual games developers will face in the coming years.
Postmortem: Sine Mora- The Struggle to Reboot a Genre
Theodore Reiker (Prior Games Ltd.)
Balazs Horvath (Prior Games Ltd.)
Sine Mora is a visually stunning dieselpunk shoot'em up game that released to universal critical acclaim this March on the Xbox Live Arcade platform. It was co-developed by Digital Reality (Hungary) and Grasshopper Manufacture (Japan), and hailed by many as the future of East-West collaborations. Theodore Reiker, who designed, wrote and directed the title will guide you through the development process of the title, the challenges represented by a co-production, and will try to solve one of the oldest mysteries of the industry: glowing reviews aside, how can a game that was tailored to succeed from start to finish ultimately fail.
Thomas Grip
The Self, Presence, and Storytelling
Thomas Grip (Frictional Games)
A videogame typically presents the player with a system to figure out and conquer, building everything else on top of that. In this talk, Grip will present and discuss an alternative design approach. Instead of having traditional game mechanics, the focus should lie on creating a sense of presence and on letting the imagination do most of the work. This lecture will go over basic scientific and philosophical ideas for this approach, and then go into the concrete design decisions needed to achieve it.

The main goal of this talk is to present an alternative view on how to approach video game design. The outlined philosophy is meant to act as a springboard to construct experiences that deal with deeper themes; something seen in other media but mostly missing from video-games.
Free to Play Game Design is F*#!1ng Awesome
Free to Play Game Design is F*#!1ng Awesome
Jan Richter (Bigpoint)
In the 35+ years of the games industry, no other shift in business model or platform has had such a great impact on game design as free-to-play (F2P) games. The evolution is forcing us to redefine the role, focus, and skill set of the game designer. Coming straight from Bigpoint's game design nerve center, this talk will define what free-to-play actually means when you break it down to the core. Richter will open up a treasure chest of free-to-play design secrets, cover the latest design evolutions, and will illustrate why it is addictive to be a pioneer in the field.
Designing Grand Strategy: Making the Mechanics of Total War
James Russell (Creative Assembly)
Creative Assembly's award-winning Total War series has been at the forefront of strategy gaming for the last decade. Combining a grand-scope, turn-based campaign game and real-time battles with thousands of men, the creation of each Total War title presents formidable design challenges. This session explores Creative Assembly's approach to the design of game mechanics, and how they applied these principles in the development of Total War strategy games.
Surviving the Jungle of MMO
Eco-systems
Craig Morrison (Funcom)
Do the terms 'Themepark' and 'sandbox' mean anything to you? While to many an MMO is an MMO, for designers and veteran players alike there is a fast growing search for the next frontier in virtual worlds. How do we balance accessibility with the wish to create dynamic and evolving worlds where players can forge their own stories? Funcom's Craig Morrison will explore the complex relationships that players have with virtual worlds, and how designers need to understand the forces at play.
DearEsther
Ambiguity and Abstraction in Game Writing: Lessons from Dear Esther
Dan Pinchbeck (thechineseroom)
As a cost-effective means of diversifying the emotional range of a game, supporting interpretation and understanding, and widening the feel of the presented world beyond visible assets, story is a vital tool in every game designer's kit.
Despite a lack of interaction and traditional gameplay, Dear Esther still succeeds in creating a powerful, engaging game. This session focuses on Dear Esther's unusual story and examines how very different narrative experiences can be created. It focuses on both the storytelling devices the game utilizes, and the story itself—how it handles plot, emotion, character, symbolism and ambiguity to help the player construct a complex and largely self-generated story experience.

Pinchbeck will introduce specific examples from the game and explain how ambiguity and abstraction were used as specific design techniques in the game's story, to counterpoint the experience design being leveraged in the environment, audio and soundtrack. This session will also explore the relationship between emotion, story and player experience and offer thechineseroom's understandings of why Dear Esther's story hit home with so many players despite its uncompromisingly problematic content and delivery.

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