Tag Archives: entertainment technology center

GDC Tuesday Afternoon

Well, I’d intended to go back to see another session, but instead I spent most of the afternoon sitting and chatting with Drew and Activision Jason, and later, Brenda. It was a fine chat about the history and motives behind GDC, the role of educators in the conference, and my curious foray into Game Design. ETCers and other industry folk joined and left our table in a steady stream. This was a much preferred environment for me compared to a packed session, especially in my sleepy state.

After a leisurely dinner at the food court, we returned to our hotels to prepare for the giant IGDA party being thrown tonight. I promptly fell asleep. I doubt I will be scorned for skipping out on the party, nor will my absence likely be noticed (they are expecting 2000 people to attend). The fact of the matter is, I’m exhausted, and the conference proper hasn’t even begun yet! I need to rest up if I intend to survive the rest of the week at all.

I blame the large amount of people, which quickly drain away my energy. Andy says I should just pretend every person at the conference is actually a dog, since puppies seem to give me so much energy (Brenda agrees, thinking it would be extremely fun to think of what breeds people would be). Activision Jason says that creating a defensive energy bubble around oneself is a learned skill, and that I merely need to work my way to 375 (how I grind this skill, I have no idea).

For now, I’ll call it an early night. There’s a session at 9am tomorrow that I really want to go see, so an early bedtime won’t hurt in the least!

GDC Tuesday Morning

Today was the day of scholar activities, and I am quite worn out! In the morning we all met up and went over to Three Rings Design for a tour. This was great, because it was one of the companies I wasn’t able to see on the West Coast Trip. Three Rings is a fantastical place, visually, and their company model is one I am fond of. They were very friendly and open, and are giving all the scholars alpha test accounts for Whirled.

Afterwards, we met up with our mentors, which was the most exciting part of the day for me! They matched up each of the scholars with an industry professional in the line of work we were interested in. Mine is a producer at Ubisoft, and is really cool. We wandered off to figure out our schedule for the conference, and had a fabulous conversation about production and the game industry in general. He’s going to arrange a tour of Ubisoft for me (the studio here is mostly a publishing house with a small development team).

He set off to another meeting and I wandered about until I found Carlos, who is also doing computery sorts of errands. Tonight is the big IGDA party, which I may go to, but am sort of dreading. Large gatherings of people drain me to the bone. But who knows, it could be fun!

For now, I think I’m going to go seek out that bean bag chair lounge again…

GDC Monday Afternoon

The summit talk after lunch was all about revenue models for Free-to-play games, and was very interesting. It was also very popular, and the room was so crammed full that I had to escape afterwards for a re-charge.

Wandering about, I found that the convention has a bean bag chair lounge in the middle of the floor outside the exhibit hall! Brilliant! I chilled out for awhile, soon joined by Tracy, Edmundo, Jake, and Alyson. I decided to sit there on a bean bag and work out what talk I wanted to see in the afternoon, and promptly fell asleep. Doh!

Upon waking, I walked back with Tracy and Jesse. There’s a big, glass-enclosed carousel outside the convention center that looks very fun, and Jesse and I resolved to ride it before GDC is over. “I will have to schedule a time this week to ride it,” I said.

Jesse turned to me with the most incredulous, laser-eyed glare he could muster and scoffed, “I’m not scheduling when I ride the carousel.” I barked back in defense of my inability to be spontaneous, and Tracy berated us both on the silliness of a glass-enclosed carousel to begin with. It was all in good fun, of course. We parted ways with Jesse and returned to the hotel.

Tonight, I met up with the other GDC scholars for dinner at the food court. There are an abundance of interesting people, and many a business card was exchanged. One girl is going to be a first-year at the ETC next year, so I am determined to get her properly introduced to Jesse and Drew.

Yay networking!

GDC Monday Morning

So for today, Bandology split up between the Casual Games Summit and the Worlds in Motion Summit. I went to the latter, which is about virtual worlds and massively multiplayer experiences (as Jesse says, “it sounds like a girl came up with the name to that summit,” at which I shook my fist threateningly, at which he smirked).

I picked the summit to learn what I can about MMOs to apply to Bandology. What I discovered, to my surprise, is that there exists in this industry an animosity between “virtual worlds” people (Second Life, Social Networking experiences, etc.) and “mmo game” people (WoW, Club Penguin). This startled me, as I’d never perceived the friction between the two groups until today in this room!

The first two speakers were so-so, but the third guy from GoPets () gave a great talk about Game Interface over User Interface. I think I absorbed a lot of Bandology-relevant tidbits from that talk.

For now, I must finish my lunch and head back to the summit. Stay tuned for more!

GDC-bound

Today I fly off with my project team to the Game Developers Conference in San Francisco.

I am extremely excited, if not a little nervous (this will be the most gigantic conference I’ve ever attended). On Monday I’ll be attending a summit about MMOs, hopefully to absorb what I can learn to apply it to Bandology. Tuesday I’ll be running about with the GDC scholars (I won a scholarship to attend GDC, so there’s all kinds of perks with that). The rest of the week I’ll be running about to this session and that, and maybe this party and that, and whatever social networking you tend to do at conferences.

I am armed with a stack of business cards and a tiny notebook, and we shall see what GDC brings!

My goal is to blog a bit about each day, but even if that doesn’t happen, I’ll likely be twittering left and right if you like bite-sized updates.

Adventure Time!

I am so excited about our next Game Design assignment!

The assignment is to run a one-shot adventure game session using a very simplified D&D-derived ruleset. Many people in the class have never played a table-top roleplaying game before, so they created groups based on experience. The assignment is in association with studying the challenges of interactive storytelling.

I’m considered the “expert” of my group, and so have to run my one-shot first, so that others may follow my example. Pressure! I haven’t DMed a game in ages, but I think I’ve learned a lot I can use from the most recent games I’ve played in.

This should be a ton of fun, and I’m thinking back to some of the Nobilis one-shots we did in the past for ideas on how to run a good, condensed story. However, it’s been awhile since I’ve used the D&D ruleset; my mind is still fresh with Nobilis and Dogs in the Vineyard.

First thing’s first, time to think up a fun story. For you, internets, if you’ve played a tabletop rpg one-shot that you really enjoyed, share the experience? What was fun about it? What did you like better or worse than a campaign over an extended period of time? Tips? Tricks? Advice? Ideas?

Assassin’s Creed

Amidst all the scrambling work for Bandology and Game Design, I have had moments of rest from time to time. On Saturday I took to watching Joe play Assassin’s Creed for a good part of the afternoon. I played a bit myself, but preferred to watch (I think there is some inherent Little Sister gene in me that lends itself to pleasantly watching someone else play a game).

I really like the game, of what I’ve seen. Its approach to stealth, what with hiding in plain sight and blending in socially, makes it a few points closer to true stealth arts than any other stealth game I’ve seen. I appreciate this very much. It’s also pretty and engaging and makes you feel like a badass.

The weird, matrixy, modern-present/memory-past scenario is a little off-putting and puzzling, but I like how they use it to explain away anachronisms you experience in the memory world. It was a very clever means of keeping a consistent world, I thought.

I’m not sure when Joe will have another chance to play, as GDC looms on the horizon, and after that we’ll be in crunch for pretty much the rest of the semester. Alas, such is life.

Birthday times!

First off, thank you all so much for your dice comments! They were all very helpful and intriguing, and I jotted things from each of them in my brainstorming log. My game is ending up similar to the “dice darts” concept, except that I’m using a super magnet, and using bolts and nuts as dice in the same way that Pass the Pigs uses plastic pigs as dice, scoring based on what position they land in (this is until Monday, when I can get some magnetic paint from our facilities admin, and I’m going to try using normal dice).

More details on that later. For now, birthday report!

This has been one of my best away-from-home birthdays in awhile

Dice

Our next game assignment in Game Design class is to create a dice game. This is tricksy on several fronts…

1) I am inevitably to face my old nemesis, Math, many times during the course of this assignment. Jesse gave us an abridged probability lesson today, and it’s still hard for me to wrap my brain around.

2) The hopscotch assignment gave us a jump-start. Because we had to redesign an existing game, it was easy to come up with a set of problems to solve. Jesse has said many times that we should come up with a problem statement, and that our design should seek to solve said problem(s). With this, it is more of a “start from scratch” attitude, so I’m a little unsure how to seek out the problems I want to solve with my game…

Am I to think of problems with dice games in general? That seems rather vague. Perhaps I should come up with a concept first and establish my problems after the first playtest? Hmmm….

I am half tempted to create Dieslinger, as wielding large handfuls of dice is something that greatly appeals to my tactile sense. Whether I make that game or not, I will at least cite Dispatching the Dungeon Master in my brainstorming process.

Thoughts? How do you guys feel about dice? What are your favorite dice games? Mine’s probably yahtzee, or shut the box. What do you like about these games? What don’t you like?