G AME D ESIGN Thoughts and new concepts. C HAPTER ONE : WHY WRITE THIS BOOK ? Kids also move on from certain game as they age (Tic tac toe) Games that.

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Presentation transcript:

G AME D ESIGN Thoughts and new concepts

C HAPTER ONE : WHY WRITE THIS BOOK ? Kids also move on from certain game as they age (Tic tac toe) Games that are too hard kind of bore me, and games that are too easy also kind of bore me.

C HAPTER TWO : HOW THE BRAIN WORKS People are amazing pattern-matching machines. Classification A-curse

C HAPTER TWO : HOW THE BRAIN WORKS The brain is hardwired for facial recognition, just as it is hardwired for language, because faces are incredibly important to how human society works. Facial recognition Border detectors Language: really built-in? We’re not really “concious” WYSIWYG Brain in a vat Assumptions World model

C HAPTER TWO : HOW THE BRAIN WORKS The brain is good at cutting out the irrelevant Attention system Sound and white-noise ignoring Brain notices a lot more than we think it does Blind insight Chunking Car pattern/actions

C HAPTER THREE : WHAT GAMES ARE Games are puzzles Really? Not less? Not more? Games serve as very fundamental and powerful learning tools. Playing? Fun is about our brains felling good – endorphins But you’ll only play it until you master the pattern. Boredom is the opposite. Fun is another word for learning

C HAPTER FOUR : WHAT GAMES TEACH US The young of all species play. What is play? What does it mean? If games are essentially models of reality, then the things that games teach us must reflect on reality. Formal rule sets -> “no fair” when someone violates them. Games > play > learning: space, logic, and much more

C HAPTER FOUR : WHAT GAMES TEACH US Some games teach spatial relationships

C HAPTER FOUR : WHAT GAMES TEACH US Some games teach you to explore

C HAPTER FOUR : WHAT GAMES TEACH US Some games teach you how to aim precisely

C HAPTER FOUR : WHAT GAMES TEACH US World experiencing

C HAPTER FOUR : WHAT GAMES TEACH US Language capabilities

C HAPTER FOUR : WHAT GAMES TEACH US Artificial Creatures Darwinian, Skinnerian, Popperian, Gregorian

G AMUX I NTERNALS Valve

W ELCOME TO GAMUX ( NOTHING NEW ) Flatland Talented people with innovation and self-motivation We do have administration, but no one manages you And, it’s a lot of responsability! Of course. What to do? Why pick my own projects? Ask yourself how to better help your professional career and all institution What is happening? Ask somebody. Network! Goals? Yes, just talk with seniors. Get in, also. But, seniors may force me anyway? No.

W ELCOME TO GAMUX ( NOTHING NEW ) What to do? What about fails? Talk with team as a team. How does Gamux decide what to do? You say to me. Can I decide something important? Sure.