Here's a link to video footage of the "Great Debate" at Game Connect Asia-Pacific, last month. I was asked to represent the Wii (versus the Playstation 3 and Xbox 360), and am pleased to be able to report that I managed a win.
I thoroughly enjoyed myself - it was a fun session, and I had the easiest corner to defend. The other two participants were Cameron Dunn and Tony Albrecht - old mates from my days at Ratbag, and now some sort of technical smarty-men at Transmission (formerly IR Gurus) and Pandemic, respectively. Hats off to the pair of them for putting up a good fight, and making for a lively debate.
Consider this as something of a bonus round, as it contains no useful or informative content of any kind.
Sumea Coverage
Kotaku Coverage
Video Download (courtesy of Sumea)
Tuesday, January 1, 2008
G'day all.
I'm setting up this blog as a repository for the various talks I've given about game design over the years, which I might also supplement with a few additional bits and pieces that I've happened to pick up along the way.
Expect this stuff to trickle in bit by bit over quite a long while. That's not to say there's such an enormous amount that I know about game design, of course - just that I'm both busy and lazy, so even imparting these few modest pearls of wisdom could take some time.
Mostly for my own reference, here's a list of topics I've already pontificated upon, or for which I have an impending rant building up:
- "Game Design is like a Brontosaurus"
- Trim the Fat
- Quality of Life
- Designing for DS vs. Designing for PSP
- Designing for Nintendo's Handheld Platforms
- So you have a great idea for a game... what do you do next?
- Game Design Documentation
- Careers in Game Design
- Learning to love abstract feedback
- Game Difficulty
- Look at the Damned Build
- Colourful spreadsheets, for fun and profit
If the New Year's resolution holds, you ought to see at least some of these starting to appear over the next little while. If not, well, I guess I'll also still be overweight, in debt and drinking too much :)
Expect this stuff to trickle in bit by bit over quite a long while. That's not to say there's such an enormous amount that I know about game design, of course - just that I'm both busy and lazy, so even imparting these few modest pearls of wisdom could take some time.
Mostly for my own reference, here's a list of topics I've already pontificated upon, or for which I have an impending rant building up:
- "Game Design is like a Brontosaurus"
- Trim the Fat
- Quality of Life
- Designing for DS vs. Designing for PSP
- Designing for Nintendo's Handheld Platforms
- So you have a great idea for a game... what do you do next?
- Game Design Documentation
- Careers in Game Design
- Learning to love abstract feedback
- Game Difficulty
- Look at the Damned Build
- Colourful spreadsheets, for fun and profit
If the New Year's resolution holds, you ought to see at least some of these starting to appear over the next little while. If not, well, I guess I'll also still be overweight, in debt and drinking too much :)
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