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Design & Narrative [clear filter]
Tuesday, October 23
 

11:30am AEDT

An Asset Worth a Thousand Words: Building Dynamic and Reusable Content
Who's ready to play with fire? In this talk, Damon Reece presents best practices for utilizing procedural generation and modular design to build gameplay content that’s (almost) endlessly reusable, without breaking the bank, boring your players, or making your producer cry.

Speakers
avatar for Damon Reece

Damon Reece

NARRATIVE DESIGNER, ROUTE 59 GAMES
Damon is an award-winning narrative designer and queer advocate from Adelaide, Australia, specialising in constructing narratives for large worlds and building bad Twitter joke bots to annoy their friends.


Tuesday October 23, 2018 11:30am - 12:20pm AEDT
ROOM 209

1:30pm AEDT

Let the Player be the Performer
Intricate puzzle games like Starseed Pilgrim, Sokobond, or A Good Snowman Is Hard To Build utilize a method of musical performance, but synchronize it directly to gameplay. There are a few simple ways to create meaningful player sonic performance that will keep them engaged while learning gameplay mechanics. This session will dive into the creative ways to give the player a performing voice while they are simply just playing the game. There will be examples from games like Guacamelee 2, Shoot Shoot Mega Pack, Soundself, and The Beginner’s Guide, to name a few.

Speakers
avatar for Ryan Roth

Ryan Roth

SOUND DESIGNER & COMPOSER, DUALRYAN
Ryan is a composer and sound designer from Toronto.Ryan has been making games since the late 90’s in RPG maker and Gamemaker.After receiving an undergraduate degree in music composition, his focus has been music and sound for games. Ryan focuses heavily on the implementation and... Read More →


Tuesday October 23, 2018 1:30pm - 2:20pm AEDT
ROOM 204

1:30pm AEDT

UX Design: The Glue That Binds (Lessons learnt from The Sims FreePlay & Need For Speed: NL)
Why are some games easier to navigate than others? How do some games present huge amounts of information without overwhelming the player, all the while creating enjoyable, seamless game experiences... and yet others we uninstall within minutes? And why are good UX Design processes so crucial to every role within game development? Good UX Design manifests itself in two different ways - player facing and developer facing. So how can we use it to solve problems for our players and create clear, intuitive game UI as a result? Once you’ve identified your target audience and their key needs, how do you help your team help your players? As a developer, understanding and working with UX Design means making your team’s processes faster and more efficient, by wireframing, prototyping, and iterating on your core game mechanics. It is a way of aligning your entire team with a unified vision as you work to create your final product. Join me as I go through the differences between UX Research, UX Design and UI Art, and how to implement these into your processes to make your team as efficient as possible... all the while delivering satisfying, engaging and enjoyable gameplay experiences for your players!

Speakers
avatar for Anna Brandberg

Anna Brandberg

UI/UX DESIGNER, EA FIREMONKEYS
Anna Brandberg is a UI/UX Designer at EA Firemonkeys in Melbourne. She currently works on Need For Speed: No Limits, and previously worked on The Sims FreePlay.Anna was selected as a 2018 Next Gen Leader by the International Games Developers Association (IGDA), winning her a 2-year... Read More →


Tuesday October 23, 2018 1:30pm - 2:20pm AEDT
ROOM 209

2:30pm AEDT

Exploring God of War's Level Design
God of War is a massive project with a huge development schedule and many complex pieces. However, behind all of this is a core set of design rules that can be applied to designs of all shapes and sizes.
Step through the level design of Thalmur's Frozen Corpse and explore the core design techniques that are used in God of War's pacing, layouts and puzzles.

Speakers
avatar for Rob Davis

Rob Davis

LEAD LEVEL DESIGNER, SONY SANTA MONICA
Rob is an Australian designer living and working in Los Angeles.He got his start at Krome Studios and Pandemic Brisbane before moving overseas to explore game development at Microsoft Games and Sony Santa Monica.Most recently he was the Lead Level Designer on God of War for PS4... Read More →

Sponsors

Tuesday October 23, 2018 2:30pm - 3:20pm AEDT
ROOM 210

4:00pm AEDT

Accessible Player Experience (APX): A new approach to game accessibility
Fourteen years ago The AbleGamers Charity was the vanguard of game accessibility. In 2011 it published its award-winning Includification in 2011, the first guide for making games accessible. Now, major game companies bought into the need for accessibility, and have created and remixed guidelines regarding what developers must include in their games to reach players with disabilities. We have come a long way, but guidelines, including our own, do something we never intended... they can stifle creativity, and impede out-of-the-box thinking, by focusing only on the features rather than the experiences they deliver. For the last two years, AbleGamers and the University of York have gathered data from players with disabilities from around the world, listened to developers about what they find hard about accessible design, and consolidated knowledge from across our existing guidelines. The result is a new way of doing design thinking about the inclusion of people with disabilities in games. APX is a new approach that gives developers the tools they need to make accessible player experiences while allowing for creativity and out-of-the-box thinking. This talk will introduce the ideas of APX, and how it will change the way you design games to include players with disabilities.

Speakers
avatar for MARK BARLET

MARK BARLET

EXECUTIVE DIRECTOR AND FOUNDER, ABLE GAMERS
Mark Barlet has 25 years of hands-on experience in the technology and assistive technology field. Widely regarded as one of the leaders in making software accessible for people with disabilities. Mark has worked for the US Department of Defense, Homeland Security, and other top-secret... Read More →


Tuesday October 23, 2018 4:00pm - 4:50pm AEDT
ROOM 210

4:00pm AEDT

Building for Live Service: What to do if you’re planning to run a marathon (AKA finding a sustainable core loop)
Live service has converted launch dates from finish lines into starting lines and with games like The Sims FreePlay running successfully for 7 years from launch, it’s a marathon, not a sprint.

Even 7 years after launch, some of the decisions we make in development can still limit our choices and impact exactly how fast and hard we need to run in live service or even create impenetrable barriers we must live with. In this session, we will look at design, team make-up, tools and content implications to think about while building a game to help run a healthy live service and dev team for years to come.

Speakers
avatar for Amanda Schofield

Amanda Schofield

SENIOR PRODUCER, EA FIREMONKEYS
Amanda Schofield is a Senior Producer at EA Firemonkeys in Melbourne, Australia. She has a 10-year background in game development in the fields of production, software engineering and mathematics/design.Amanda has worked at Imaginary Numbers, IronMonkey Studios and EA Firemonkeys... Read More →

Sponsors

Tuesday October 23, 2018 4:00pm - 4:50pm AEDT
ROOM 204

4:00pm AEDT

To Serve (For) Human Minds
How I might describe the talk in a blurb: Unless you’re making a game that only you will play, every game you will ever work on will make more sense to you than it will to the end user. A little copy of you will not ship along with the game to navigate the player around a bug, your players will invariably wish you had created more content no matter how much you produce, and your specific sense of fun is probably applicable to a smaller percentage of the world than you realize. This talk aims to explore how to let criticism and impossible demands fuel your designs, as taught by years of computer roleplaying game development. While most relevant to game designers (as the talk will primarily explore various hits and misses of game design), the talk is intended to be philosophically applicable to developers of any discipline. Even rougher draft that’s intended purely for this application process: This talk is a sort of career-retrospective with a focus on my evolving sense of what my job actually is (vs. what I think it should be/ought to be). Having gone from a junior designer with stupidly out-of-scope ideas to a project director with the power to pulverize hopes and dreams, I’ve come to firmly believe that even if you’re not making ‘games as a service,’ you are a servant to the player. You have your job because your judgment and tastes are maybe a little better than that of the average gamer, but to think your imagination is superior (or to consider yourself immune to feedback) is how forgettable games are made. I mostly envision this talk as heavy on RPG systems/narrative design, with the binding theme being lessons of temperament that held true across multiple projects, teams, and roles. I’d go through post-mortems tidbits of various titles I’ve worked on in the last decade or so, with a focus on times where our ability to deliver a fun experience came by way of balancing that which we personally like and that which is best for game and the player.

Speakers
avatar for Matt MacLean

Matt MacLean

DESIGNER, INDEPENDENT
Matt MacLean is a game designer with over fourteen years of professional experience.Most recently, Matt spent over twelve years at Obsidian Entertainment focusing on story-driven RPGs for PC and consoles.His credits includes writing and narrative design (Tyranny, Pillars of Eternity, Neverwinter... Read More →

Sponsors

Tuesday October 23, 2018 4:00pm - 4:50pm AEDT
ROOM 211

4:00pm AEDT

Unity Tech for Indies: Less Bugs, More Gameplay
When all you have at your disposal is a small team of developers; making certain styles of games (such as RPGs) can take a toll on your budget, time and sanity. How do you push gameplay quality without cratering your project scope or riddling your game with bugs?

Marko will share lessons learned from creating RPG games in Unity; how leveraging data validation, tools and other technology helped speed up iteration times on gameplay and design. Specific examples and usage that improved quality and reduced testing load will be shown; from the currently in development Adventure RPG 'Ravencall'. This talk will also touch upon gameplay programming tips borne from the multidisciplinary mixture of programming and game design.

Though these techniques come from the experiences of working in small teams they still apply to developers working in larger teams. Never again should a spelling error in your configuration data cripple your gameplay, nor should a data heavy game style seem out of your reach; simply because of your team size.

Speakers
avatar for Marko Grgic

Marko Grgic

FOUNDER, SUPER FUN GAMES
Marko Grgic is an indie game developer at Super Fun Games. Previously he worked at Defiant Development on Hand of Fate 2 (AGDA GOTY 2017) as a programmer.Marko is currently working on Ravencall; a fantasy adventure RPG currently in development.His 12 year career in the games industry... Read More →


Tuesday October 23, 2018 4:00pm - 4:50pm AEDT
ROOM 207

5:00pm AEDT

Too Clever Isn't Fun - Creating Believable and Satisfying AI Adversaries
For many games, especially games that involve physics and/or probability, it can be relatively trivial to make a clever AI that can beat a human player. The real challenge is designing an AI that feels challenging but can be beaten, creating an experience for the player where they feel that their skill and adaptability has triumphed over a worthy enemy. This non-technical talk covers ways to approach the challenge of designing good AIs in both action titles and sports games – not just how to make them seem clever, but knowing when to stop making them cleverer!

Speakers
avatar for Andrew Rowse

Andrew Rowse

LEAD PROGRAMMER, PIKPOK
Andrew got distracted from his neuroscience degree by a hacked-together PS1 devkit, and entered the game industry as a junior programmer at Sidhe Interactive (NZ) in 2005, working on Rugby League 2.He spent 2 years in Norway making Flash advergames, before moving to London and working... Read More →


Tuesday October 23, 2018 5:00pm - 5:50pm AEDT
ROOM 204
 
Wednesday, October 24
 

10:30am AEDT

Design of Senses: What Game Design Can Learn From Theatre
As designers we often look to our own medium for inspiration, but perhaps we can look else where for diverse and clever problem solving from other practices. What can VR learn from Spanish theatre makers in Barcelona? Could the problems of design, way finding and narrative structures be tackled with ideas from immersive works of art? What responsibility do we have as designers of agency and how might Boal’s theories of audience engagement help? What do Shakespeare’s cod pieces have to do with character design? In this session we will be looking at how theatre’s long history of immersion, engagement and indeed design might aid the development of the games we love to make. By analysing and researching the hundreds of years of practice we can hope to learn from theatre’s mistakes and pitfalls. Going from ancient Greek to recent immersive developments in Europe and the U.S, we will look at what has made experiences for theatre goers transforming and how we can translate it to a digital medium. Finally the discussion will end on where the boundaries are between the two medium, and see how blurry it can get. What are the avenues that we as creators can hybrid our works to keep experimenting and pushing our medium to new and exciting directions? Let’s find out.

Speakers
avatar for David Harris

David Harris

GAME DESIGNER & IMMERSIVE THEATRE MAKER, SWINBURNE UNIVERSITY OF TECHNOLOGY
David is a Game Designer and Immersive Theatre Maker who tries to create and operate on the fringes of both formats.David graduated from the Victorian College of the Arts finishing his honours in investigating how interactive theatre and game design can explore personal ethics and... Read More →


Wednesday October 24, 2018 10:30am - 11:20am AEDT
ROOM 204

11:30am AEDT

Sensitive Subjects in Serious Games
Mature themes such as Post-Traumatic Stress Disorder, Sexual Trauma, Disordered Eating and Mental Illness are rarely explored in game narratives.

This talk aims to educate the audience on the importance of creating serious games, and how to handle games that explore sensitive subject matter.

To do this, Jean Leggett and Gabriella Lowgren will be speaking about the games they have worked on that deal in mature themes. Jean Leggett will cover the design of Charlaine Harris’ "Shakespeare's Landlord," a novel-to-game adaptation and how the development team designed narrative choices, events and characters to mindfully explore trauma, PTSD and character progression within the construct of a 2D mystery adventure game. While Gabriella Lowgren will be discussing Shrinking Pains, a free semi-autobiographical visual novel, and how the game was designed to foster further empathy and understanding for sufferers of anxiety and eating disorders.

Speakers
avatar for Jean Leggett

Jean Leggett

CO-FOUNDER & CEO, ONE MORE STORY GAMES
Jean Leggett is the co-founder and CEO of One More Story Games.In addition to publishing seven serious games since 2014, One More Story Games has developed StoryStylus, a simplified authoring platform for amateur and professional writers to create, publish and market diverse narrative-based... Read More →
avatar for Gabriella Lowgren

Gabriella Lowgren

COMMUNICATIONS MANAGER, INFINITY PLUS TWO
Gabriella is a passionate Communications Manager who works at Infinity+2.She believes in building strong, safe communities and giving players the best experience possible in and out of game. On the side she likes to create indie games that promote empathy and understanding for mental... Read More →

Sponsors

Wednesday October 24, 2018 11:30am - 12:20pm AEDT
Discussion Room (203)

1:30pm AEDT

Bringing Fortnite Battle Royale to Android and iOS
This session will explain the existing features of Unreal Engine we used, and the enhancements we made to Unreal Engine in order to bring the full Fortnite Battle Royale game experience to both iOS and Android. It will discuss the challenges we faced bringing the full PC and console game experience to mobile platforms and how we used and enhanced Unreal Engine's scalability systems to address these issues. It will also focus on the unique challenges posed by the Android ecosystem such as a diverse set of system software and graphics driver versions, and a wide range of memory capacity and performance capabilities across popular mobile devices, and the engineering solutions we used to overcome these limitations.

Speakers
avatar for Jack Porter

Jack Porter

Unreal Engine Mobile Team Lead, Epic Games
Jack Porter has been an Unreal Engine developer for 20 years, beginning as part of the team that shipped the original Unreal Tournament in 1999.Since then he has been involved in developing features in many different areas of Unreal Engine from version 1 to version 4. He has help... Read More →

Sponsors

Wednesday October 24, 2018 1:30pm - 2:20pm AEDT
ROOM 204

1:30pm AEDT

Build Your Workforce: Procedural Pipelines for Small Teams
Mike has been making Dead Static Drive alone for quite a long time, but even though it feels like it's been forever, he's been able to make a hand-crafted game that's much larger than many one-man teams can make. This talk will cover how he's used procedural tools and pipelines to ease the burden of building stuff.

Speakers
avatar for Mike Blackney

Mike Blackney

FOUNDER, TEAM FANCLUB
Mike is the creator of Dead Static Drive, an indie horror game that’s in development. He worked a little on Demruth’s amazing Antichamber and prior to that worked as a coder and tech artist on a bunch of sports games and flight sims.Mike is a bigger fan of Kurt Russell than... Read More →


Wednesday October 24, 2018 1:30pm - 2:20pm AEDT
ROOM 211

1:30pm AEDT

Sherlock It Up: Building The Gaps In Your Story
Our brains can’t help but construct stories from their experiences. But how big can the gaps between pieces of information be for someone to fail to make an unconscious connection? These information gaps are integral to constructing a well-refined story, but are particularly important for game storytelling. Knowing how to utilize the gaps in information is vital for understanding how to set up an environmental story with the fewest assets, the amount of exposition to provide at the start of a game, or how much needs to be said during an expensive cutscene. Saf will break down how players interact with given information and how to use information gaps within the context of game storytelling. This talk will navigate the spaces between narrative data points, exploring how little information a game can give before the narrative falls apart and how developers can stretch the gaps between information to encourage deeper interaction with their players.

Speakers
avatar for Saf Davidson

Saf Davidson

NARRATIVE DESIGNER, EDITOR, PODCASTER, FREELANCE
Saf Davidson is a narrative designer, editor, and podcaster with a passion for storytelling and community.She is the Chair of IGDA New Zealand and the director of the Not Saf For Work podcast network... Read More →

Sponsors

Wednesday October 24, 2018 1:30pm - 2:20pm AEDT
ROOM 207

1:30pm AEDT

You (Can) Ask That: Transgender Games Edition
There's a lot of fear and mystery around asking the wrong questions. Especially when it comes to transgender issues, both in video games, and in real life.

How do you ask for someones pronouns? What's the difference between a non-binary person, and a genderqueer person? How do I write transgender characters into my game, without being disrespectful? How can I make my workplace more transgender inclusive?

Sav Ferguson, Charlie Cassidy, Snow McNally, Fae Daunt and Damon Reece assemble as a panel of gender diverse games developers, programmers, and writers to answer the questions you've always wanted to ask, but weren't sure how to phrase.

Come sit down, and have a chat with us.

Submit your questions here:

Moderators
avatar for Sav Ferguson

Sav Ferguson

DEVELOPER AND PRODUCER, FREELANCE
Sav Ferguson is a Melbourne based games developer, with a flair for LGBTQIA+ work. A queer transgender man, his work is both deeply emotional and very grounded in reality.  He primarily does writing and design, but also does Journalism for Checkpointgaming.net and will program if... Read More →

Speakers
avatar for Charlie Francis Cassidy

Charlie Francis Cassidy

PROGRAMMER, MIGHTY GAMES
A self proclaimed queer (cyber)punk with ever changing hair and 30 piercings, Charlie Francis Cassidy is a queer non-binary trans masc programmer and game developer with bipolar.Charlie currently works for Mighty Games in Melbourne across a number of super cute titles.They also spend... Read More →
avatar for Fae Daunt

Fae Daunt

DESIGNER AND PROGRAMMER, SAE MELBOURNE
Fae is a lecturer in game design and programming at SAE Melbourne during the day, sleep deprived game developer by night.Fae spent 5 years working as an application developer, building project for large firms around Australia, specialising in UX and was more than surprised to see... Read More →
avatar for Snow McNally

Snow McNally

NARRATIVE DESIGNER, FREELANCE
Snow is a freelance writer, independent narrative designer and occasional educator with a passion for queer narratives.Their award-winning project Little Witch Story is in the process of being rebuilt into something shiny and new, and in the meantime they’ve run a variety of workshops... Read More →
avatar for Damon Reece

Damon Reece

NARRATIVE DESIGNER, ROUTE 59 GAMES
Damon is an award-winning narrative designer and queer advocate from Adelaide, Australia, specialising in constructing narratives for large worlds and building bad Twitter joke bots to annoy their friends.


Wednesday October 24, 2018 1:30pm - 2:20pm AEDT
THOUGHT LEADERSHIP ROOM (205)

2:30pm AEDT

Creating Emotional Engagement Through Narrative and Game Design
The key to creating meaningful player interaction is getting the player emotionally invested in your game and keeping them engaged throughout the playing experience. This talk is about how to induce this engagement by using known UX lessons, dramatic composition in narrative design and variation in the core mechanics of your game, making them deep rather than complex.

Learn how to cleverly focus on strengths of the limitations within your core game mechanics, creating immersion from the moment the player opens the game, designing an easily accessible tutorial, establishing and breaking core mechanics, utilizing the structure of your narrative design and supporting it through your level design as well as using engaging writing and powerful sound design to create memorable gaming moments for your players.

Using the award-winning privacy invasion thriller Orwell as a case study, Mel Taylor talks about game design lessons from working on the development of one of the most successful text-based indie games of the last years. Orwell explores contemporary themes of security, privacy, and our interpretation of online information. It has received critical acclaim from players and media worldwide.

Speakers
avatar for Melanie Taylor

Melanie Taylor

MELANIE TAYLOR
Mel co-founded German indie game studio Osmotic Studios in 2014 and worked on the award-winning and critically acclaimed privacy invasion thriller Orwell as lead artist and supporting writer. The first part, Orwell – Keeping an Eye on You was released as an episodic series from... Read More →


Wednesday October 24, 2018 2:30pm - 3:20pm AEDT
ROOM 207

2:30pm AEDT

Pixels and Words: Lessons in Building Interactive Narrative Systems
More and more games are pushing for meaningful narrative content, but what does that actually mean and what sort of systems do you need to build to support it? Blair Leggett (One More Story Games) and Anna Tito (Hipster Whale) talk through the processes of developing the technology to support narrative games. They will introduce you to the conceptual frameworks they have used, as well as dig deeply into some of the critical systems that underpin them such as localization, approaches to episodic content and testing. Coming from two very different development focuses Blair and Anna will compare and contrast their different approaches while sharing the good, the bad, the ugly and the gotchas behind building a narrative system. The talk will conclude with a brief discussion about possible future narrative creation technologies.

Speakers
avatar for Blair Leggett

Blair Leggett

CO-FOUNDER & CTO, ONE MORE STORY GAMES
Blair is the co-founder and CTO of One More Story Games.After 10+ years at EA and Zynga, he decided it was time for a new approach to games. Together with his wife Jean Leggett, they’ve developed StoryStylus, a simplified authoring platform for amateur and professional writers to create, publish and market narrative-based video games. Blair is the hacker to Jean’s hustler.One More Story Games works with writers as young as 10 – teaching them the basics of... Read More →
avatar for Anna Tito

Anna Tito

TECHNICAL PROJECT LEAD, HIPSTER WHALE
Anna Tito is a 30 under 30 regular listed in both Develop Magazine’s and Forbes 30 Under 30 list for games (2014 and 2015 respectively).Anna was nominated for the GDC Women in Games Rising Star in 2013 and 2014 and listed as one of MCV Pacific’s Women in games for 2018.Anna has... Read More →


Wednesday October 24, 2018 2:30pm - 3:20pm AEDT
ROOM 210

4:00pm AEDT

Serious Can Be Fun: Exoplanets in EVE
Players of EVE Online submitted more than 100 million analyses of lightcurves of distant stars to help finding new exoplanets, making Project Discovery one of the most successful citizen science projects ever. Come and hear about how game developers and designers can participate in advancing science, and what are the specific challenges that we face when embracing real life content in our games.

Speakers
avatar for Attila Szantner

Attila Szantner

CO-FOUNDER & CEO, MASSIVELY MULTIPLAYER ONLINE SCIENCE
Attila Szantner is the CEO and co-founder of Massively Multiplayer Online Science (aka MMOS): a Swiss company specialized in connecting citizen science and games.MMOS founders received the prestigious Lovie Award and the IGDA Serious Games SIG Community Leadership Award for their... Read More →


Wednesday October 24, 2018 4:00pm - 4:50pm AEDT
ROOM 207
 
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