Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2011


View larger image
 


QTY:

Dynamics: The State of the Art
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC11-12357
Statistics
Description
Dynamics: The State of the Art
SPEAKER/S: Clint Hocking (LucasArts)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 134, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: In 2009, Chris Hecker fielded the question, 'How do games mean?' Crucially distinct from the question of what a specific game might mean, this question lies at the heart of what games are and why they matter as art, entertainment and culture. Obviously, games mean via their dynamics. But in what ways do dynamics yield meaning? What is the difference between meaning embedded in mechanics and true dynamical meaning? What is the variable breadth of meaning in a dynamic system or system of systems? What is the role of the author and of the interactor, and how do they share in the generation of meaning? How do specific games, from GO to MINECRAFT to RED DEAD REDEMPTION generate meaning?What specifically do these successful games mean, and to what extent is their ability to generate meaning a component of their success? This talk dives deeply into these questions in an attempt to lay the groundwork for a rigorous understanding of dynamics.
TAKEAWAY: Attendees will leave with more questions than answers, but hopefully they'll be the right questions. The talk will help the audience better apprehend what dynamism is, why it is important, how it is often compromised, and most importantly, how it leads to meaning.
INTENDED AUDIENCE: This talk is intended for game designers and developers in general particularly those who are concerned about the future of the medium of interactive games. There are no prerequisites.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.