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Storefront > GDC Vault Store - Audio Recordings > GDC 2007
Maximizing Meaning: Practical Uses of Semiotics for Better Mobile Game Design
Speakers: Petri Ikonen
Track: Mobile: Game Design
Format: Lecture
Experience Level: All
Description: The limitations of the platform--small screens, tiny jar sizes, lack of heap memory and low processor power--characterize the creative process of making mobile games. These limitations too often lead developers to make sacrifices with regard to the amount and scope of the content. One possibility to deal with the challenge is to approach it from the perspective of semiotics. Semiotics is the study of signs and sign systems and it includes the study of how meaning is made and understood. This presentation will show that a semiotic point of view gives a designer some practical tools to manipulate and maximize meaning in a game by using some interesting techniques and theories. The presentation discusses these questions through several practical examples of games that have been developed within the last three years.
Idea Takeaway: The lecturer will introduce some basic principles on how meaning is created in mobile games from the semiotic perspective and how a designer can utilize this information in everyday design work. Using as examples some of Sumea's games the lecturer has designed, he will analyze how to design mobile games with the best scope--what to do and what to avoid.
Intended Audience: This session is aimed at those interested in mobile game design. Prior knowledge about game design or semiotics is not required, although it may be helpful in order to get the most out of the lecture. All the core terms will be explained with concrete examples.
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