Semester 3 - Research Starting Points

Semester 3 - Research Starting Points




So after a riveting week of accumulating my findings and research into a concise and local document, I have also found time to continue researching other GDC talks, in order to find any appropriate data that can support my research. Although I will admit, that I have added some onto this page at a later date, as you will see if you check the publishing date on the videos XD.



For the first video I have chosen, we have ArenaNet's Jason VandenBerghe discussing the incentives of exploring drive simulation in the art of game design, and how designers can use psychological drives to help players get through the often-painful journey into skill development, entering a social context, and/or establishing autonomy.





In this 2018 GDC session, id Software's Kurt Loudy & Jake Campbell detail the philosophy behind the combat design of 2016's DOOM and its implementation, and discuss the possibility for its inclusion in multiple genres.





In this 2013 GDC session, veteran designer Warren Spector covers his personal view of the unique role of narrative in interactive entertainment, discussing key similarities & differences between narrative approaches appropriate to games and approaches taken by creators in other, seemingly similar media. 




In this 2018 GDC session, Opaque Space's Jennifer Scheurle gives context to techniques that game developers have used for decades to create compelling gameplay, and celebrates them with a detailed collection and how-to of those techniques from the best games and designers all over the world.

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