POPULARITY
In this episode of Prodity: Product by Design, Kyle chats with Jason Monberg, CEO of Presence, about the power of product thinking, the thrill of building from scratch, and the importance of team chemistry. With over 25 years of experience spanning engineering, product management, and entrepreneurship, Jason shares lessons from starting companies like Carbon Five and Presence, including how to find the right people, build resilient teams, and apply technology thoughtfully. We also dive into the hype and reality of GenAI, navigating constraints in enterprise organizations, and yes—even homemade pizza ovens. It's a wide-ranging and insightful conversation you won't want to miss.Jason MonbergJason Monberg is the founder of South Park Products and the former CEO of Presence. He has over 25 years of experience in digital product development. He previously served as VP of Product Management at MarkLogic, where he drove product strategy and achieved $80 million in annual revenue. Jason also founded Carbon Five, a consultancy specializing in agile software development, and helped grow Composite Software to $20 million in revenue.Links from the Show:Company: Presence Consulting LinkedIn: Jason MonbergBook: The Art of Game Design: A Book of Lenses by Jesse SchellOther: Ooni Pizza OvensMore by Kyle:Follow Prodity on Twitter and TikTokFollow Kyle on Twitter and TikTokSign up for the Prodity Newsletter for more updates.Kyle's writing on MediumProdity on MediumLike our podcast, consider Buying Us a Coffee or supporting us on Patreon
Jesse Schell is the author of the critically acclaimed book "The Art of Game Design: A Book of Lenses," published in 2008. The book captured Game Developer Magazine's coveted "Front Line Award" in 2008. In 2014, he released the second edition of this book. In 2019 the tenth anniversary and third edition of the book was released. Jesse is also the founder and CEO of Schell Games. Since starting Schell Games in 2002, Jesse has grown it into the largest and most successful game development company in Pennsylvania. Under his leadership, Schell Games has produced an amazing array of innovative, transformational and award-winning entertainment experiences, including the Disney Fairies MMO, Pixie Hollow, Toy Story Mania TV Game and some of the most popular interactive theme park attractions in the world. Jesse also holds a faculty position as Distinguished Professor at the Entertainment Technology Center (ETC) of Carnegie Mellon University. Since 2006, Professor Schell has taught the Building Virtual Worlds class, created by ETC Co-Founder and "The Last Lecture" author, Randy Pausch. Prior to starting Schell Games, Jesse was the Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played for seven years as a designer, programmer, and manager on numerous projects for Disney theme parks and DisneyQuest. He is perhaps most celebrated for his design of Disney's Toontown Online, the first massively multiplayer game for kids. Toontown Online won several awards, including the following: Computer Gaming World - "2003 MMORPG Game of the Year" Webby Awards - "2003 People's Voice Award, Kids Category" Parents' Choice Foundation - "2003 Silver Honor" Children's Software Review - "2003 All Star Software Award" WiredKids - "2005 Safe Gaming Award" 2005 Webby Awards - "Webby Worthy Selection Award" Learn more about Schell Games: https://www.amazon.ca/Art-Game-Design-Lenses-Third https://schellgames.com https://schellgames.com/blog/among-us-vr-launches-on-november-10-2022 https://twitter.com/jesseschell https://twitter.com/AmongUsVR https://www.etc.cmu.edu Learn more about Dieku Games: https://diekugames.com https://diekugames.itch.io https://www.instagram.com/diekugames https://www.twitter.com/diekugames https://www.tiktok.com/@diekugames https://www.patreon.com/diekugames https://discord.gg/M3jmUvcKt5 --- Send in a voice message: https://podcasters.spotify.com/pod/show/diekugames/message
Which is more important: that a game is a reliable measure of who has the most skill, or that it provides an interesting challenge to all players? Is it possible for a game to do both? Jessie Schell present these thoughts in his in his book, The Art of Game Design: A Book of Lenses when discussing the lens of "Fairness". Anthony & Skylar discuss these and other related topics, including the difficult challenge that arena and class based games face in making their experiences feel fair in this episode of Koalatea Time! Join us as we discuss: Halo Infinite Rocket League Overwatch BlazBlue Destiny and more! This podcast is powered by Pinecast.
Second order motion, haptic feedback, impeccable Nintendo polish, and more! Join Anthony & Skylar as they discuss what makes games "juicy", inspired by insights from Jesse Schell in his book, "The Art of Game Design: A Book of Lenses". Support Koalatea Time: The K.O. Koala Entertainment Podcast by contributing to their Tip Jar: https://tips.pinecast.com/jar/koalatea-time This podcast is powered by Pinecast.
Every game communicates some sort of atmosphere that is comprised more than just it's setting. In his book, The Art of Game Design: A Book of Lenses, Jesse Schell explains how visuals, sounds, music, and game mechanics all work together to create an immersive experience. bramoala and ChipSkylark discuss these topics and more in this episode of Koalatea Time! Join the Discord for epic Koalatea Time discussions: https://rebrand.ly/kokoala_discord Support Koalatea Time: The K.O. Koala Entertainment Podcast by contributing to their Tip Jar: https://tips.pinecast.com/jar/koalatea-time This podcast is powered by Pinecast.
'If you failed at something, it's because you tried something new. It doesn't mean that there's anything wrong with that if it doesn't go the way you want, but you do need to get up and try again until you make a success.'Chris Stylianou and his team takes his clients on adventures - and guess what you don't need to move very far to get adventuring. He's the founder of an award-winning escape game business, originally designed to be a physical experience when it launched in 2019 - but as you'll discover the pandemic flipped that business model on its head and took it online. Featured in Huffington Post, London Live, the Financial Times, described by Time Out as ‘one of the best online experiences' and with a predicted turnover of £3/4 million this year he's a guy travelling on the upward curve with his business.Chris and I chat about the trigger which propelled him taking The Adventure is Real from a side hustle to be his full time ambition, how life was just on track before the curveball of the pandemic as well as losing his dad, why Chris and his team recreated the offering to an online one within 2 weeks of the first lockdown and how it worked, fundraising, the influence of his dad (who sadly died during the pandemic), how he copes with stress and much more.My book recommendation: Hector and the Search for Happiness ~ Francois LelordChris's book recommendation: The Art of Game Design: A Book of Lenses by Jesse Schell & The Blade Itself by Joe AbercrombieChocolate: Dairy MilkQuote: It's a mistake to think that happiness is the goal ~ Francois LelordAgent VentureSUBSCRIBE TO OUR NEWSLETTER WITH A CHANCE TO WIN OUR H&P CHOCOLATE BAR.Don't forgot to hit follow to catch the latest episode and if you are feeling super generous I would treasure a rate and review (Apple). Do share away with any mates, neighbours, colleagues, family if you think they may gain a nugget or two of inspiration or insight.To keep up to speed with me and life with Hope & Patience join us on Insta/twitter @amelia_rope, Facebook @hopeandpatience Clubhouse: @ameliapodWorry less. Smile more. Until the next time … keep your sparkle. See acast.com/privacy for privacy and opt-out information.
Slava Akhmechet (Alias, ex-RethinkDB) is a founder of new social network Alias. OUTLINE: (00:00) - Introduction (02:10) - RethinkDB story (06:30) - Stripe (07:44) - RethinkDB Team (10:40) - Shutting down companies (13:04) - Moder social networks (17:06) - Alias (pro-social social network) (22:13) - Alias (prestige instead of likes) (30:20) - Alias (people may make mistakes and change opinon) (33:19) - Alias (content ranking) (37:15) - Alias (from burnout to flow) (39:41) - Alias (how you build social network) (42:03) - Alias (Tech stack) (44:55) - Decentralized technologies (49:25) - Peer to peer technologies (55:23) - Future culture of Alias as a company (57:42) - 44 guiding principles of engineering management (58:46) - Approaching writing (01:01:08) - Reading in clusters of 5 EPISODE LINKS: https://joinalias.com/ https://twitter.com/spakhm](https://twitter.com/spakhm https://www.spakhm.com/ - Zero credibility Private Truths, Public Lies: The Social Consequences of Preference Falsification - [https://www.amazon.com/Private-Truths-Public-Lies-Falsification/dp/0674707583] Reality Is Broken: Why Games Make Us Better and How They Can Change the World - [https://www.amazon.com/Reality-Broken-Games-Better-Change/dp/0143120611](https://www.amazon.com/Reality-Broken-Games-Better-Change/dp/0143120611 The Psychology of Video Games (The Psychology of Everything) - https://www.amazon.com/Psychology-Video-Games-Everything/dp/0367493136 The Art of Game Design: A Book of Lenses - https://www.amazon.com/Art-Game-Design-Book-Lenses/dp/0123694965 CTOcast #17 with Slava Akhmechet (In Russian and from December 2015) https://soundcloud.com/ctocastcom/slava-akhmechet-rethinkdb-ctocast-17-russian SUBSCRIBE TO PODCAST: Podcast website: https://ctocast.com Apple Podcasts: https://apple.co/2L0vXtv Google Podcasts: https://podcasts.google.com/feed/aHR0cDovL2ZlZWRzLmZlZWRidXJuZXIuY29tL0NUT2Nhc3Q= Spotify: https://open.spotify.com/show/5senHSpuQcslHL33FVNfYM Telegram: https://t.me/Ctocast Stitcher: https://www.stitcher.com/podcast/ctocast?refid=stpr RSS: hhttp://feeds.feedburner.com/CTOcast CONNECT: Clubhouse https://www.joinclubhouse.com/club/ctocast-podcast-live – Twitter: https://twitter.com/aaliaksandr – Instagram: https://www.instagram.com/alxct0cst – LinkedIn: https://www.linkedin.com/in/aliaksandr/ – Facebook: https://www.facebook.com/astapenka Email: ctcst –> protonmail.com
In this week’s episode of Board Gaming with Education, Dustin is joined by co-host Dave Eng and guest Terry Pearce to discuss the differences and similarities between game-based learning and gamification in both the corporate world and the education world. Join Dustin, Terry, and Dave on this discussion of board games for learning. Episode Topics Board Gaming with Education Introduction: GBL Conference - 00:00 Welcome Dave Back to the Show - 1:01 Who is Terry Pearce? - 3:09 Farming the Discussion - 7:26 ROI (Return on Investment) - 9:53 Networking and Sharing within the Field of Games for Learning - 18:28 Investing in Game-Based Learning and Gamification - 24:02 What Can Educators Learn from the Corporate World? - 26:32 Dave Rejoins the Conversation - 31:40 Dustin, Dave, and Terry play Wits & Wagers - 38:32 Games/Books from this Episode [Links include games in our Board Gaming with Education Store or Amazon affiliate links]: The Art of Game Design: A Book of Lenses The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education by Karl Kapp Actionable Gamification: Beyond Points, Badges and Leaderboards by Yu-Kai Chou Even Ninja Monkeys Like to Play: Unicorn Edition by Andrzej Marczewski More content from Andrzej Marczewski including the Design Element Cards Check out our board game store for a curated collection of board games for learning at-home and in the classroom: https://www.boardgamingwitheducation.com Thank you to Purple Planet Music for the wonderful contribution of their song "Retro Gamer" for our Interview Segment. This song can be found in full on this music archive. Also, thank you to Kevin MacLeod (incompetech.com) for his creative commons 4.0 contribution of "Getting it Done" for our Thumbs Up, Thumbs Down Rapid Fire Round. Always be sure to check out our show notes (website blog post) to read a recap of the episode topics and games mentioned in the episode. https://www.boardgamingwitheducation.com/terry-pearce
In this week’s episode of Board Gaming with Education, Dustin is joined by co-host Rodger Moore and guest Steve Dee to discuss the importance of game design, how game design overlaps with other aspects of our lives, and what we can learn from game design through an educator's lens. Join Dustin, Steve, and Rodger on this discussion of board games for learning. Episode Topics Board Gaming with Education Introduction: GBL Conference - 00:00 Welcome Rodger Back to the Show - 0:29 Who is Steve Dee? - 1:51 Tin Star Games - 3:28 Defining "Game Design" - 4:30 How to Think Like a Game Designer - 6:22 Student Differentiation and Different Game Players - 9:44 Leveraging the Creative Side of Game Design - 21:38 Rodger Rejoins the Conversation - 31:40 Dustin, Rodger, and Steve play Wits & Wagers - 45:12 Games/Books from this Episode [Links include games in our Board Gaming with Education Store or Amazon affiliate links]: Kobold Book of Game Design by Kobold Press Theory of Fun by Raph Koster The Art of Game Design: A Book of Lenses Board Games that Tell Stories by Portal Games Reality is Broken by Jane McGonigal Check out our board game store for a curated collection of board games for learning at-home and in the classroom: https://www.boardgamingwitheducation.com Thank you to Purple Planet Music for the wonderful contribution of their song "Retro Gamer" for our Interview Segment. This song can be found in full on this music archive. Also, thank you to Kevin MacLeod (incompetech.com) for his creative commons 4.0 contribution of "Getting it Done" for our Thumbs Up, Thumbs Down Rapid Fire Round. Always be sure to check out our show notes (website blog post) to read a recap of the episode topics and games mentioned in the episode. https://www.boardgamingwitheducation.com/steve-dee
In a way, the space where we live is an exhibition, a curation of an exact moment in time. As humans, we are constantly assessing the world around us and arranging it to fit our values. But, what factors influence our sense of taste and point of view? What makes something desirable? What methods do designers and leaders apply to contextualize products, information, and experiences people love? In this episode, Gautam Mukunda speaks with the Head of the Design Lab at Harvard, Dr. Beth Altringer, and the Chair, Art for Europe at Boston’s Museum of Fine Arts, Dr. Frederick Ilchman about the relationship between design and technology, and how shaping taste is a powerful way to lead. “Curating properly means to care for something, to preserve it. It's a rather beautiful calling. You are trying to save the best of the past for the present so we can understand what our future is going to be.” — Dr. Frederick Ilchman Follow @GMukunda on Twitter Books Referenced: Arnhem: The Battle for the Bridges, 1944, by Antony Beevor Stalingrad, by Antony Beevor Important Artifacts and Personal Property from the Collection of Lenore Doolan and Harold Morris, Including Books, Street Fashion, and Jewelry, by Leanne Shapton Salt Fat Acid Heat: Mastering the Elements of Good Cooking, by Samin Nosrat The Flavor Bible: The Essential Guide to Culinary Creativity, Based on the Wisdom of America’s Most Imaginative Chefs, by Karen Page, Andrew Dornenburg The Art of Game Design: A Book of Lenses, by Jesse Schell Invisible Women: Exposing Data Bias in a World Designed for Men, by Caroline Criado-Perez Guest Info: Dr. Frederick Ilchman is an art historian and museum curator. He specializes in Italian Renaissance painting, particularly that of Venice. He’s chair of Art of Europe for the Museum of Fine Arts in Boston. His acclaimed exhibition, Titian, Tintoretto, Veronese: Rivals in Renaissance Venice (2009), organized with the Musée du Louvre, won several awards. Eager to enlist supporters for his favorite city, he is also the Chairman of Save Venice, the largest non-profit organization specifically devoted to preserving the art and architecture of Venice. Dr. Beth Ames Altringer is an award-winning designer and runs the Design Lab at Harvard University's John A. Paulson School of Engineering and Applied Sciences. In 2016, The Harvard Crimson recognized her as one of the university’s top 15 professors. Altringer founded the Desirability Lab, which has helped teams at companies like IDEO, Gucci, Puma, IKEA, Disney, Piaggio, Swarovski, and Uber to create more desirable products and services based on behavioral research. When she's not teaching, Altringer is usually in her studio working with flavor data or making art. She built the iOS app, Chef League, an interactive game that lets you learn flavor intuition from chefs, created flavor research software called the Flavor Genome Project, paints for fun, and is a former champion blind taster.
How can a great UI make the world a better place? What kinds of games do the best job of transforming us mentally and spiritually? Why can't I play games with my grandpa???? bramoala and ChipSkylark explore Jesse Schell's insight on how games can bring about a better world in this week's episode of Koalatea Time! Join them as they discuss The Last Of Us, Kind Words, Red Dead Redemption, Halo, and more! This week's topic was inspired by Jesse Schell's book: The Art of Game Design: A Book of Lenses. If you're at all interested in the world of game design and/or development it's a must-read!
Emma, Gil, and Scott discuss the idea of complexity in a board game. We explore 6 types of complexity, and discuss their effects on the games we play and design. SHOW NOTES 0m51s: Pete Seeger was an American folk singer, known for songs like "If I Had a Hammer," "Turn, Turn, Turn," and "Where Have All the Flowers Gone?" 2m04s: Our list of complexities: Spatial complexity Arithmetical complexity Zone complexity Planning complexity Rules/mechanism complexity Component complexity 2m45s: Barenpark, New York Zoo 3m44s: The SAT is a standardized test in the United States that is a major factor in a college's admission of a prospective student. 4m16s: Number 9 4m32s: Bosk 5m31s: Photosynthesis 6m30s: Treasure Island, Escape from the Aliens in Outer Space, Specter Ops, Tigris & Euphrates 7m14s: Checking the rules, an Internal Conflict in Tigris & Euphrates happens when a Leader is moved to a Kingdom where there is already a Leader of the same color belonging to another player. 8m00s: Star Wars: X-Wing Miniatures Game. Check out Scott's Biography of a Board Game on the Flight Path family of games, including X-Wing and Wings of War. 8m25s: The Warhammer family of games is absolutely massive. The flagship game, Warhammer 40,000, is in its 9th edition. 10m18s: The Funkoverse Strategy Game. We chatted with Chris Rowlands, one of its designers, in Ludology 224: Putting the Fun in Funko. 11m01s: Heroclix, Heroscape 13m23s: Set 15m17s: Power Grid, Russian Railroads, and Gil's own The Networks 16m26s: The term "Goumbaud's Law" was coined by Jesse Schell in his book The Art of Game Design: A Book of Lenses. 21m12s: Sticheln (the pronunciation of which Gil has completely butchered) was recently re-released by Capstone Games as Stick 'Em. Smartphone Inc. 22m46s: Sushi Go, Disney: The Haunted Mansion – Call of the Spirits Game 25m38s: Search for Planet X, Zendo (Kory Heath's design diary for Zendo remains a fantastic look at how hard it is to design a seemingly simple game.) 26m40s: Mastermind 28m12s: Here's a description of the XYZ Wing solve technique for Sudoku. 28m33s: https://www.youtube.com/watch?v=Bg21M2zwG9Q (explicit language warning) 28m59s: Hey, That's My Fish, graph theory, and the Traveling Salesman problem. 29m33s: Scott first proposed the 6 Zones of Play in Ludology 209 - The 6 Zones of Play. 32m28s: Formula D 33m27s: Seafall, the Betrayal family of games. 41m21s: Ra 43m53s: A Feast for Odin 44m22s: A Few Acres of Snow 46m45s: Nielsen Media Research is best known for its Nielsen TV ratings, that offer the TV industry in the United States metrics into the number of viewers a TV show enjoys. 48m06s: Advanced Squad Leader, The Campaign for North Africa 50m13s: We discussed the futility of 1:1 models with Volko Ruhnke in Ludology 178 - COIN Operated. Gil also brings up the "Map-territory relation" problem. 50m29s: Food Chain Magnate, Feudum, Cloudspire, Kanban 54m48s: Two designers who work in complex games: Vital Lacerda and Dávid Turczi. You can hear our chat with Dávid about complex games in Ludology 234 - Playing with Time. 55m34s: Brass: Lancashire 57m27s: Fresco 1h00m20s: Gil discussed his doomed auction mechanism most recently in Ludology 235 - Rise to the Challenge. 1h01m45s: Samurai, Steel Driver, For Sale. Here's Samurai's scoring system: If one player has the most figures of 2 or 3 of the types of figures, they win. If no one has won in the previous step, only players who have the most of a single type of figure can win. All other players are eliminated. The remaining players set aside the figures they have of which they have the most of a certain type. The player with the most remaining figures wins. In case of a tie, the tied players re-collect all their figures and count their total number of figures. Highest total wins, all remaining ties are shared. 1h02m30s: Nomic, Fluxx 1h09m23s: Descent: Journeys in the Dark 1h10m45s: Geoff and Gil discussed "tight coupling" in Ludology 172 - Odd Coupling. 1h12m04s: Carcassonne (the type Gil was thinking of is Monk) 1h13m25s: The Betrayal family of games (again) 1h14m46s: GameTrayz 1h16m20s: Mike Selinker uttered this now-legendary quote in Ludology 189 - The Missing Selinker. 1h17m47s: Gil's announcements: BGG@Home, Weird Stories pregen settings, High Rise pre-orders opening soon, Rival Networks 1h20m02s: Battling Tops, and the legendary BGG Battling Tops tournament. 1h20m22s: Tabletopia 1h20m44s: Emma, Gil, and Scott recorded Ludology 215 - Table Topics live at BGG.CON 2019. 1h21m06s: Scott's announcements: Treats, Xeno Command, Comic Book Crisis, The Pitch Project. 1h24m06s: Emma's announcements: Game Maker's Guild panel, Dutch and Hungarian versions of Abandon All Artichokes. 1h25m26s: Our contact info: Emma (Twitter, Instagram, Web), Gil (Twitter, Facebook, Web), Scott (Twitter, Instagram, and Facebook)
Cet épisode est principalement pour les créateurs/trices de jeux, on décortique les lentilles du fameux Jesse Schell pour analyser les jeux! Un outil essentiel et incontournable pour la création de jeux de société. The Art of Game Design: A Book of Lenses, Second Edition Paperback – Nov. 6 2014 by Jesse Schell (Author) https://www.amazon.ca/Art-Game-Design-Lenses-Second/dp/1466598646 S08-E08 : L'art du design de jeu (partie 2) BaladoLudique, un podcast entièrement consacré aux jeux, plus particulièrement aux jeux de table et jeux de société. Abonnez-vous à Baladoludique surSpotify Suivez-nous sur Facebook Ou supportez notre travail en rejoignant la Nation Baladoludique sur Patreon
Cet épisode est principalement pour les créateurs/trices de jeux, on décortique les lentilles du fameux Jesse Schell pour analyser les jeux! Un outil essentiel et incontournable pour la création de jeux de société. The Art of Game Design: A Book of Lenses, Second Edition Paperback – Nov. 6 2014 by Jesse Schell (Author) https://www.amazon.ca/Art-Game-Design-Lenses-Second/dp/1466598646 S08-E08 : L'art du design de jeu (partie 2) BaladoLudique, un podcast entièrement consacré aux jeux, plus particulièrement aux jeux de table et jeux de société. Abonnez-vous à Baladoludique surSpotify Suivez-nous sur Facebook Ou supportez notre travail en rejoignant la Nation Baladoludique sur Patreon
Cet épisode est principalement pour les créateurs/trices de jeux, on décortique les lentilles du fameux Jesse Schell pour analyser les jeux! Un outil essentiel et incontournable pour la création de jeux de société. The Art of Game Design: A Book of Lenses, Second Edition Paperback – Nov. 6 2014 by Jesse Schell (Author) https://www.amazon.ca/Art-Game-Design-Lenses-Second/dp/1466598646 S08-E02 : L'art du design de jeu (partie 1) BaladoLudique, un podcast entièrement consacré aux jeux, plus particulièrement aux jeux de table et jeux de société. Abonnez-vous à Baladoludique surSpotify Suivez-nous sur Facebook Ou supportez notre travail en rejoignant la Nation Baladoludique sur Patreon
Cet épisode est principalement pour les créateurs/trices de jeux, on décortique les lentilles du fameux Jesse Schell pour analyser les jeux! Un outil essentiel et incontournable pour la création de jeux de société. The Art of Game Design: A Book of Lenses, Second Edition Paperback – Nov. 6 2014 by Jesse Schell (Author) https://www.amazon.ca/Art-Game-Design-Lenses-Second/dp/1466598646 S08-E02 : L'art du design de jeu (partie 1) BaladoLudique, un podcast entièrement consacré aux jeux, plus particulièrement aux jeux de table et jeux de société. Abonnez-vous à Baladoludique surSpotify Suivez-nous sur Facebook Ou supportez notre travail en rejoignant la Nation Baladoludique sur Patreon
"The quality of an entertainment experience can be measured by the extent to which its unfolding sequence of events is able to hold a guest's interest." - Jesse Schell, Art of Game Design: A Book of Lenses Structuring a gaming experience such that it moves the player through varying levels of emotional and mental intensity in a way that is satisfying to the player, is an art. In this episode we breakdown Jesse's insights surrounding the interest curve in games including what expectations players have coming into the game, the importance of a good hook, a meaningful climax, and more! Join us as we discuss • God of War • Ori and the Blind Forest • Halo 5 and more!
Jesse Schell is a video game designer, author and CEO of Schell Games and he joins us for this interesting episode to discuss the present and future of virtual reality and how it will impact humanity. We talk about the difference between tapping 'A' to pull the trigger and having to physically do it in Virtual Reality, where VR is currently at right now and where it will go, the utterly convincing power of VR, how by the end of this century we will have reached the end of humanity and much, much more.Visit Jesse Schell's website | https://JesseSchell.comJesse is the author of the critically acclaimed book, The Art of Game Design: A Book of Lenses | https://amazon.com/Art-Game-Design-Lenses-ThirdListener TribeWe have our own private social network for listeners of the Unmistakable Creative podcast. You can meet other listeners, discuss episodes, and even have the opportunity to have your favorite episode re-aired on a Friday! Just visit https://unmistakablecreative.com/tribe to sign up.UNMISTAKABLE CREATIVE PRIMEWe are launching Unmistakable Creative Prime, exclusive access to all our new monthly courses, group coaching calls, live chats with former guests as well as access to a keyword search engine of our entire podcast catalogue and much, much more. To find out more, visit https://UnmistakableCreative.com/Prime See acast.com/privacy for privacy and opt-out information.
Triangularity, a term coined by the amazing Jesse Schell in his book, "The Art of Game Design: A Book of Lenses", is defined as a game design technique in which a game intentionally provides a high risk, high reward option against a low risk, low reward option to spice up the gameplay experience. In this week's episode, Skylar and Anthony discuss some of their favorite examples of Triangularity in games and how it plays a part in the K.O. Koala Discord experience! Join us as we talk Super Smash Bros, Rocket League, Spy Party, Halo, Sayanora Wildhearts, Fortnite, and more!
Tänases episoodis on külas üks arvutimängu "Death and Taxes” loojatest Leene Künnap, kellega räägime mängude arendusest. Muuhulgas saame teada, et mängu lähtekood on avalik ja indiemängude maailmas polegi see erakordselt tavapäratu. Saadet veavad Priit Liivak Nortalist, Sergei Anikin Pipedrive'ist ja Tiit Paananen Veriffist. Koodi leiad GitHubist (https://github.com/oakwarrior/DeathAndTaxes). Tööde planeerimiseks kasutas Death and Taxes tiim HacknPlan lahendust (https://hacknplan.com/) ja narratiivi kirjutamisel oli abiks Articy (https://www.articy.com/en/). Mängumootorina kasutati laialtlevinud Unity (https://unity.com/) platvormi. Saime ka soovitusi algajale mänguarendajale alustamiseks. Alusta väikselt ja proovi midagi võimalikult lihtsat luua. Enne, kui Unity paljudesse võimalustesse süvened, uuri lihtsamaid mootoreid nagu Construct (https://www.construct.net/en) ja GameMaker (https://www.yoyogames.com/gamemaker). Lugemissoovitusena rääkisime raamatust “The Art of Game Design: A Book of Lenses” (https://www.amazon.com/Art-Game-Design-Book-Lenses/dp/0123694965), millest on kahtlemata õppida ka arendustiimidel, kes ei loo mänge. Kui episoodis oli sinu jaoks koodi veidi liiga vähe, siis soovitame end proovile panna CodinGame keskkonnas (https://www.codingame.com/home).
In his book "The Art of Game Design: A Book of Lenses", Jesse Schell discusses extrnisc rewards and how they can be designed tastefully to enhance the player experience. Insipired by his insight, Anthony & Skylar discuss some of their favorite implementations of rewards in games! Join us as we discuss Minecraft, Jubeat, Street Fighter 4, Halo 3, and more!
Single player experiences vary widely in their expected length of play time. Inspired by Jesse Schell's insight surrounding play time in his book, "The Art of Game Design: A Book of Lenses", Skylar and Anthony investigate how the length of single player experiences influences the games they play, the experiences they have playing them, and the commonality in structure between many of their most memorable single player experiences!Join us as we discuss The Witcher 3, BioShock, Ori, Halo, The Hex, and more!
Not too hard, not too easy. Tense and release, tense and release. The careful focusing of attention. All these elements help achieve arguably the most satisfying of all mental states called 'Flow'. Inspired by Jesse Schell's insight in his book, "The Art of Game Design: A Book of Lenses", Anthony & Skylar discuss Jesse's insights and how Flow is achieved in some of their favorite games.Join us as they discuss Rocket League, League of Legends, Dota 2, and more!
Every so often a new technology emerges that brings new gameplay experiences to existing venues. In his book "The Art of Game Design: A Book of Lenses" Jesse Schell captures the insight of thinking about where players play games as the lens of "The Venue" and how making a game for a particular venue impacts choices in game design. In this episode, Anthony & Skylar discuss how Augmented and Virtual Reality are poised to revolutionize not only the gameplay experiences they enable but also the venues in which we play them.Join in as they discuss The VOID, Beat Saber, Pokémon GO, and more!
В пятом выпуске подкаста Javaswag поговорили с Олегом Чирухиным. Поговорили о процессе написания статей на Хабр, о Джава-дайджесте, архитекторстве в Сбербанке, подкастинге, ютюбе, разработке игр. 00:00:00 Приветствие 00:00:56 5-ый в рейтинге Хабра, как так получилось? 00:02:30 2,5 часа на редактирование текста статьи 00:05:45 “После двух часов редактирования статьи остались только картинки” 00:06:50 “У меня есть вся мощь кампании JUG.RU” 00:08:15 Как сделать смешной мем? У меня есть бонусы - я работаю джава-программистом. 00:11:00 Почему пишешь на Хабр то своего имени? 00:12:05 Архитектор в Сбербанке 00:15:40 Что делает в течении дня архитектор? 00:17:20 Стэк Сбера на 2016 год - GridGain 00:20:15 Что такое ин мемори датагрид? 00:22:10 Госуслуги, PHP 00:27:57 PHP - бдсм искусство 00:30:30 GameDev это сложно. По своей инициативе спал на кухне с палаткой. Истории из Uncharted 00:36:30 Россия - страна победивших казуальных игр 00:37:30 Посты с DTF. Книги: “The Art of Game Design: A Book of Lenses”, “Кровь, пот и пиксели. Обратная сторона индустрии” 00:43:00 Почему на конференциях мало докладов о GameDev? 00:46:00 История про гейм-девелопера, который сидел на шее у своей девушки 00:48:35 Выступление на JBreak 2017 00:54:00 Переход JUG.RU. Паттерны написания статьи. 00:63:00 Джава-дайджест 00:67:07 Джош Лонг - машина для производства подкастов. Три состояни Джоша: спит, готовит доклад, кодит. 00:70:00 Майстоуны из Джава дайджеста, как за всем этим следить? Eclipse Ditto https://www.eclipse.org/ditto/index.html 00:77:03 Аудиозапись “Почему я перестал читать новости”. “Чтение не важный скил, слушание подкастов не важный скил, чтение того что нужно и отказ от того что не нужно это важный скил. Поход на научную школу/конференцию тоже не особо важный скил” Какой важный скилл для тебя? 00:78:30 Как писать о технологиях, которые не нравятся? 00:81:35 “Сегодня у Олега в дайджесте, а завтра у джуна в продакшене” 00:83:40 “Читать все новости подряд глупо, превращать их в дайджесты глупо”. Пропал джава-дайджест. Новый формат джава-дайджеста. 00:87:03 Любимый джава-стек: спринг-бут, sqlite. “Чем меньше всяких церемоний, чем меньше хибернейта над хибернейтом, тем лучше. Начиная с какого-то количества хибернейтов друг на друга накрученных проект уже обречен. Просто вы еще об этом не знаете.: 00:89:05 Куда пропали встречи JUG в Санкт-Петербурге? 00:91:20 Что изменилось у тебя в работе с 2017 года? “У меня номер на майке -23, сейчас нас человек 75” 00:94:10 20 докладов на конференции много или мало? 00:97:00 Подкасты, Ютьюб. Подкаст Витая пара http://tpair.org/. Разбор Полетов - что с ним? Новый подкаст - https://bitcask.live “Люди приходят в подкаст и начинают расползаться мыслью по древу.” 00:107:00 Youtube-видео. Подкатываем к тёлкам яйца вместе с Unity 3D Человек ведро и энергетики https://youtu.be/8BBZnmOf0cI?t=467 Человек ведро Начало https://youtu.be/8BBZnmOf0cI?t=1263 Мотивация для Юнити разработчика https://youtu.be/8BBZnmOf0cI?t=2149 Человек ведро https://youtu.be/8BBZnmOf0cI?t=3799 Человек ведро на танцует https://youtu.be/8BBZnmOf0cI?t=3911 Человек ведро играет в игру https://youtu.be/8BBZnmOf0cI?t=4327 Человек-ведро покупает вино https://youtu.be/8BBZnmOf0cI?t=2787 00:141:35 Ютуб стримы по 4 часа. Жизнь стримера. Ачивка на Твиче Like clockwork за ежедневный стриминг в течение месяца. Стриминг - это работа. Youtube канал Олега - https://youtube.com/javawatch Telegram канал - https://t.me/javawatch Доклады Олега https://www.youtube.com/watch?v=TJUiTA-BluI JBreak 2017 - Олег Чирухин — Девопс: теперь Java не тормозит https://www.youtube.com/watch?v=hnadkXBIC1k JPoint 2018 - Олег Чирухин — Graal, Value Types, Loom и прочие ништяки 17 сент. 2018 г. https://www.youtube.com/watch?v=lH4H0LEAo9g Олег Чирухин — GraalVM Всемогущий Гость - https://twitter.com/olegchir Телеграм канал https://t.me/javaswag Чат https://t.me/javaswag_chat Голос подкаста - https://t.me/volyx Продакшн подкаста - https://t.me/pahaus
Continuous technological advancements constantly change the games we play, but not the places we play them. In his book "The Art of Game Design: A Book of Lenses" Jesse Schell captures the insight of thinking about where players play games as the lens of "The Venue" and how making a game for this venue impacts choices in game design. In this week's episode, Anthony & Skylar focus on exploring the venue of "The Hearth" a central place in the home where many people of differing skill levels enjoy a gameplay experience together. Join in as they explore how Super Smash Brothers, Mario Kart, Mario Party, The Mind, Halo, and other games succeed in this venue!
Jesse Schell is the CEO of Schell Games, a team of one hundred people who strive to make truly great games, both for the purposes of entertainment and education, including award-winning VR games such as I Expect You To Die, HoloLAB Champions, and Star Wars: Droid Repair Bay. Jesse serves as Distinguished Professor of the Practice of Entertainment Technology at Carnegie Mellon University and is the author of the award-winning book The Art of Game Design: A Book of Lenses.
No vigésimo episódio do Holodeck, Fernando Henrique recebe a game designer Camilla Avellar, que atualmente trabalha na Supercell, estúdio finlandês e famoso pelos seus títulos mobile como Clash of Clans, Clash Royale e Hay Day, título no qual nossa entrevistada trabalha. Conversamos sobre o modelo de produção das equipes na Supercell, monetização e como os jogos mobile recebem suporte contínuo para continuarem relevantes. Tem alguma dúvida? Entre em contato conosco em contato@holodeckdesign.com.br Siga o Holodeck no Twitter, Instagram, YouTube e Facebook. COMENTADO NO EPISÓDIO E LINKS RELEVANTES: Supercell INDICAÇÕES DO EPISÓDIO: Livro A Quinta Estação - Jemisin,N. K.Livro The Art of Game Design: A Book of Lenses - Jesse Schell Artigo Game Arte no Contexto da Arte Digital – Lucia SantaellaLivro 100 Retro Games To Play Before You Die Canal da GDC no YoutubeMario MakerSekiro: Shadows Die Twice Músicas: HOME – Above AllFoewi – Frequencies
Jenn Sandercock - “It’s much better just to make, just to do. What you going to do is probably going to be wrong and need revisions. Don’t spend ages on a game design doc. Just make something, show it, iterate. ” Jenn Sandercock found the independent mobile games studio called Inquisiment with the goal of creating experiences that foster friendship, curiosity, and challenge. She is also in the process of creating a series of edible games which we definitely got to get into later in the show lol because I love food. Her works include Thimbleweek Park, aglimpse: friends, and L.A. Noire. We Discuss: Giving yourself constraints in game designJoin meetups to network and get constructive feedbackIf the players enjoy the game, it's a good game design, simpleGot an award for Edible Games at Indiecade where you eat!Working on a cookbook in KickstarterWas told that she was jeopardizing her career by bringing cakes to peersKnowing your scale and limitationDidn’t know there was an opportunity in the game industryAnd much more...Connect: GDC Talk: Friendship, Curiosity & Challenge: focusing your career as an Indie Dev Personal Website: http://jennsand.com/index.phpCompany Website: http://inquisiment.com/Twitter: @JennSandercockResources: Play a lot of other gamesTake influence from other median to use in your gamesBook: The Art of Game Design: A Book of Lenses by Jesse SchellRemember that knowledge is only Potential power, Execution is the game. I highly encourage you take what you learn and put it to good use. Don’t let it go to waste. Connect with my guests and ask them questions, they are willing to help. Comment below to share your thoughts and experience because I read every single message. Subscribe to the podcast to hear more inspiring professionals. Thank you for your time! www.gamedevloadout.com
Henrique Olifiers - "When someone ask you during an interview or process. Have you made a game? Have you made a mod? Have you made anything? Can I see it? It doesn't matter the quality of what you have done. It doesn't have to be the best game ever. That's not about it. It's about initiative. It's about having gone through the hardship to put that together. That already puts you above 99% of the people who are competing with you for the same thing." Henrique Olifiers has been in the game industry for more than 30 years working on web-based games, massive multiplayer games, and social games. He is currently the CEO of the award-winning Bossa Studios, which are the makers of Surgeon Simulator, Monstermind and I Am Bread. Now they are currently working on Worlds Adrift, a sandbox MMO with real-time physics where you band together to build skyships and explore floating islands of a shattered world. We discuss: Made games since he was a kid in school in a third world country. The games were in cassette tapes! I didn't know there was even such a thing.Do 2-day game jams every single month at his companyThere are no oversaturation of good gamesThink about marketing from the beginningIt's not the players job to know how hard game development isBe wary of people that say or post something as gospelExcitement for AI that changes the game experience for each type of playerand much more...Connect: Bossa StudiosWorlds AdriftTwitter: @OlifiersCompany Twitter: @bossastudiosResources: Book: A Theory of Fun for Game Design by Raph KosterBook: The Art of Game Design: A Book of Lenses by Jesse SchellMentorsYoutube
In recent episodes, we have been discussing games and play, and their relevance to education, as well as to an improved understanding of human psychology. In this episode, I approach some central questions of the field: What is a game? What is a toy? What is play? What is fun? It is by their very naturalness that play, fun, and games are hard to define. We can sense what they are, and that's exactly what makes them hard to put them into words. Jesse Schell surveys the literature and puts together the ideas and definitions of many thinkers to come up with his own favourite definitions. Jesse Schell's book The Art of Game Design: A Book of Lenses is a thick, exhaustive tome on a complex subject. There's no way I could do his book justice in a single episode - it would need to be a quadruple-bill at least. But I wanted to introduce my audience to his book, and what better way to do it than through the fundamental questions of the field? Enjoy the episode.
Join us for a discussion of The Stanley Parable, a game entirely focused on turning negative possibility spaces into positive possibility spaces. Game design theory and meta-commentary abound in this episode about the utterly-hilarious Half-Life 2 mod The Stanley Parable by Davey Wreden. The level of fergazzlement on display is outstanding!Tune in with us next week for a talk about the emotional follow-up to this game, The Beginner's Guide. If you enjoyed this game, BG is a must-play from Wreden's own experience after the release of SP.Relevant links!UPDATE! The Baby Game has been patched as of 2016/12!Jazzpunk by Necrophone Games, an absurdest alt-Cold War comedy game with a similar sense of humor to StanleyWay of the Samurai, an oldschool game about multiple endingsThe Art of Game Design: A Book of Lenses, a textbook on game designyep, we talk about the Swiffer in this podcastThe theme this week is "The Func" by VCMG, a free download from chipmusic.org. Also from chipmusic, the WILL'S GAMING MINUTE(tm) theme is "Wienerhype" by jaar.
Join us for a discussion of The Stanley Parable, a game entirely focused on turning negative possibility spaces into positive possibility spaces. Game design theory and meta-commentary abound in this episode about the utterly-hilarious Half-Life 2 mod The Stanley Parable by Davey Wreden. The level of fergazzlement on display is outstanding!Tune in with us next week for a talk about the emotional follow-up to this game, The Beginner's Guide. If you enjoyed this game, BG is a must-play from Wreden's own experience after the release of SP.Relevant links!UPDATE! The Baby Game has been patched as of 2016/12!Jazzpunk by Necrophone Games, an absurdest alt-Cold War comedy game with a similar sense of humor to StanleyWay of the Samurai, an oldschool game about multiple endingsThe Art of Game Design: A Book of Lenses, a textbook on game designyep, we talk about the Swiffer in this podcastThe theme this week is "The Func" by VCMG, a free download from chipmusic.org. Also from chipmusic, the WILL'S GAMING MINUTE(tm) theme is "Wienerhype" by jaar.
Games perpetually revolutionize computer use toward denser interaction with the human mind. To do that, they perpetually revolutionize themselves. Understanding the next frontiers of the genre is one way to understand where society is going. In this talk Jesse Schell explores the social, cognitive, and technological trends in computer game design and use. Jesse Schell is the CEO of Schell Games, the author of the authoritative text, The Art of Game Design: A Book of Lenses, and a Professor of Entertainment Technology at Carnegie Mellon, specializing in Game Design. At Walt Disney, he was Creative Director of the Imagineering VR Studio.