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Mes chers camarades, bien le bonjour !En voyant des photos ou même en vous baladant dans les rues de Carcassonne, n'avez-vous jamais eu envie de vous y promener au Moyen Âge ? Eh bien justement, le partenaire de cet entretien, Excurio, a récemment produit une expérience en réalité virtuelle permettant de parcourir la cité au début du 14e siècle, dans les pas d'un jeune seigneur du nord de la France : Les Derniers Remparts, Carcassonne 1304 ! C'est chouette, parce qu'une telle expérience peut poser plein de questions historiques, autour de la réalité de l'intrigue bien sûr, mais aussi de plein d'autres éléments, comme l'architecture, les vêtements, les métiers… Bref, il y a de quoi dire ! Et justement, j'ai eu le plaisir de recevoir dans un nouvel entretien historique Ludovic Marguerie, qui a été co-auteur et lead designer durant la réalisation de cette expédition immersive. Alors comment ça s'est passé dans les coulisses, et comment ont-ils travaillé avec des historiens ? C'est ce que je vous propose de découvrir aujourd'hui, alors bonne écoute sur Nota Bene !➤ Pour en savoir plus sur l'expédition immersive :➜ Jetez un œil au site d'Excurio : https://www.excurio.com/les-derniers-remparts/➜ Et à celui du Centre des Monuments Nationaux : https://www.monuments-nationaux.fr/innovation/projets-innovants/les-derniers-remparts-carcassonne-1304➤ Et pour avoir quelques images des coulisses : https://youtu.be/L3DW-vsGZqM
Jesse Schell is the CEO of Schell Games, a team of more than one hundred fifty people with an impressive success streak. Some of their greatest success include games like Among Us and the “Expect You To Die” Trilogy and today we will dive into:What was the driving design principle when creating immersive experiences that stick with usersHow Schell games got affected by the changes on the Meta StoreHow he sees AI impacting the way we design and play gamesWhy we don't have a Killer app for XR yetSubscribe to XR AI Spotlight weekly newsletter
Welcome back, to The Corner of Story and Game. In this episode we chat about game design philosophy with Lauren Bond, Senior Narrative Game Designer at Wizards of the Coast. We explore two fascinating lenses from Jesse Schell's The Art of Game Design: the Lens of Expected Value and the Lens of Chance. Lauren shares how these lenses influence her approach to worldbuilding, how randomness can enhance gameplay, and how to create meaningful player interactions through thoughtful design. From balancing skill and luck in RPGs to building immersive narratives in card games, this episode is a treasure trove of insights for creators and players alike.
The Lenses of Game Design: Part 16 In this exciting episode of The Corner of Story and Game, we welcome Yuri Guzon Mainka, a talented Narrative Designer at Inflexion Games. We delve into the fascinating topic of the "Lens of Imagination," a concept from The Art of Game Design by Jesse Schell that explores how storytelling and player engagement intersect in video games. Yuri shares his journey from a young gamer in Brazil to a narrative designer, highlighting the challenges he faced along the way. He discusses his work on the recently released Nightingale: Realms Rebuilt and how it exemplifies innovative storytelling in gaming. Throughout the conversation, we explore the balance between providing details and allowing players' imaginations to fill in the gaps, emphasizing how this balance can enhance the overall gaming experience. Come along to gain some insights into the creative processes behind game design, the importance of player imagination in crafting immersive narratives, and practical examples from Yuri's work. Whether you're a game developer or a storytelling enthusiast, this episode offers valuable perspectives on the art of engaging players through imaginative storytelling. And be sure to stay tuned for more deep dives into game design and storytelling on The Corner of Story and Game. Remember to subscribe, rate, and review to keep up with our latest episodes! Yuri's Links: -> Website -> LinkedIn -> Inflexion Games The Corner of Story and Game: -> Discord -> Facebook -> Instagram -> TikTok -> Threads -> Bluesky -> LinkedIn -> Email: gerald@storyandgame.com #YuriGazonMainka #InflexionGames #Nightingale #GameDesign #NarrativeGaming #ImaginationLens #CreativeStorytelling #YuriMainka #GamingInnovation #InteractiveNarratives #GameDevelopment #DesignPhilosophy #GameDesign #NarrativeDesign #TheArtOfGameDesign #GameDevelopment #Podcast #Storytelling #GameWriter #GameWriter #TheLensOfImagination #TheLensesOfGameDesign #FindTheFun #TheStoryStack #GameDesignTheory #Narratology #Ludology
In this podcast you will learn: What insights video game design can give us on the creative processWhy asking questions over getting advice can help our creativityHow to find inspiration for your creative passionsJesse Schell is a game designer, CEO of Schell Games, professor at Carnegie Mellon and author of The Art Of Game Design A Book Of Lenses. The Art Of Game Design: https://amzn.to/3Bu98bq
The Lenses of Game Design: Part 14 Welcome back to The Corner of Story and Game! After a summer break from our Lens series, we're excited to return with a deep dive into the Lens of the Venue from Jesse Schell's The Art of Game Design. No more cramming four lenses into one episode—we're taking our time to explore the lenses in detail. This week, I'm thrilled to welcome Aoife Gleeson, a renowned narrative designer known for her work on the award-winning interactive drama As Dusk Falls, the Cartomancy Anthology, and her involvement in Code Coven and Facebook Gaming's incubator program.
The Lenses of Game Design: Part 13 Welcome back, wanderer. Today, we delve deeper into the art of game design with our esteemed guest, Alan Moore. Alan is an Emmy Award-winning writer and narrative designer, celebrated for his work across over 250 games at Cartoon Network and beyond. His expertise spans from revitalizing established franchises to crafting innovative narratives for new IPs. Join us as we explore four pivotal lenses from "The Art of Game Design" by Jesse Schell, focusing on characters and their intricate relationships within digital games. Grab a seat and join in! Alan: -> LinkedIn -> Dark Ages -> Small Loan Studio The Corner of Story and Game: -> Discord -> Facebook -> Instagram -> Twitter -> TikTok -> Threads -> Bluesky -> LinkedIn -> Email: gerald@storyandgame.com Please let me know if you have any questions or comments on this or any other episode. Be sure to subscribe to the podcast to hear more conversations with professionals in the video game, tabletop, and fiction industries. #AlanMoore #GameDesigner #GameWriter #NarrativeDesigner #SmallLoanStudio #TheNarrativeDepartment #TheLensOfInterpersonalCircumplex #TheLensOfTheCharacterWeb #TheLensOfStatus #TheLensOfCharacterTransformation #TheArtOfGameDesign #TheLensesOfGameDesign #GameMechanics #TabletopRoleplayingGames #VideoGames #TheCornerOfStoryAndGame #PodcastsToListenTo #NarrativeDesign #FindTheFun #TheStoryStack #GameDesignTheory #Narratology #Ludology
Schell Games boss Jesse Schell on the advantages of keeping a lean team, how to know the right team size for each project and the art of scaling up and down as development progresses Learn more about your ad choices. Visit megaphone.fm/adchoices
The Lenses of Game Design: Part 09 Welcome back, wanderer. It's time to peer through four more lenses from The Art of Game Design. Today, we embark on a journey into the realms of imagination and storytelling, guided by the insightful mind of Katelynn Kenney. As a seasoned podcast writer, playwright, actor, and game writer - Katelynn provides a wealth of experience from the world of theatre, game running, and narrative direction. Today's quest delves into the intricate art of worldbuilding, illuminated by four lenses from Jesse Schell's "The Art of Game Design": the Lens of Fantasy, the Lens of World, the Lens of Avatar, and the Lens of Atmosphere. With Katelynn's background and expertise, we seek to uncover the secrets of crafting immersive and captivating game worlds. Grab a seat and join in! Katelynn: -> LinkedIn -> Facebook -> Twitter -> Instagram The Corner of Story and Game: -> Discord -> Facebook -> Instagram -> Twitter -> TikTok -> Threads -> Bluesky -> LinkedIn -> Email: gerald@storyandgame.com Please let me know if you have any questions or comments on this or any other episode. Be sure to subscribe to the podcast to hear more conversations with professionals in the video game, tabletop, and fiction industries. #KatelynnKenney #NarrativeDesigner #Writer #TheLensOfFantasy #TheLensOfWorld #TheLensOfAvatar #TheLensOfAtmosphere #TheArtOfGameDesign #TheLensesOfGameDesign #TheatreArts #TabletopRoleplayingGames #VideoGames #TheCornerOfStoryAndGame
A circus veteran who literally wrote the book on game design, Jesse Schell had a major impact on one of the biggest IPs in contemporary culture. Founder of Schell Games (member of the very exclusive “no layoffs” club) and now working on Among Us and other VR games, he has long taught entertainment technology at Carnegie Mellon. We talk Imagineering, chickens and eggs, and very specific predictions this week!Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.comCome join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on twitter: @fourthcurtainEdited and mastered at https://noise-floor.comFeaturing the music track Liberation by 505
The Lenses of Game Design: Part 07 Welcome back, wanderer. It's time to peer through four more lenses from The Art of Game Design. Today, we're diving deep into the heart of game design with the talented Cameron Daxon. A multifaceted writer, producer, and marketer, Cameron's passion for video games fuels his quest to master the art of narrative design and game writing. With his recent contributions to Small Loans Studio's project, 'The Ouroboros Express,' and his extensive experience in writing and event management, Cameron brings unique insights to our discussion. Join us as we explore four more lenses from Jesse Schell's "The Art of Game Design" - The Lens of The Toy, The Lens of The Player, The Lens of Pleasure, and The Lens of Flow. These lenses offer invaluable perspectives on creating immersive and enjoyable gaming experiences that captivate players and induce the coveted state of flow. Grab a seat and join in! Cam: -> LinkedIn The Corner of Story and Game: -> Discord -> Facebook -> Instagram -> Twitter -> TikTok -> Threads -> Bluesky -> LinkedIn -> Email: gerald@storyandgame.com Please let me know if you have any questions or comments on this or any other episode. Be sure to subscribe to the podcast to hear more conversations with professionals in the video game, tabletop, and fiction industries. #CameronDaxon #NarrativeDesigner #Writer #Editor #Producer #SmallLoanStudios #TheLensOfThePlayer #TheLensOfTheToy #TheLensPleasure #TheLensOfFlow #TheArtOfGameDesign #TheLensesOfGameDesign #VideoGames #TheCornerOfStoryAndGame
The Lenses of Game Design: Part 00 Welcome back, wanderer. This episode kicks off something a little different for The Corner of Story & Game - a series of episodes exploring the lenses from The Art of Game Design. But before we dig into the lenses individually, why not introduce them with the professor himself, Jesse Schell? Jesse is a luminary in the game design cosmos, with his book and further work influencing both board and video game landscapes. He is an esteemed professor at Carnegie Mellon University and stands at the forefront of game design evolution. Beyond his groundbreaking textbook, his visionary insights have left an indelible mark on the gaming world. He continues to shape the future of interactive experiences with Schell Games, steering projects that seamlessly merge education and entertainment. Grab a seat and join in! Jesse / Schell Games: -> Facebook -> Twitter -> Website -> YouTube -> LinkedIn (Jesse) -> LinkedIn (Schell Games) The Corner of Story and Game: -> Discord -> Facebook -> Instagram -> Twitter -> TikTok -> Threads -> Bluesky -> LinkedIn -> Email: gerald@storyandgame.com Please let me know if you have any questions or comments on this or any other episode. Be sure to subscribe to the podcast to hear more conversations with professionals in the video game, tabletop, and fiction industries. #JesseSchell #SchellGames #TheArtOfGameDesign #TheLensesOfGameDesign #VideoGames #TheCornerOfStoryAndGame
In this episode of Success Cards, host John UK has a captivating conversation with Jesse Schell, a veteran in the game design industry and author of "The Art of Game Design", and companion cards " A Deck of Lenses" that has inspired countless entrepreneurs and game designers. Jesse's impressive background includes working with IBM, Bell Labs, Disney, Virtual Reality Studio, and teaching game design at Carnegie Mellon University, not to mention his own business Schell Games. Jesse shares the philosophy behind his design concepts, shedding light on how asking the right questions can lead to incredible innovation. This episode delves into how the principles of game design can be applied in entrepreneurship and business problem-solving, making it a must-listen for aspiring entrepreneurs and seasoned professionals alike. Jesse also offers a glimpse into his entrepreneurial journey, underscoring the organic growth of his game design studio. Tune in to gain insights from this game design maestro and learn how to implement these principles into your own business strategy.You can find Jesse Schell on Facebook https://www.facebook.com/SchellGames and learn about his products at https://schellgames.com/art-of-game-designThe Success Cards podcast takes you on a tour of the vast world of business with a focus on actionable tips and advice. Each episode is a deep dive with a relevant expert on the topics from the Success Cards business planning tool.-----------------------------------------------» STAY CONNECTED «Want to know more? Visit our website:► https://success.cards/Purchase your Success Cards using the links below:► https://www.barnesandnoble.com/w/success-cards-john-uke/1142841191?ean=9781737688105#successcards #business #success #businesssuccess #businessinsider #businessideas #businessadvice #businesseducation #businesscoach #businesstips #successhabits #successsecrets #businesssuccesstips #businesstarot #businessplanningtool #businesstool #businessplan #businessoraclecards #expertbusinessadvice
Two experts in immersive technologies may disagree on what the metaverse will look like, but they do agree that it is going to change society. The metaverse may very well be the future. Before we get there, though, it is probably necessary to establish what exactly the metaverse is. That, it turns out, isn't so easy. For this episode of the Crosscut Talks podcast, we listen in on a conversation between Carnegie Mellon University professor Jesse Schell and Wedbush Securities managing director Michael Pachter, who discuss recent developments in metaverse technologies and how the public views these developments. In this conversation with journalist and author Steven L. Kent during the Crosscut Ideas Festival in Seattle, the two also spar over what exactly the metaverse will be, and share how much further they believe the industry needs to evolve to truly see the metaverse reach its full potential. What they agree on is that the metaverse will be able to bring us closer together, but also risks pulling us further apart. This conversation was recorded May 2, 2023. --- Credits Host: Paris Jackson Producer: Seth Halleran Event producers: Jake Newman, Anne O'Dowd Engineers: Resti Bagcal, Viktoria Ralph --- If you would like to support Crosscut, go to crosscut.com/membership. In addition to supporting our events and our daily journalism, members receive complete access to the on-demand programming of Seattle's PBS station, KCTS 9.
Paul and Moses: Play is back for 2023, and we start things off with the return of a beloved old feature as Moses once again attempts to climb the ladder of Elden Ring. How many rungs? Up or down? We'll have to wait and see! Moses then talks about the next game on his list, showing us that you don't always want to avoid the ‘noid. Paul follows suit with a game that will surprise absolutely no-one. Next up Moses tells us what he loves about the work of Jesse Schell, and our hosts discuss how some of the fundamentals of games and play come together. Paul also asks an uncomfortable question. Following this it's your final Blaseball Update before the triumphant return of our favorite splort. It's time to get hyped! It's time for the return of Blaseball!
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
Entrepreneur, author, and game designer Jesse Schell is here to talk about the art of design, the creation of experience, and the future of games. (4:58) "What you pretend to be, you will become" (10:21) Creating the experience (12:35) Immersive play and iterating on the fly (16:56) "A problem-solving activity approached with a playful attitude" (22:44) Elements of game design: mechanics, story, aesthetics, and technology (33:31) Naming and reinforcing a theme (43:45) "People can steal your moves, but they can never steal your inspiration" (51:15) The rule of the loop - iterate quickly to accelerate the power of evolution (57:18) What the future holds: VR, meta, and games within games Host: David Gardner Guest: Jesse Schell Producer: Rick Engdahl
Today Mark Zuckerberg revealed more new information on the experiences coming to the project cambria meta quest 2 pro headset in a censored trailer along with a sit down with Jesse Schell from Schell games. Here are the details. Getting a new quest? Get $30 free store credit on me by using my referral code: https://www.oculus.com/referrals/link/QuestQuickie/ Quest Quickie is your fast stop for Oculus Quest VR news, games, updates and more.
In this conversation, internet pseudonym celebrity BoredElonMusk talks about the state of Web3, Blockchain & NFT Games, how they differ to traditional games and why we should be keeping an eye on the space as it grows. As well as his new business, BoredBox, a company that tests & curates the best experiences and projects on the blockchain and delivers them straight to players that want to avoid the hassle of a volatile space. Mentioned Links: - Bored's Twitter: https://twitter.com/BoredElonMusk - BoredBox Website: https://boredbox.io/ - The Art of Game Design Book, Jesse Schell - https://www.amazon.com/Art-Game-Design-Book-Lenses/dp/0123694965 Host Links: - Carl's Twitter: https://twitter.com/CarlsContent Zero To Play Links: Twitter - https://www.twitter.com/zerotoplay Website - https://www.zerotoplay.com Instagram - https://www.instagram.com/zerotoplayig Facebook - https://www.facebook.com/zerotoplay Spotify - https://open.spotify.com/show/13V48s0adPvEQRHHKPUU13?si=37suNPd4RaKtj8x0syZb-w RSS Feed - https://feed.podbean.com/zerotoplay/feed.xml YouTube - https://www.youtube.com/channel/UCOtarAj6sVJvv0GnSPtAVJQ
Welcome to The Nonlinear Library, where we use Text-to-Speech software to convert the best writing from the Rationalist and EA communities into audio. This is: Refine: An Incubator for Conceptual Alignment Research Bets, published by Adam Shimi on April 15, 2022 on The AI Alignment Forum. I'm opening an incubator called Refine for conceptual alignment research in London, which will be hosted by Conjecture. The program is a three-month fully-paid fellowship for helping aspiring independent researchers find, formulate, and get funding for new conceptual alignment research bets, ideas that are promising enough to try out for a few months to see if they have more potential. If this sounds like something you'd be interested in, you can apply here! Why? I see a gaping hole in the alignment training ecosystem: there are no programs dedicated specifically to creating new independent conceptual researchers and helping them build original research agendas. The programs that do exist (AI Safety Camp, SERI MATS) tend to focus on an apprenticeship (or “accelerated PhD”) model in which participants work under researchers on already-established research directions. And while there are avenues for independent alignment researchers to get started on their own, it is fraught with many risks, slowing down progress considerably. So I feel the need for a program geared specifically towards conceptual alignment researchers that are interested in doing their own research and making their own research bets. Who? This program is for self-motivated and curious people who want to become independent conceptual alignment researchers and expand the portfolio of alignment bets and research ideas available. When I look at great conceptual researchers like John Wentworth, Paul Christiano, Evan Hubinger, Steve Byrnes, Vanessa Kosoy, and others, as well as at the good (famous and not) researchers I know from my PhD, they all have the same thing in common: they ask a question and keep looking for the answer. They tolerate confusion, not in the sense that they accept it, but in that they are able to work with it and not hide away behind premature formalization. They don't give up on the problem; they search for different angles and approaches until it yields. Paul Graham calls this being relentlessly resourceful. (Relentlessly Resourceful, Paul Graham, 2009) I was writing a talk for investors, and I had to explain what to look for in founders. What would someone who was the opposite of hapless be like? They'd be relentlessly resourceful. Not merely relentless. That's not enough to make things go your way except in a few mostly uninteresting domains. In any interesting domain, the difficulties will be novel. Which means you can't simply plow through them, because you don't know initially how hard they are; you don't know whether you're about to plow through a block of foam or granite. So you have to be resourceful. You have to keep trying new things. This is one of the main traits I'm looking for in an applicant — someone who will lead a new research agenda and morph it proactively, as needed. Another point that matters is being curious about different topics and ideas than the ones traditionally discussed in alignment. As I wrote in a recent post and plan to discuss more in an upcoming sequence, I think we need to be more pluralist in our approach to alignment, and explore far more directions, from novel ideas to old approaches that may have been discarded too soon. And new ideas often come from unexpected places. As one example, here is what Jesse Schell writes about his experience speaking to a professional juggler who performed tricks no one else could do: (The Art of Game Design, Jesse Schell, 2008) “The secret is: don't look to other jugglers for inspiration—look everywhere else.” He proceeded to do a beautiful looping pattern, where his arms kind of spiraled, and he turned occasional pirouettes. “I learned that one watching a ballet in New York. and this...
Welcome to The Nonlinear Library, where we use Text-to-Speech software to convert the best writing from the Rationalist and EA communities into audio. This is: Refine: An Incubator for Conceptual Alignment Research Bets, published by adamShimi on April 15, 2022 on The Effective Altruism Forum. (This is a linkpost from the Alignment Forum) I'm opening an incubator called Refine for conceptual alignment research in London, which will be hosted by Conjecture. The program is a three-month fully-paid fellowship for helping aspiring independent researchers find, formulate, and get funding for new conceptual alignment research bets, ideas that are promising enough to try out for a few months to see if they have more potential. If this sounds like something you'd be interested in, you can apply here! Why? I see a gaping hole in the alignment training ecosystem: there are no programs dedicated specifically to creating new independent conceptual researchers and helping them build original research agendas. The programs that do exist (AI Safety Camp, SERI MATS) tend to focus on an apprenticeship (or “accelerated PhD”) model in which participants work under researchers on already-established research directions. And while there are avenues for independent alignment researchers to get started on their own, it is fraught with many risks, slowing down progress considerably. So I feel the need for a program geared specifically towards conceptual alignment researchers that are interested in doing their own research and making their own research bets. Who? This program is for self-motivated and curious people who want to become independent conceptual alignment researchers and expand the portfolio of alignment bets and research ideas available. When I look at great conceptual researchers like John Wentworth, Paul Christiano, Evan Hubinger, Steve Byrnes, Vanessa Kosoy, and others, as well as at the good (famous and not) researchers I know from my PhD, they all have the same thing in common: they ask a question and keep looking for the answer. They tolerate confusion, not in the sense that they accept it, but in that they are able to work with it and not hide away behind premature formalization. They don't give up on the problem; they search for different angles and approaches until it yields. Paul Graham calls this being relentlessly resourceful. (Relentlessly Resourceful, Paul Graham, 2009) I was writing a talk for investors, and I had to explain what to look for in founders. What would someone who was the opposite of hapless be like? They'd be relentlessly resourceful. Not merely relentless. That's not enough to make things go your way except in a few mostly uninteresting domains. In any interesting domain, the difficulties will be novel. Which means you can't simply plow through them, because you don't know initially how hard they are; you don't know whether you're about to plow through a block of foam or granite. So you have to be resourceful. You have to keep trying new things. This is one of the main traits I'm looking for in an applicant — someone who will lead a new research agenda and morph it proactively, as needed. Another point that matters is being curious about different topics and ideas than the ones traditionally discussed in alignment. As I wrote in a recent post and plan to discuss more in an upcoming sequence, I think we need to be more pluralist in our approach to alignment, and explore far more directions, from novel ideas to old approaches that may have been discarded too soon. And new ideas often come from unexpected places. As one example, here is what Jesse Schell writes about his experience speaking to a professional juggler who performed tricks no one else could do: (The Art of Game Design, Jesse Schell, 2008) “The secret is: don't look to other jugglers for inspiration—look everywhere else.” He proceeded to do a beautiful looping pattern, where his arms kind of spiraled, and he turned occasional pirouettes. “I learn...
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. See acast.com/privacy for privacy and opt-out information.
Learn about the new Schell Games Apprenticeship Program! – Schell Games, the largest full-service educational and entertainment game development company in the United States, today announced a partnership with Community College of Allegheny County (CCAC) to create the Schell Games Apprenticeship Program (SGAP), a hybrid training curriculum that will guide aspiring gaming professionals through a three-year Associate Degree in Multimedia Programming, Simulation, and Gaming. The program, which launches in the fall of 2022, is a blend of classroom study (20 hours per week) and paid on-the-job training (20 hours) at Schell Games' Station Square office, including professional training and development company-specific onboarding, and curriculum and project work. Schell Games will pay the full tuition of the apprentices, two of whom will make up the program's inaugural class. The company will also provide public transit or parking passes to cover students' commutes. “Game development companies today need to be as innovative in our recruitment and development of talent as we do in our games and applications,” said Schell Games CEO Jesse Schell. “This partnership with CCAC is the first degree-granting apprenticeship program in the games industry. It represents a grassroots effort for the greater Pittsburgh community but also a first step in the creation of a broader, deeper talent pipeline inclusive of students who can't or choose not to attend four-year universities.” Once reserved primarily for trade industries, apprenticeships are becoming more strategically important in sectors such as technology and games. A recent McKinsey & Company study stated that half of all work activities could become automated as soon as 2035, potentially creating a global shortage of skilled workers. Apprenticeship programs address these issues by closing skill gaps or reskilling those uprooted by automation. In the SGAP, participants will work side-by-side with game developers on actual projects to gain real-world experience in the games industry. They will have the opportunity to mentor under every discipline, which includes engineering, design, art, and production. At the end of their apprenticeship, they will have the skills and knowledge to confidently enter the games industry workforce. “The only way to keep up with the pace of automation and close the skills gap is for public education and private companies to come together in new ways,” said Rebecca Dupont, Department Head of Computer Information Technologies, North Campus and West Hills Center for CCAC. “We hope that this initiative with Schell Games is a template for business and academia alike.” CCAC students interested in applying for the SGAP can do so through the school's website. The application includes a 300-word essay indicating their desire and outlining their strengths and what they hope to gain from the program. A selection committee will interview finalists chosen from the application pool and select the final candidates no later than July 2022. # # # ABOUT SCHELL GAMES Schell Games is the largest full-service educational and entertainment game development company in the United States. Founded in 2002 by award-winning game designer and author Jesse Schell, the company boasts a highly-talented array of artists, engineers, producers, and game designers. Schell Games creates engaging experiences for mobile, VR/AR, PC, console, handheld, online, and social platforms; location-based entertainment and theme park attractions; connected toys; and virtual worlds. In addition to creating original games, the company counts some of the world's most respected brands as clients, including The Walt Disney Company, Google, Facebook, Yale University, SeaWorld Parks and Entertainment, and Fred Rogers Productions. For more information on Schell Games, visit https://www.schellgames.com. ABOUT THE COMMUNITY COLLEGE OF ALLEGHENY COUNTY (CCAC) Since its founding in 1966, CCAC has flourished, becoming the educational powerhouse it is today—a nationally renowned two-year college dedicated to serving all members of the community. From groundbreaking student success initiatives to top-ranked academic and career-based programs, CCAC continues to be the college of choice for nearly one out of every three adults in Allegheny County. Each year, more than 24,000 students enroll at CCAC, taking advantage of nearly 150 degree, certificate, diploma and transfer programs while thousands more access noncredit and workforce development courses. Comprising four campuses and four neighborhood centers as well as other off-site locations, CCAC is honored to have one of the largest veteran student populations in the state and takes pride in ranking among the nation's top community colleges for the number of individuals graduating in nursing and the health-related professions. CCAC graduates have transferred to the nation's most prestigious colleges and universities, have obtained the most academically challenging and competitive degrees, and can be found at leading companies, organizations and institutions throughout the country. CCAC alumni are actively engaged in every sector of society, providing leadership to scores of economic, scientific, civic and philanthropic entities both in the Pittsburgh region and around the world. Visit ccac.edu to learn more.
Schell Games' new multicultural, historical VR cooking game Lost Recipes required deep research to make it authentic and immersive. Lisa and Schell Games CEO & Founder Jesse Schell discuss his path from circus juggler to game developer, his time as a Disney Imagineer, and broadening the VR gaming landscape. Also, David and Lisa debate Super Mario games and pick their favorite foods from pop culture titles.For more information, follow @OtherGamingPod on Twitter and Instagram and join our Facebook Group at facebook.com/groups/thatothergamingpodcast.
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.
遊戲製作人到底都在幹嘛? 坐在辦公桌後面的豪華旋轉椅、 負責出一張嘴的人物, 就是傳說中的遊戲製作人嗎? 當然不是啦! 本集我們將來聊聊有關遊戲製作人的總總, 究竟這些看起來高高在上的大人物們, 平常都為遊戲付出了什麼呢? -- 【重點摘要】 開場:活動資訊《大師對談》 00:03:05 現在的七龍珠不好看了? 00:09:45 你覺得製作人平常都在幹嘛? 00:14:20 透過掘井雄二來探討究竟什麼是「遊戲製作人」 00:25:40 什麼是「鑑賞力」?如何鍛鍊「鑑賞力」? 00:29:36 「立項權」是製作人重點工作嗎 00:37:31 品質管控是製作人的責任嗎? 00:43:56 為什麼掘井雄二是厲害的遊戲製作人 00:49:11 製作人為什麼會展現個人特色 00:55:39 製作人對遊戲的影響力 -- 【活動資訊】 大師對談:遊戲設計的藝術 本活動為臺科大資工系「遊戲企劃與設計原理」課程的系列講座,主軸為邀請遊戲業界前輩、專家進行分享。 The Art of Game Design 多年來都被戴文凱老師列為「遊戲企劃與設計原理」課程的參考書,今年初本書首次發行繁體中文版—《遊戲設計的藝術:架構世界、開發介面、創造體驗,聚焦遊戲設計與製作的手法與原理》更在遊戲圈內廣受業界朋友的好評。 本場講座我們邀請到本書的作者 Jesse Schell 直接分享他多年來從事遊戲設計,以及遊戲教學的心得;歡迎所有對遊戲設計有熱情的朋友共同來參與! https://www.accupass.com/event/2110050036368890871370 -- GAME話不加醬收聽連結: https://linktr.ee/gametalkrjj
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.
"Sound is what truly convinces the mind is in a place, in other words hearing is believing." -Jesse Schell, The Art of Game Design I am so excited to welcome Jodi Krangle to the T&T Mic! … Audio branding it's a thing!! If you listened to the very early T&T episodes, you know audio has been one of my biggest challenges. I have grown in the audio (all podcasting equipment) space, BUT Jodi is a true pro! In addition to being an audio master in all things podcasting, she has been a voice over actor since 2007 and has worked with many of the major big household brands that we use every day including Dell, BOSE, HGTV, and Kraft. Jodi shares her journey with us and an even more in-depth conversation around audio/sound and how it impacts our brains and everyday decision making (hence she is in demand for these big brands!). Hearing is often an overlooked sense as far as its impact on all the other senses. If you are in the biz you know the volume of music can impact retails sales in a retail store, certain sounds can cause negative and positive triggers, and so much more! From music to science, we cover it all on this one. And yes, Jodi's mic sounds awesome on this cast haha, #goals ! Enjoy this conversation, an exciting new angle to consider if you are starting a biz, marketing a biz, or just want to know more about how you personally “digest” sound and audio. Highlights: Computers and the internet before they were a thing. Voice over acting, how to get in and how to make it. The importance of sounds and how it impacts the other senses. Marketing in 2021. Being a conscious consumer. Overcoming challenges and finding your niche path. Graceful Disruption. Club House and building community. Jodi Krangle Piece of Cake Voice Overs & Vocals jodi@voiceoversandvocals.com https://voiceoversandvocals.com Jodi Krangle has been a voice actor since 2007 and has worked with clients from major brands all over the world including Dell, BBVA & Kraft. She's also a singer and has put out her own album of jazz, blues and traditional tunes (jodikranglemusic.com). Over the years, and doing what she does, she's learned a lot about sound and how it influences people. Her podcast on this subject is called Audio Branding: The hidden gem of marketing. For more information on that podcast, visit audiobrandingpodcast.com and for more information on Jodi, visit voiceoversandvocals.com Connect with T&T: IG: @TurmericTequila Facebook: @TurmericAndTequila Website: www.TurmericAndTequila.com Host: Kristen Olson IG: @Madonnashero Tik Tok: @Madonnashero Email: Info@KOAlliance.com Website: www.KOAlliance.com
How to Save the World | A Podcast About the Psychology of Environmental Action
If you want to save the Earth, you need to think like a game designer. In this episode, I sat down with Jesse Schell, author of the canonical game design textbook, The Art of Game Design, and asked him how he would go about saving the planet as a game designer. Jesse is a Distinguished Professor of Experience Design at Carnegie Mellon University and the CEO of Schell Games. Think about these qualities : peak motivation, obsessive focus, a drive to win, life-long mastery of a complex skill, desire for epic planetary-wide quests — it all sounds like a pretty good skill set to save our real planet, right? Manifesting these emotions listed above is the craft that game designers specialize in. People who specialize in game design are a treasure-trove of design-thinking insight about how to get people into a state of obsessive flow, hack into human happiness, and pique the reward system of the brain. I love Jesse's book The Art of Game Design because when I read it a few years ago, I asked myself “how would l apply all this game design thinking to climate change, plastic waste, or eating less meat”? Reading a game design textbook through the eyes of an environmentalist opened my imagination when thinking of ideas for environmental change, in a way that nothing else really has. Jesse joined us for our monthly Fitbit for the Planet video hangout for this episode. Sign up to join the live monthly group calls at katiepatrick.com/fitbit. Read the blog article about this episode. Follow Jesse Schell Get a copy of The Art of Game Design on Amazon Jesseschell.com Twitter @jesseschell Follow Katie Patrick Get a copy of How to Save the World on Amazon katiepatrick.com Twitter @katiepatrick Instagram @katiepatrickhello LinkedIn Contribute a monthly donation at patreon.com/katiepatrick to help me continue to make these episodes possible. Thank you to Jordan, Nader, Mike, Gary, Alex, Ben, Dee, and Ian for contributing! Xx
He founded and runs one of the largest independent gaming companies in the country and he's stopping by TechVibe Radio to geek out with us. Yep, Jesse Schell has been building Schell Games in Pittsburgh for nearly two decades. Tune in to learn more about his journey and where he believes the future of gaming is heading. Think virtual reality! Oh yeah, it's going to be fun!
Regardless of the societal context of your upbringing, you probably would agree that the sound of a huge monster chasing you into a small room with no escape sounds terrifying. In this episode of Koalatea Time, bramoala & ChipSkylark discuss Jesse Schell's game design lens of Primality and how it impacts the games we love to play. Join us as we discuss rhythm games, Rocket League, DOOM, and more! 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.
A serious (and fun!) look at what games based learning is all about. Terry shares his expertise and passion for gamification in learning and learning design. We explore what games based learning is (and what it isn't), what makes it particularly sticky and how it can be designed into most learning interventions. Terry also lists numerous resources for those wanting to dig a bit deeper and develop their own games based learning solutions. www.untoldplay.com https://www.linkedin.com/in/terrypaulpearce Some of the resources Terry shared: Jesse Schell, The Art of Game Design: https://www.amazon.co.uk/Art-Game-Design-Lenses-Third/dp/1138632058/ Yu-Kai Chou, Actionable Gamification: https://yukaichou.com/gamification-book/ Kevin Werbach/Coursera Gamification Course: https://www.coursera.org/learn/gamification Nicole Lazarro's Four Keys to Fun: https://www.youtube.com/watch?v=EEmNRRRqgNc Karl Kapp, Play to Learn -- great book on creating learning games: https://www.amazon.co.uk/Play-Learn-Everything-Designing-Effective/dp/1562865773
Aesthetics, Technology, Story, and Mechanics. Jesse Schell's 4 elements of game design! Are they all truly necessary to make a great game? If so, does one reign supreme or are they all equal? Join ChipSkylark and bramoala as they discuss these topics in relation to games like Cyberpunk, Halo, Rocket League, Minecraft, What Remains of Edith Finch, and more! Support Koalatea Time: The K.O. Koala Entertainment Podcast by donating to their Tip Jar: https://tips.pinecast.com/jar/koalatea-time This podcast is powered by Pinecast.
After graduating from the Information Networking Institute at CMU in 1994 with a Masters of Science in Computer Networking and Virtual Reality, Jesse Schell went on to work for Bell Labs. In 1995 he joined Walt Disney Imagineering, where he worked for seven years in capacity of programmer, manager, designer and Creative Director on several projects. These included rides for theme parks, DisneyQuest, and Toontown Online, a massively multiplayer online game. During his time at Disney, he met Carnegie Mellon professor Randy Pausch, who was taking a sabbatical in the lab where Jesse worked. When Randy founded the Entertainment Technology Center at CMU, he invited Jesse to become a faculty member. Jesse joined the faculty in 2002. In 2002, Jesse founded Schell Games, a full-service game design and development company with a focus on creating both educational and entertainment games on all platforms for players of all ages. The company is based in Pittsburgh, PA and employs more than 100 people. Currently Jesse serves as CEO. At Tech 50 in 2016, Jesse was awarded CEO of the year, and the year prior, Jesse was named one of Pittsburgh's 50 most powerful people.
Robin Hunicke chats with Jesse Schell to discuss how Jesse's work in game development helps keep him up to date as an educator, Schell Games' exploration into VR, the illusion VR creates for the body; VR's 10 million problem; and the importance of taking initiative and using all of the advantages afforded by 21st century technology to begin your career and overcome systemic disadvantages. Jesse Schell is the founder and CEO of Schell Games as well as a Distinguished Professor of the Practice of Entertainment Technology at Carnegie Mellon University. Schell Games is a game development and education company with titles on multiple platforms including location-based games, educational titles, and award-winning VR games such as I Expect You To Die and Until You Fall.
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
Hello Everyone, Welcome to another exciting episode of VR in Education. In today’s episode, we are talking with Jesse Schell. Jesse is a video game designer, author, distinguished professor at Carnegie Mellon University and CEO of Schell Games. He is here today to talk about VR game design.
Schell Games is the largest full-service education and entertainment game development company in the United States. Since 2002, we’ve worked to create interactive experiences on every platform to enrich the lives of players of all ages. Projects in our award-winning portfolio range from mobile, desktop, and virtual reality games to interactive installations and theme park attractions...and everything in between. Schell Games counts some of the world's most respected brands as clients, including The Walt Disney Company, Yale University, SeaWorld Parks, Lionel, The Fred Rogers Company and Microsoft Corporation. The company is headquartered in Pittsburgh, Pennsylvania. https://www.schellgames.com
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.
Welcome to Dev Game Club, where this week we welcome another interview, this time with industry veteran and current VP of Design at Schell Games, Harley Baldwin. Harley talks about her path through the industry and about her time especially at LucasArts and Republic Commando, on which she served as a level designer. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:45 Interview 1:25:23 Break 1:25:51 Feedback Issues covered: how Harley got her start, planning to get into photographic printing, crashing a friend's interview, knowing a tuck-in top from a hang-over top, figuring out technical art challenges, getting a programmer to do some interpolation, emergence of digital cameras, the unsung heroism of technical art, making one kind of data into another kind of data, overlapping art and engineering, figuring out how to blend animations for locomotion, learning from designers via over-the-shoulder watching, the three-point slice, trying to figure out how to build stuff, moving to design, not having to worry about both the architecture and the gameplay at the same time, getting designers to play and talk, becoming a lead systems designer, communicating the use of systems, advocating for designs, VR and location-based entertainment, hard and interesting problems, encouraging design skill overlap, getting the design document on day one, LucasArts using proprietary technology and the internal controversy, believing you need the author of the engine in-house, the conversations between level designers, talking about how to make the bridge moment, building momentum, speaking level designers' language, coming on late and fixing cover bugs and optimizing spaces, figuring out how and whether to do jungle, arguing over the spotlights, trying to find solutions together, level ownership, getting enough distance to see what needs to be real or what needs to be smoke and mirrors, the creepiness of the Prosecutor, giving the designer you once were a talking to, getting stuck on Troy's level, designing to the peak experience, the story of what a designer is trying to say, finishing your own level on hard... over a few hours, QA beating it eventually, lacking storytelling tools and using design tools like difficulty, door breaches and hints, the "doors and hallways engine," how to tackle a dwarf spider droid, still figuring things out as you ship, building to a character moment, being in the perfect spot, the old home tour of enemies, "hey player, you can handle this now," "Brett's favorite room," the energy and communication of that team, "Nobody reads your docs," designers and difficulty, "when do you turn off god mode," watching people play, your applicant pool of user testing players, three things you'd change about project/process, fumbling towards scrum/agile, how seeing where the squad was going changed the game dramatically, VR and its problems to solve, meeting Harley for the first time, the Starfighter pie meeting, Pi Day, Tim delivers a pie to Brett's apartment, "I might worry about a random pie," East Coast geography, the team helping get you through the making of the game, the special atmosphere of LucasArts, good people working with good people, defending Tim's honor, difficulty and Constraint Satisfaction Problems, Boss Keys series, Longo Calrisian, positioning and leadership, lowering ammo and tuning towards the focus fire mechanic, the hot targets, differences between PC and Xbox, difficulty codes, marketing, Starfighter III: Jedi Starfighter II: Starfighter Outcast or Reti Player One, a plea for orbital strikes in more video games. Games, people, and influences mentioned or discussed: American Laser Games/Her Interactive, LucasArts, Indiana Jones and the Infernal Machine, Starfighter (series), RTX Red Rock, Crystal Dynamics, Tomb Raider (series), Demiurge, Nihilistic Software, Rock Band, Resistance, Call of Duty, Schell Games, PhotoStyler, McKenzie & Company, Mad Dog McCree, Drug Wars, 3D0, Vampire Diaries, Nancy Drew (series), Debabelizer, Jedi Knight, Reed Knight, X-COM: The Bureau, Jesse Schell, Disney VR, Unreal, Galactic Battlegrounds, Age of Empires, Outlaws, Troy Mashburn, Pat Sirk, Jesse Moore, Juli Logemann, Uncharted, Kevin "Schmitty" Schmitt, Xbox, Microsoft, Jeffrey "Pinecone" Sondin-Kung, I Expect You to Die, Until You Fall, PlayStation VR, GDC, David Collins, Blarg42, Anachronox, Violet B. Trudel, Pokemon, Oliver Uvman, Sokoban, Super Mario Bros 3, Stephen's Sausage Roll, Final Fantasy XIII-2, King's Quest, Gothic Chocobo, Game Maker's Toolkit, Mark Brown, Zelda (series), Leon Buckel, Greg Knight, Sam Thomas, June, Jocko Willink, Leif Babin, Dark Forces, GameSpot, Billy/The2ndQuest, Clone Wars, Star Wars Rebels, Forza, Tetris99, Animal Crossing, Charlie Rocket, Kirby's Epic Yarn, Epic Mickey, Final Fantasy VI, Super Mario RPG: Legend of the Seven Stars, Kirk Hamilton, Aaron Evers. Next time: Another Interview? Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
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!
OMG CAN YOU BELIEVE THAT _ DID OUR PODCAST INTRO!!!!!!!!Reeling from the unbelievable hype, Anthony & Skylar discuss what the K.O. Koala community thinks about rewards by leveraging Jesse Schell's insight into the various reward types a game can offer!Join us as we talk about losing lives, beating games multiple times, grinding for rare armor, completing weekly challenges, and more! Our conversation touches on Fortnite, Halo, Bless Unleashed, Cuphead, Spyro, Rainbow 6 Siege, and many more games!!
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!
Welcome back, spelunkers! This week is a real milestone for us, as we've now certainly passed the first year mark from the inception of Reality Quest as a shared collaboration. We both feel this episode is our most genuinely unadulterated Jay & Kelly conversation space yet. From the beginning of this endeavor, we strove to reach a comfortable recording headspace which could bring the listener as close to the dinner table as is possible, and this might be the closest to the real deal. With a few tangents as is natural, the premise of this conversation began with a question: What is the value of XR? We immediately had to dive deeper to find the roots of that inquiry. Why should it become widespread? What benefit does it have over other mediums for experience, and where does it differ? How should we be communicating that value to people outside of this nascent industry? We ended up starting from a clean slate, laying out some common language, and set upon the task of breaking it down piece by piece. We began forming a mental model of XR & content, then attempted to define some of the basic components of Storytelling & Gameplay. Ultimately, our stack of questions grew far higher than we started with, but with the modest reward of new lenses through which to examine XR and stories in general. The riddle is by no means solved in the end, but we'll continue this examination in future #ToTs episodes and with more guests to come. So sit back and enjoy a glass with us. Thanks for listening! Show Notes: - What is the "Doobly-Doo"? (https://www.urbandictionary.com/define.php?term=doobly-doo) - Bespoke Post (https://www.bespokepost.com/) - "Almost and Influencer" article (https://medium.com/swlh/almost-an-influencer-5a843c9a7af3) - "Meeting You" South Korean Documentary bringing the dead to life in VR (https://nypost.com/2020/02/12/south-korean-doc-used-vr-to-reunite-mother-with-deceased-daughter/) - "All Models are wrong, but some are useful" (https://en.m.wikipedia.org/wiki/All_models_are_wrong) - Psychological Human Needs (related to why people like games) (https://www.psychreg.org/why-people-play-video-games/) - Song: "Pixels" by Mimicking Birds (https://genius.com/Mimicking-birds-pixels-lyrics) - Half + Half VR game (https://www.youtube.com/watch?v=L0gbYe0xW4s) - Language and Cave Art History - https://www.nationalgeographic.com/news/2018/02/acoustic-caves-rock-art-language-origin-spd/ - https://www.sciencedaily.com/releases/2018/02/180221122923.htm - https://www.inverse.com/article/41517-cave-painting-human-language-evolution - http://www.bradshawfoundation.com/news/cave_art_paintings.php?id=Cave-art---the-origin-of-language - Dragons Love Tacos (https://www.amazon.com/Dragons-Love-Tacos-Adam-Rubin/dp/0803736800/ref=asc_df_0803736800/?tag=hyprod-20&linkCode=df0&hvadid=312057607871&hvpos=&hvnetw=g&hvrand=10770875883659509884&hvpone=&hvptwo=&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=9033322&hvtargid=pla-432942759039&psc=1) - "The Art of Game Design" by Jesse Schell (https://www.amazon.com/Art-Game-Design-Lenses-Second/dp/0692288872/ref=asc_df_0692288872/?tag=hyprod-20&linkCode=df0&hvadid=312089030079&hvpos=&hvnetw=g&hvrand=3414892178152377292&hvpone=&hvptwo=&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=9033322&hvtargid=pla-571795955657&psc=1) - How Games Move Us: - https://www.youtube.com/watch?v=YWL1jeL0uBU - https://mitpress.mit.edu/books/how-games-move-us - Medium Article: "There is a second valley past the Uncanny Valley or How developing an AR horror game put me in the hospital" (https://medium.com/@bryanmitchell_67448/there-is-a-second-valley-past-the-uncanny-valley-22d2ea193e0) - "Understanding Comics" (https://www.amazon.com/Understanding-Comics-Invisible-Scott-McCloud/dp/006097625X/ref=asc_df_006097625X/?tag=hyprod-20&linkCode=df0&hvadid=266182330298&hvpos=&hvnetw=g&hvrand=7668664535402043761&hvpone=&hvptwo=&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=9033322&hvtargid=pla-435178923051&psc=1)
Michael Bridgman is a co-founder of MajorMega, an interactive studio that combines virtual reality with motion and environmental effects to solve motion sickness in VR. Their first product, Hyperdeck, combines multi-sensory effects, full-motion floor and environmental stimulation to create an incredibly thrilling location-based VR attraction in a small footprint. In this episode, Bob will be talking with Michael about their journey and how the Hyperdeck is able to create a level of experience impossible on any other systems. Let's dive in! WHAT YOU'LL LEARN FROM THIS EPISODE: Why MajorMega was quiet before launching their Hyperdeck What is MajorMega and what's their background How MajorMega got into VR Different ways to solve motion sickness How MajorMega approached motion sickness uniquely What is Perlin noise Why MajorMega are using extreme haptics in their Hyperdeck MajorMega website: https://majormega.com/ The Art of Game Design: A book of lenses by Jesse Schell: https://www.amazon.com/Art-Game-Design-book-lenses-ebook/dp/B00ALUHNX6 About Perlin noise: https://en.wikipedia.org/wiki/Perlin_noise Listen to PART 2 and 3 here: https://anchor.fm/bobcooney-vrdeepdive/episodes/P59-Bob-Cooneys-Virtual-Reality-Deep-Dive---Michael-Bridgman-of-MajorMega-Part-2-eb0t04 https://anchor.fm/bobcooney-vrdeepdive/episodes/EP60-Bob-Cooneys-Virtual-Reality-Deep-Dive---Michael-Bridgman-of-MajorMega-Part-3-eb0t14
Michael Bridgman is a co-founder of MajorMega, an interactive studio that combines virtual reality with motion and environmental effects to solve motion sickness in VR. Their first product, Hyperdeck, combines multi-sensory effects, full-motion floor and environmental stimulation to create an incredibly thrilling location-based VR attraction in a small footprint. In this episode, Bob will be talking with Michael about their journey and how the Hyperdeck is able to create a level of experience impossible on any other systems. Let's dive in! WHAT YOU'LL LEARN FROM THIS EPISODE: What was MajorMega's thinking when getting into hardware business How did MajorMega learn to invent hardware How MajorMega built their core competency as a media agency How they are planning to use the Hyperdeck for retail activations Did they always envisioned Hyperdeck being multiplayer When they build their first prototype and how long it took to get to the second one How important was it to appear in IAAPA from an entrepreneur's perspective MajorMega website: https://majormega.com/ The Art of Game Design: A book of lenses by Jesse Schell: https://www.amazon.com/Art-Game-Design-book-lenses-ebook/dp/B00ALUHNX6 About Perlin noise: https://en.wikipedia.org/wiki/Perlin_noise Listen to PART 1 here: https://anchor.fm/bobcooney-vrdeepdive/episodes/EP58-Bob-Cooneys-Virtual-Reality-Deep-Dive---Michael-Bridgman-of-MajorMega-Part-1-eb0suv
Michael Bridgman is a co-founder of MajorMega, an interactive studio that combines virtual reality with motion and environmental effects to solve motion sickness in VR. Their first product, Hyperdeck, combines multi-sensory effects, full-motion floor and environmental stimulation to create an incredibly thrilling location-based VR attraction in a small footprint. In this episode, Bob will be talking with Michael about their journey and how the Hyperdeck is able to create a level of experience impossible on any other systems. Let's dive in! WHAT YOU'LL LEARN FROM THIS EPISODE: What MajorMega learned by being in IAAPA Pricing and length of an experience in Hyperdeck Did people perceive Hyperdeck experience as longer than it actually is Future pricing models of MajorMega What type of content MajorMega is considering How much player testing MajorMega had to do MajorMega's other games in development When will people be able to buy the Hyperdeck and what's the price of it MajorMega website: https://majormega.com/ The Art of Game Design: A book of lenses by Jesse Schell: https://www.amazon.com/Art-Game-Design-book-lenses-ebook/dp/B00ALUHNX6 About Perlin noise: https://en.wikipedia.org/wiki/Perlin_noise Listen to PART 1 and 2 here: https://anchor.fm/bobcooney-vrdeepdive/episodes/EP58-Bob-Cooneys-Virtual-Reality-Deep-Dive---Michael-Bridgman-of-MajorMega-Part-1-eb0suv https://anchor.fm/bobcooney-vrdeepdive/episodes/P59-Bob-Cooneys-Virtual-Reality-Deep-Dive---Michael-Bridgman-of-MajorMega-Part-2-eb0t04
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.
Jesse Schell wrote, The Art of Game Design, the number one book on the subject in the industry. He was a founding member of the Entertainment Technology Center at Carnegie Mellon University and a former Disney Imagineer. He's also the founder of Schell Games, which has launched countless games including, I Expect You to Die and Domino World. Jesse is an amazing game designer and a fantastic teacher.
Matt & Sas delves into game design with the help of the legendary book, The Art of Game Design by Jesse Schell. In this series they'll be tackling a few chapters at a time to try and become better game designers. Details on Jesse Schell: https://www.jesseschell.com/ The Art of Game Design book: https://www.amazon.com/The-Art-Game-Design-Edition/dp/1466598646/ref=dp_ob_title_bk Art of Game Design: Lenses app for Android: https://play.google.com/store/apps/details?id=com.schellgames.deckoflenses&hl=en_ZA Art of Game Design: Lenses app for iOS: https://itunes.apple.com/us/app/the-art-of-game-design-a-deck-of-lenses/id385531319?mt=8
Dans ce premier épisode de MeetTheDev, nous discutons avec Martin Dinet, Game Designer à Ubisoft Annecy. Il nous parle de sa carrière et le long chemin qui l'a mené dans son studio actuel, mais aussi des formations professionnalisantes spécialisées en jeu vidéo. Les recommandations de Martin:La conférence de Lola Guildou: https://www.youtube.com/watch?v=nyfeEWiq2LILa chaine d'extra crédit: https://www.youtube.com/user/ExtraCreditzThe art of Game design de Jesse Schell: https://www.amazon.com/Art-Game-Design-Lenses-Second/dp/1466598646 Merci d'écouter MeetTheDev. Suivez nous sur:Twitter: https://twitter.com/PodMeetTheDevFacebook: https://www.facebook.com/PodMeetTheDev
Jesse Schell is a video game designer and a professor of entertainment technology at Carnegie Mellon University. He is also the creator of “Happy Atoms,” a game that helps kids learn how atoms bond to form new molecules. Jesse joins Nate on this episode to talk about how “Happy Atoms” uses technology like augmented reality to teach kids about chemistry.
This week we interview Aubrey Jane Scott, game developer for Monster Games, and discuss game development workflows. We go in-depth about keeping on task and making sure you're able to complete your projects. Workflows IRLProductionAubrey competed in the North Star Roller Derby. Her name on the team is Glitch …Mark mentioned social jet lag that he's just recently discovered.Jesse Schell is one of Aubrey's mentors, who wrote about the Elemental Tetrad that she references in the show.Double Fine's documentary series, Double Fine Adventure, is a good look into th…Aubrey brings up decision mapping as a good way to brainstorm.Aubrey Jane ScottGuestAubrey is a Games Generalist focusing on Engineering and Design. External link Aubrey's WebsiteTwitter
This week we interview Aubrey Jane Scott, game developer for Monster Games, and discuss game development workflows. We go in-depth about keeping on task and making sure you're able to complete your projects. Workflows Category IRL Production Aubrey competed in the North Star Roller Derby. Her name on the team is Glitch … Mark mentioned social jet lag that he’s just recently discovered. Jesse Schell is one of Aubrey’s mentors, who wrote about the Elemental Tetrad that she references in the show. Double Fine’s documentary series, Double Fine Adventure, is a good look into th… Aubrey brings up decision mapping as a good way to brainstorm. Guest Aubrey is a Games Generalist focusing on Engineering and Design. External link Aubrey's Website Twitter
Jesse Schell, CEO of Schell Games and a professor at Carnegie Mellon University’s Entertainment Technology Center joins us on the show today. Schell Games is a full-service game design and development company headquartered in Pittsburg. Schell Games is one of the largest independent game studios in the US, with clients that include Disney, The Fred Rogers Company, Oculus, Seaworld Entertainment, PBS Kids, and more. Jesse talks about their latest VR game called “I Expect you to Die” that recently hit over $1M in revenue. He also talks about the future of multiplayer VR, and gives us a glimpse into what we can expect to experience in 5 years. Have a listen and let us know what you think about this episode by sending us an email to podcast@thevrara.com. Full shownotes can be found at http://thevrara.com/podcast-posts/jesseschell
Dylan is accompanied by Wardcast stalwarts Dan Cotting and Mason Brown for a very special episode. Shawn Patton, Senior Designer at Schell Games, stops by to talk about their currently in-development VR game I Expect You to Die. Shawn comes from more than 13 years of experience in game development at Schell Games, so he talks to us about a myriad of topics: working at Schell, the new frontier of VR development, being a graduate from the Entertainment Technology Center at Carnegie Mellon, interning at Walt Disney Imagineering, prototyping games via “brownboxing,” helping Dylan with the chance to close a chapter on a childhood MMO he never got the chance to play, and more. If you’re curious about learning more about the development of I Expect You to Die, we also highly recommend Shawn and Jesse Schell’s VRDC talk on the game from the 2016 Game Developers Conference. Games include I Expect You to Die, Superhot VR, EVE: Valkyrie, and Eagle Flight. Got a question for the show? Join us on Discord or email us at contact@ward-games.com!
What do rollercoasters, songs, fancy meals, and summer blockbusters all have in common? They are designed to take us for a ride. Whether emotionally or physically, each moment is engineered to be just what the audience needs at just the right time. The creators in these mediums are able to pull off such feats time and time again because certain narrative structures resonate with human beings, and, in fact, have done so since the beginning of recorded history. Joseph Campbell, the respected comparative mythologist, pioneered research in this field with his seminal work, The Hero with a Thousand Faces. His thesis being that the myths of both ancient and modern societies all follow a similar pattern and structure. The reason for theses parallels, he argues, is that human beings en masse experience the same journey from cradle to grave and this "Hero's Journey", as he coined it, serves as a symbolic map to the important milestones in our lives. The "Hero's Journey" gained pop culture awareness after George Lucas embedded the theory and ideas into an obscure little space movie he was making in the late Seventies. The rest is history. This week, we explore how these common mythic structures can help us to make our games more engrossing. From Nicole Lazzaro's "4 Keys 2 Fun" to Jesse Schell's "Interest Curves", we explore how different game designers have tackled this idea. Whether your game is narrative based or not, these principles are just as valid and worth discussing. Luckily, on today's episode, we do just that. If you have any questions about today's episode, be sure to contact us at: thedebuglog@gmail.com
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.
Hit the Bullseye: In 2007, Cheryl Bachelder became Popeye's Restaurants fourth CEO in 7 years. Before she officially started as CEO, Bachelder attended a franchisee meeting and quickly saw a lack of trust among franchisees towards management. She knew nothing would change until corporate leadership could demonstrate value to franchisees because the company needed to leverage their capital and expertise to turn Popeye's around. Read more...Guest: Jesse Schell is an American video game designer, author, CEO of Schell Games and a Distinguished Professor of the Practice of Entertainment Technology at Carnegie Mellon University's Entertainment Technology Center. Big Idea: Jesse simply states his big idea - "the customer wants great games". Listen to hear more.Tool or Tip: Jesse claims sleep tracking has changed his life, tune in to hear why!The No BS Show is brought to you by audible.com. Get a FREE audiobook download and 30 day free trial at www.audibletrial.com/NoBS. Try a book like The Girl with the Lower Back Tattoo by Amy Schumer. You can download it for free today. Go to Audibletrial.com/NoBS. Over 180,000 titles to choose from for your iPhone, Android, Kindle or mp3 player.
Cut the BS: I enjoy the Citi Double Cash Card--Double Means Double commercials that ask the question: “Wouldn't it be great if everyone said what they meant?” One commercial pokes fun at something most home owners have experienced: The stress of working with contractors on home improvements. The scene in the kitchen has the contractor explaining the situation: It opens with the contractor saying: “I'll over explain the process and give you an unrealistic timeframe…” The husband says: “I'll nod in agreement so my wife thinks I understand what you're saying…” His wife responds with “I look forward to questioning your every move.” The contractor ends with “OK. I'll leave your house in shambles and disappear for six months…” The commercial works because we can relate to it and it's funny. But it's also a learning opportunity. Read more...Guest: Jesse Schell is an American video game designer, author, CEO of Schell Games and a Distinguished Professor of the Practice of Entertainment Technology at Carnegie Mellon University's Entertainment Technology Center. Mentors: Tune in to hear about Jesse's lesson in showmanship from a fellow magician and how a professor helped him choose a surprising minor.Biggest Learning Experience: Listen to hear how Jesse learned the importance of mentoring employees, structure, and organization.The No BS Show is brought to you by audible.com. Get a FREE audiobook download and 30 day free trial at www.audibletrial.com/NoBS. Try a book like The Girl with the Lower Back Tattoo by Amy Schumer. You can download it for free today. Go to Audibletrial.com/NoBS. Over 180,000 titles to choose from for your iPhone, Android, Kindle or mp3 player.
"The Art of Game Design, a Book of Lenses” is a must read book for every game developer. That is why, we wanted to bring Jesse Schell, author of this amazing book, to the show to celebrate our episode number 50. To be honest, we could make a one-hour episode per chapter of this book, however, we did not have that much time with Jesse. In this interview we ask him about the 4 elements in which he separates a game, Aesthetic, Technology, Gameplay, and Story. In addition, we mention some ways in that developers can use to balance fighting games. You know how much I like fighting games, I had to ask him about that topic. Another of the topics that was discussed in the show was the curve of interest in games; one topic that can be applied not only to games, but to any sphere where you want to entertain an audience. Andrew and I really had a great time talking to Jesse Schell in this interview and I hope you enjoy it as much as we did. Thanks for tuning in this week and we hope you enjoy the show! Feel free to send any emails with comments, questions, and concerns about game dev interviews, to: thedebuglog@gmail.com
Well folks, it's the final day of GDC 2016, and what an amazing time we've had. We've spoken to dozens of guests, hosted two epic Marioke sessions, experienced more virtual realities than we ever dreamed possible AND learned how to pronounce HTC Vive. Incredible scenes.But before we go, join One Life Left, Gamasutra and super special guests Fred Wester from Paradox, Eric Zimmerman, Jesse Schell, Riot Games Kimberly Voll, Martine Spaans, Kanye Zone superstar Stephen Barlow, Robert Yang, Positech's Cliff Harris, Henrik Johansson from Mediocre Games, Dan Adelman, Robert and Peter Curry, and Anna Kipnis from Double Fine as we see out GDC in style.Cheerio!Team OLL x
Jesse Schell is a game designer, educator and product leader. His approach is fun, playful and enlightening - and his experience spans theme park design, interactive entertainment, educational games and juggling. Come hear Jesse reveal the magical roots of his lifelong fascination with transformative entertainment, and take notes as he shares the powerful techniques that his team uses to prototype their games into existence.
Duração: 1 h 24 min 05 s YouTube Download mp3 (57.9 MB) "Dungeons" são mais que calabouços. Mas apesar de tanta diversidade de ambientes possíveis, deve haver elementos que os unifiquem sob essa mesma alcunha, que não é usada apenas em Zelda, mas nos video games em geral. Vamos dar uma olhada nesses aspectos e entender a importância dos calabouços, castelos, fases – ou seja qual for o seu termo favorito – nos jogos, além de ver exemplos de dungeons boas e não tão boas. Então recarregue sua magia e vidas, dê aquela salvada básica e clique no play! Assine nosso feed: zelda.com.br/podcast.xml Agora você também nos encontra na iTunes Store! Sumário 0:03:01 - O que é uma dungeon? 0:12:53 - Temas das dungeons 0:31:54 - Itens que levam ao boss 0:49:41 - Contraste entre as dungeons dos Zeldas 2D/ 3D 0:56:55 - Dungeons favoritas 1:08:20 - Piores Dungeons 1:22:34 - Finalizando Links Gary Gygax: criador de Dungeons & Dragons (D&D) Dungeons & Dragons Silent Hill Livro do D&D 3.0 Speed run Zelda NES Livro: A Arte De Game Design, por Jesse Schell - resenha, versão digital (infelizmente não encontramos uma loja com a versão física em estoque) Papo de Milk Bar #05 - Ocarina of Time (sobre Water Temple) Finalizando o Temple of the Ocean King com a ampulheta cheia Músicas Lanayru Mine, Lanayru Desert, Lanayru Gorge Stone Tower Temple The Legend of Zelda - Stone Temple (music box remix) Molgera (Wind Waker) - Zelda Series for Guitar The Wise One Midna's Lament (Twilight Princess) - Zelda Series for Guitar Zelda Twilight Princess - Midna's Lament (Music box remix) Dungeon The Great Sea (Wind Waker) - Zelda Series for Guitar Molgera (Wind Waker) - Zelda Series for Guitar Byrne Dungeon BGM Zelda_ Ocarina of Time - Kakariko Village (Music box) (256kbit) Tower of Spirits (Dungeon) Full Steam Ahead (Spirit Tracks) - Zelda Series for Guitar Mini Boss (Dungeon) Após ouvir o episódio, deixe seus comentários abaixo, ou se preferir mande e-mail para podcast@zelda.com.br. Mande suas dúvidas, críticas, sugestões, correções etc.
Duração: 1 h 24 min 05 s YouTube Download mp3 (57.9 MB) "Dungeons" são mais que calabouços. Mas apesar de tanta diversidade de ambientes possíveis, deve haver elementos que os unifiquem sob essa mesma alcunha, que não é usada apenas em Zelda, mas nos video games em geral. Vamos dar uma olhada nesses aspectos e entender a importância dos calabouços, castelos, fases – ou seja qual for o seu termo favorito – nos jogos, além de ver exemplos de dungeons boas e não tão boas. Então recarregue sua magia e vidas, dê aquela salvada básica e clique no play! Assine nosso feed: zelda.com.br/podcast.xml Agora você também nos encontra na iTunes Store! Sumário 0:03:01 - O que é uma dungeon? 0:12:53 - Temas das dungeons 0:31:54 - Itens que levam ao boss 0:49:41 - Contraste entre as dungeons dos Zeldas 2D/ 3D 0:56:55 - Dungeons favoritas 1:08:20 - Piores Dungeons 1:22:34 - Finalizando Links Gary Gygax: criador de Dungeons & Dragons (D&D) Dungeons & Dragons Silent Hill Livro do D&D 3.0 Speed run Zelda NES Livro: A Arte De Game Design, por Jesse Schell - resenha, versão digital (infelizmente não encontramos uma loja com a versão física em estoque) Papo de Milk Bar #05 - Ocarina of Time (sobre Water Temple) Finalizando o Temple of the Ocean King com a ampulheta cheia Músicas Lanayru Mine, Lanayru Desert, Lanayru Gorge Stone Tower Temple The Legend of Zelda - Stone Temple (music box remix) Molgera (Wind Waker) - Zelda Series for Guitar The Wise One Midna's Lament (Twilight Princess) - Zelda Series for Guitar Zelda Twilight Princess - Midna's Lament (Music box remix) Dungeon The Great Sea (Wind Waker) - Zelda Series for Guitar Molgera (Wind Waker) - Zelda Series for Guitar Byrne Dungeon BGM Zelda_ Ocarina of Time - Kakariko Village (Music box) (256kbit) Tower of Spirits (Dungeon) Full Steam Ahead (Spirit Tracks) - Zelda Series for Guitar Mini Boss (Dungeon) Após ouvir o episódio, deixe seus comentários abaixo, ou se preferir mande e-mail para podcast@zelda.com.br. Mande suas dúvidas, críticas, sugestões, correções etc.
Thanks to Soundcloud for hosting Boing Boing's podcasts! This is episode 5 of Boing Boing's newest podcast, Tell Me Something I Don't Know. It's an interview podcast featuring artists, writers, filmmakers, and other creative people discussing their work, ideas, and the reality/business side of how they do what they do. Jesse Schell is the CEO of Schell Games - a video game and transformational game design company, a Professor at Carnegie Mellon University's Entertainment Technology Center, and the author of The Art of Game Design. He is a prolific speaker, well-known for his 2010 DICE talk, "Beyond Facebook", which has had over 1 million views online. His resume also includes stints as a juggler, comedian, and Creative Director for Walt Disney Imagineering. The best way to keep up with Jesse Schell's many activities is through his website. You should probably follow him on Twitter @jesseschell. Tell Me Something I Don't Know is produced and hosted by three talented cartoonists and illustrators: Jim Rugg, a Pittsburgh-based comic book artist, graphic designer, zinemaker, and writer best known for Afrodisiac, The Plain Janes, and Street Angel. Jasen Lex is a designer and illustrator from Pittsburgh. He is currently working on a graphic novel called Washington Unbound. All of his art and comics can be found at jasenlex.com. Ed Piskor is the cartoonist who drew the comic, Wizzywig, and draws the Brain Rot/ Hip Hop Family Tree comic strip at this very site, soon to be collected by Fantagraphics Books. Follow TMSIDK on Twitter Subscribe to the Tell Me Something I Don't Know podcast | iTunes
OBJECTION! Sejam bem vindos ao PRIMEIRO Objection! de 2013, o nosso podcast de debates e discussões! E viemos com novidades, a partir dessa edição o cutscene virará um quadro dentro do Objection! No cutscene discutíamos as expectativas de algum game que estava prestes a ser lançado, porém tivemos de cortar a coluna pelo excessivo problemas de direitos autorais com o youtube, mas arrumamos um jeitinho de podermos debater sobre o que vem por aí! Nessa semana Diego, Felipe e Kazz discutem uma polêmica declaração de Jesse Schell que tentou “alertar” as empresas para que não disponibilizem suas demos antes do jogo serem lançados já que isso, segundo estatísticas, reduz a venda de seus games! Mas até que ponto isso pode ser interessante para as empresas? E nós jogadores o que achamos disso tudo? E como ficam as empresas indie nessa história? Seria vantagem para ela também? E em nosso quadro cutscene que tal conversarmos um pouco sobre God of War Ascension? O que vocês acham de um quarto game da franquia focando em um prequel que sabemos de cor e salteado como acontece? Será que o jogo empolga ainda? Ou God of War vende de qualquer maneira? E até que ponto o multiplayer pode ser interessante? Assista antes de ouvir! Feed do podcast: http://feeds.feedburner.com/fenixdownpodcast Qualquer dúvida, sugestão, crítica ou elogio, envie para contato@fenixdown.com.br! E siga-nos no twitter : @fenix_down ! !
Jesse and I talk about his latest project, Puzzle Clubhouse, which is a crowd design and supported video game development project (launching August 30th). We also talk about favorite games, what a game designer does, and give advice on how to get your foot in the door of the game industry.Check out Puzzle Clubhouse here: Puzzle ClubhouseBuy his book here: The Art of Game DesignCheck out his site for his book, talks, and social media here: Jesse SchellI started a firstgiving page for Child’s Play Charity. Donate anything you can give if you feel inclined to do so. I give all donators a shout out on my podcast! Donate Here!
In this episode Jenny interviews Wes Fryer about his wealth of experience in blogging and podcasting. Thanks to Wes for the interview. (@wfryer is Wes's twitter handle) You can listen in the player below or subscribe to the podcast in iTunes Epsom App Eracism Debate (Flatclassroom Project) Wes Fryer Jesse Schell http://www.youtube.com/watch?v=-IbllMjkIIM
and and I are at the. Jesse teaches game design at Carnegie Mellon, has his own company, and has great dork cred in the world of other hobbies: Harmonica, juggling. Andy Ashcraft and he talk for real about games… I ask for a lot of clarification. It’s a good one. Enjoy! In an ongoing effort to make the links work... here there are - visible. Donate and I'll hire someone to make this right. If such a person exists. Notes: Make Games Not War - Games for Change keynote speech (this link is the full hour) where I am mentioned. London speech - Jesse Schell website Bioshock - Pixie Hollow - Combat Jugglers - The Incline - Pittsburgh (1877) Angels Flight - Bob Gurr - John Hench - Cars2 Appmates - Jesse Schell teaches - Carnegie Mellon Andy Witkin - Randy Pausch - MK Haley - Don Marinelli - Book: Jesse’s Book The Art of Game Design - Books Jesse recommends… Dracula - Bram Stoker - Fred Allen Biography - Jane McGonigal - Puzzle Club House - help make a game - Roger Corman - App bonus note: Credits: Audio: , Intro and Outro Music by website by who has his own Apps are available with bonus content! or Review the show on – e me if you’d like at Merch and Schedule available at Player and notes on
This is one of five themed videos from The Art of Video Games exhibition at the Smithsonian American Art Museum (http://www.americanart.si.edu/taovg). The videos feature excerpts from interviews with 20 influential figures in the gaming world—Nolan Bushnell, David Cage, Steve Cartwright, Jenova Chen, Don Daglow, Noah Falstein, Ed Fries, Ron Gilbert, Robin Hunicke, Henry Jenkins, Jennifer MacLean, RJ Mical, Mike Mika, David Perry, Jane Pinckard, Kellee Santiago, Tim Schafer, Jesse Schell, Warren Spector and Tommy Tallarico.
This is one of five themed videos from The Art of Video Games exhibition at the Smithsonian American Art Museum (http://www.americanart.si.edu/taovg). The videos feature excerpts from interviews with 20 influential figures in the gaming world—Nolan Bushnell, David Cage, Steve Cartwright, Jenova Chen, Don Daglow, Noah Falstein, Ed Fries, Ron Gilbert, Robin Hunicke, Henry Jenkins, Jennifer MacLean, RJ Mical, Mike Mika, David Perry, Jane Pinckard, Kellee Santiago, Tim Schafer, Jesse Schell, Warren Spector and Tommy Tallarico.
Audio File: Download MP3Transcript: An Interview with Shanna Tellerman Product Line Manager, Autodesk Date: October 3, 2011 [intro music] Lucy Sanders: Hi, this is Lucy Sanders. I'm the CEO of NCWIT, National Center for Women & Information Technology. We're working hard to encourage more girls and women to pursue computing, education and career paths. This interview series with women who have started great technology companies is very inspirational. and to be having great advice for all entrepreneurs in terms of starting companies. With me Larry Nelson, w3w3. Hi Larry. Larry Nelson: Oh boy! It's a pleasure to be here. This is a great, great series. I know your listeners want to pass this interview along to others and you know would be interested and they can listen to it at couple of different places that we'll give you at the end of the show 24/7. Lucy: Today, we have another great person to interview. The talent just keeps coming. Today, we're talking to Shanna Tellerman who is currently at Autodesk, Cloud Services and Applications, but before that she was Founder and CEO of Wild Pockets. Shanna is in a post- acquisition mode. That's a very exciting thing to have a company that you are the founder of, be acquired. Wild Pockets is an end-to -end open source solution that supports creators through the life cycle of 3D game development. I can't wait to hear more about it. It was Shanna's first technology company out of graduate school, but she attended Carnegie Mellon University, which is just a great, great school. She attended the Entertainment Technology Center. Doesn't that sound like great deal of fun? Shanna welcome. We're really happy to talk to you today. Shanna Tellerman: Thank you, glad to be here. Lucy: Tell us a little bit about Wild Pockets/Autodesk and what's happening. Shanna: My company was Wild Pockets. We were building out a 3D game engine that you could access in a web browser. What we were trying to do is make the ability to build games, 3D games specifically, easier and more broadly accessible to anybody. When my company first met with Autodesk, Autodesk is the creator of 3D tools and all kinds of products for the media world, the entertainment world, architecture, manufacturing, engineering. They saw what we were doing and saw that we had an idea that could be applicable to a lot of their different tools and products here at Autodesk. There was a lot of synergy between our teams and the company. Ultimately they decided that we should join them. Now I work at Autodesk. I'm the Product Line Manager for our new Autodesk cloud product line, something that's coming out this fall. It has been started through the summer last year. It's a really exciting new space for Autodesk. We're doing some awesome new things. Lucy: Well, that's pretty exciting. We don't often talk to people who are in that post-acquisition mode, so maybe a sentence or two about what that was all like. Shanna: This Autodesk acquisition of our company was a pretty quick experience. We had been talking to them and working with them a bit over the course of two years. Then, when I met with one of their directors of engineering, he was really an exciting person to talk to and visionary here at Autodesk. Then I would think up on what we were doing and what he was doing on a fairly regular basis. We did that a couple of times over the course of two years. Finally, they said, "We really want to move forward. We want to make their team part of our company." Once they said that, the process went really quickly. It was really about working together, figuring out the right terms, making sure investors were happy, et cetera, but we all had the end goal in mind. Within a couple of months, the whole deal was closed. Our team in Pittsburgh can move into an Autodesk office in Pittsburgh. I was in San Francisco. I had moved into their San Francisco Office. Before I knew it, I was completely part of the Autodesk Company. Lucy: Surprised. That's very good. Congratulations. Shanna: Thank you. Lucy: Shanna, why don't you tell our listeners a little bit about how you first got into technology? Everybody is always curious to know what was it that first sparked your interest. Shanna: I first got into technology during college actually. I had gone into college for fine arts, of all things. I was painting and drawing and doing very traditional art, but Carnegie Mellon is an extremely practical and tech-heavy school. It's one of the number one computer science schools across the country and a great engineering program. They have a lot of interdisciplinary programs. Even though I was in the art school, it didn't take very long before I was introduced to all of the amazing things going on in the computer science program. Specifically, I had seen this one presentation from this course called "Building Virtual Worlds." They did a big presentation for the whole school at the end of their semester. It was really like a show they put on. People were standing on stage, wearing these 3D virtual reality glasses, and taking you through like video games that were being projected live. They were playing through it in real time. I looked at that. I was like, "This is the coolest thing I have ever seen. I have to go to that class. I have to take that class, because they combine artists with computer scientists, so I would get to build these worlds, but I didn't have to know how to program them." That was really what drew me in to technology. I had played around with some of the different editing programs, Photoshop, and other kinds of programs, Director, and a little bit of the 3D tools, but it was the end result. It was looking at the incredible things that could be produced. They were both visual, but also interactive that drew me in. Lucy: Well, Carnegie Mellon does that so well. They are so well known for interdisciplinary curriculum and computing, a great place to be drawn in, I must say. One more technology question for you. When you look out, your purview of the technology landscape, what technologies do you think are particularly interesting or up-and- comer? Shanna: Well, I'm going to have to say it's really all about the cloud right now. That's what I'm excited about working on it at this very moment. It's about not having to be tied to one particular device or your laptop or your computer or your phone, but it's about being able to take the thing you're doing anywhere that you want to be. You're working on a document. You can access it from or your phone or your iPad even, you're playing a game and you log in here and then log out and then you log back in from your TV. It's in the same place and remember who you are. The cloud is providing incredible opportunities for us to be super- connected and also things that people don't really usually think about, which is it can process in compute intense data at a rate that a single machine can't. Some of the really cool things we're doing here at Autodesk includes rendering in the cloud. Rendering when you take like a 3D model and you create a photorealistic version of that 3D model with all of the perfect lighting and the materials that were just like they do in the real world. Usually you'd be an artist and you'd be sitting at your computer and maybe building a model of a house. If you want to do a rendering a bit to show the client what that house is looked like, then you had clicked the render button and then you would probably log out for the evening and let it run for hours while it creates that photorealistic rendering. When you send that to the cloud, you can scale up. You can do renderings in minutes or they can take a few hours, but you keep working on your machine, because it's not processing locally anymore. That to me is just the tip of the iceberg of the incredible things that the cloud can do. Lucy: Speaking of rendering, too, I remember about eight or nine years ago watching something I thought was pretty simple get rendered, and it did, it took forever. Larry: Yeah. Lucy: Speeding this stuff up is good. Larry: I'm more empathetic than I want. Lucy: Yes. Larry: Shanna, can you hear me? You came out of Carnegie Mellon and you formed a company. Why did you become that entrepreneur and what is that about entrepreneurship that makes you tick? Shanna: I became an entrepreneur totally accidentally. I came out of Carnegie Mellon. Actually well I was still within Carnegie Mellon. I was working on a project in graduate school that to me felt like a really had legs. It was something that we had prototyped and we had shown to our end users. They were excited about it and they wanted to start using it in the real world. I said, "Oh! How can we make that happen?" The university was not planning to continue to develop it into a commercial product. They build prototypes, they build samples, but they don't commercially distribute software. I started looking at can we get grants to the university to commercialize this or is there another path? Before I knew it, I started talking to local business people and investors. They said, "I think there is a commercial opportunity here." At which point, I said, "OK. Well, let's see if we can make this happen." Really it was my eagerness to try to get something from prototype to reality that drove me into entrepreneurship. Larry: Wow! Lucy: Well, I suppose that the accidental entrepreneur is may be more common than we think. Larry: Yes. Lucy: You know for sure. Who influenced or supported you to take that path? It sounds like people, perhaps at CMU or in the local community who you had talked to, were encouraging you to take that technology outside the university. Who else influenced you? Shanna: I had a bunch of great mentors along the way. The very first one was somebody named Randy Pausch, which perhaps you've heard. He is famous for the book he wrote and the talk he gave called "The Last Lecture." He was actually the person who ran that class that I talked about Building Virtual Worlds. He was the reason I got into technology. He was influential through my whole course into starting a company and supporter all along the way for everything I was doing. He was one of my first mentors and I recommend seeing "The Last Lecture" if you've not seen that, because he unfortunately passed away from cancer a few years ago. But before he got sick, he was an incredible teacher. Another mentor for me was someone named Jesse Schell, very well- known in the game industry. He's done a bunch of talks on something called "Gamification" and he worked at Disney Imagineering and he's now a professor at the Entertainment Technology Center, he has a game studio. He was one of my early advisers, an adviser/co-founder when we started this company. He was somebody who really was there in the early days supporting me and encouraging me and helping me figure out how to get this company up and running. Very quickly after that, I met somebody name Jake Witherell. He had been a former entrepreneur who was a local person. He was just an informal adviser and guided me through all kinds of the bumps and chaos of starting a company in the early days. Then in the later days of the company, I moved from Pittsburgh where I started the company in the area of Carnegie Mellon. I moved out to San Francisco where I started working with venture capitalists and investors in Silicon Valley. There was one woman that I met out here who was actually a Carnegie Mellon grad as well. She was an accomplished entrepreneur as well as an accomplished venture capitalist. Her name is Cindy Padnos. She was an amazing mentor for me. She helped me establish myself out here. She connected me to people to invest in the company. She also connected me with lots of partners and lots of opportunities. A really incredible woman. Lucy: She is incredible. She has a venture fund that she's forming called Illuminate Ventures. She's just a fabulous person. Larry: All of these different things that you've done, graduating and starting your own business and getting acquired. What is the toughest thing that you've had to do? Shanna Tellerman: There's a lot of tough things when you're an entrepreneur. Stacking them up and saying the toughest one is a hard thing to pick, but I would say that actually it had to be letting people go. One of the toughest things that you have to do is manage a team. A team of people works best together when the culture and the environment is right. Oftentimes you'll hire somebody and they may be really talented or really smart or really good in some way, but they just aren't fitting. They aren't fitting the team or they aren't doing the work they need to do. To have to make the call that that person doesn't belong in the company anymore is the hardest call that I've ever had to make in my life. We've had that happen a few times. I really liked and respected the people, but the fit wasn't right. I just knew that that kind of a bad seed on your team can disrupt your progress. Lucy: I think too that generally the people themselves know that they're not a fit. They're going to be happier someplace else. That's what I always used to tell myself. "I'm doing them a favor." Shanna: You do think that. You think after the fact, I hope that their next opportunity really makes them look back at this and say, I'm glad that things ended and I'm glad I was able to move on, but in the moment it is such a difficult thing when the person is unhappy. I'm one of those people who really thrives on energizing people and getting them excited and making them motivated and happy. To deliver a message that's the total opposite is really difficult. Lucy: It is difficult. I think almost everybody that I had to let go ended up being the better for it and came back and told me so. Larry: There you go. Lucy: I can tell so far in listening to you that you have a great deal of passion about the technology and about energizing people and having a great team. What other kind of advice would you give a young person about entrepreneurship? What other kinds of things do you think are really important? Shanna: The first thing that's really important is just doing it. I think that most people stumble on the idea that they're not ready, that they're not prepared, that there's one more thing that they need to do first, the time isn't right, etc., etc. My personal feeling is if you've got an idea, you're motivated to make something happen of it, the best thing in the world you can do is go for it. You're going to definitely make mistakes. You're definitely going to fumble. It may not work out, but that's not the end of the world. It's really that journey and the learning experience that you get from it that's the most meaningful. The worst thing you can do is sit around and wait until everything feels like it's perfectly ready to go. Getting yourself out there and getting something started is the best thing that you can make happen. The other thing that I would say is surround yourself with incredible people. It's the people who have been around me that have made me who I am and have made these opportunities possible. I never could've done this on my own. I've always looked to a great team of people to work with, to a great team of people to advise me, to a great team of professionals to work with whether that be legal or whether that be HR or accounting, you look for people that you trust and that you know are going to be partners through what will hopefully be a long and very fruitful adventure, but could also be difficult and strenuous at times. Larry: Once again, you've been through a number of different things. I'm very fascinated by it, as well as your company. What are the personal characteristics that you have that makes you an entrepreneur? Shanna: I think entrepreneurs are generally curious people. They are people who get excited by the world and are excited by the possibilities of what they can do to change the world. They believe in themselves that they might have the opportunity to make that happen. I think there's a bit of confidence you have to build as an entrepreneur. There's a bit of fear of nothing. You have to believe that anything is possible and that your wildest dreams could come true. I also think you have to be extremely dedicated and extremely motivated because it's a lot of hard work. You need to focus and you need to get a lot done. You're probably the kind of person, if you're an entrepreneur, who has always over-committed or overdone everything that they've tried to do because that's just the personality that you have. But number one is really that curiosity or you're the kind of person who wants to explore and wants to try to make things happen. Lucy: I think that reminds me of the word "invention," too. You're curious. You take it one step. You see what happens. You take it another step and you just keep pushing forward with that relentlessness to really get it to move. You mentioned hard work and being dedicated. That gets us to our next question around having both a work life and a personal life. How would you integrate the two? Some people would even say balance, although I think we've come to realize that there is no such thing as balance in entrepreneurship. How do you address that in your own life? Shanna: Well I think the first thing is you have to love your work, because if you're an entrepreneur you're working a lot more than most people work. It does seep into every area of your life. If you don't like what you're doing you're not going to be very happy. That's the first thing I recommend. On top of that, I do think it's important to structure in balance. My first year or two I found that I was always on, I was always stressed, I was always anxious. I didn't really take time off for myself. It had a negative result. It made me more tired. It made me less focused at times when I needed to be focused. Eventually, by the 3rd or 4th year of my company, I started realizing on the weekends I need to take a good day or so where I'm not checking email and I'm not working, maybe even two days, which for an entrepreneur is a lot, but you need that time to rest and to get your mind off of everything going on. For me, I'm pretty active. I do that through sports. I've done triathlons. I've made a lot of friends out in the Bay area who also do triathlons. It's such a beautiful place to live in, the Bay area. There's so many places to explore that I just found being outside and being around people really rejuvenated me and put a lot of balance into my life. Larry: Wow, I could get tired just watching you, I think. Lucy: I think you might be an extrovert. Larry: Lucy, she does a lot of running too. Lucy: And I'm an extrovert: Larry: You have achieved a great deal for such a young person. I have to say that while you talked about the cloud and the things that you're doing with the company right now. What do you see is next for you? Shanna: I'd like to start something again at some point in my life. Right now I'm at Autodesk. I'm loving what I'm doing here at Autodesk. If it keeps going as it is today there's a good chance I will stay here because we're getting to start all kinds of things within the structure of a big company. I could also see an opportunity where something comes along and starting another company just makes sense and I dive into that and grow something from the ground up again. I'm pretty open. I usually let things come to me and roll in as they happen. I take the opportunity when something feels right to jump on it and try it out. Larry: Wow. I love it. Lucy: I think that's great. One thing I wanted to mention when you said that Shanna has accomplished a lot. I just have to give her a shout out for being named "Business Week's" best young entrepreneurs in 2009. That must have felt real good. Shanna: Maybe. Lucy: Yeah. One other thing too that I want to thank you for is your participation in organizations around women and computing and thank you for that. Great organizations like Astia, Women 2.0, Girl Geeks, etc. Thank you for your participation with those groups. They are most excellent. Thank you Shanna. We really enjoyed talking with you. Larry, do you want to remind listeners where they can find this interview? Larry: Absolutely. A couple of really neat places, ncwit.org, up there for sure, also at w3w3.com. You can listen to both 24/7. You'll see it in our podcast as well as our blog. Lucy: Shanna, thank you very much. Shanna: Thank you very much. This is definitely the area of passion for me. I hope that more girls do get into technology. I love opportunities like this. Thank you for having me. Lucy: Thank you. Larry: Thanks for being here. Shanna: OK. Thank you. Series: Entrepreneurial HeroesInterviewee: Shanna TellermanInterview Summary: Shanna Tellerman describes herself as an “accidental-entrepreneur” who turned a course project from Carnegie Mellon University into reality in the form of her first tech company, Wildpockets. The company focused on democratizing access to game development by providing a cloud hosted game engine. It was later acquired by Autodesk Cloud Services and Applications, where Shanna currently works as the Product Line Manager. Release Date: October 3, 2011Interview Subject: Shanna TellermanInterviewer(s): Lucy Sanders, Larry NelsonDuration: 20:42
I salute Frank Lordi, a fellow watchman, who has recently retired from podcasting. I also give a little of my own testimony and discuss how Frank's diligent research was instrumental in helping me to prove that the lies were lies. I also discuss my take on a possible future chain of events branching from the recent CA decision to overturn Prop 8. The bottom line is that if we worship the idea of 'equality' more than God himself, then the inevitable legal conclusion will eventually be that marriage in all its forms will be deemed unconstitutional. I also discuss two news articles which I've linked below. Google: Privacy and the new explosion of data http://techonomy.typepad.com/blog/2010/08/google-privacy-and-the-new-explosion-of-data.html IEEE Spectrum: The Most Disturbing Presentation of the Year (Jesse Schell's presentation) http://spectrum.ieee.org/tech-talk/consumer-electronics/gaming/the-most-disturbing-presentation-of-the-year/ Video of Jesse Schell's entire presentation http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/
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.
Jesse Schell, CEO of Schell games talks with host professor Robert Bloomfield about how games are increasingly going to be incorporated into our everyday livesMetanomics