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This week on the podcast, we sit down with the pioneering game designer Nicole Lazzaro, renowned for her work on iconic titles like The Sims, Myst, and Diner Dash. From playing Colossal Cave Adventure on shared computers to studying Psychology and Film at Stanford, and how these experiences shaped her understanding of emotions in games. Contents: 00:00 - The Week's Retro News Stories 34:10 - Nicole Lazzaro Interview Please visit our amazing sponsors and help to support the show: Take your business to the next level today and enjoy 3 months of Shopify for £1/month: https://shopify.co.uk/retrohour Bitmap Books https://www.bitmapbooks.com/ We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Show notes Incredible new N64 recomp tool: https://tinyurl.com/49s9sxsw Ron Gilbert is creating a new Zelda-type game: https://tinyurl.com/yc5bkevd Dread Delusion: https://tinyurl.com/ycy33e8h Tomb Raider TV show: https://tinyurl.com/4bz8274h Mario 64 on GBA: https://tinyurl.com/dv56mxnv
In This Episode…In this week's PR 360, we talk with Nicole Lazzaro who specializes in the gaming and mobile gaming space. We discuss mobile gaming, ads, gamification, and more! A little about Nicole: Nicole Lazzaro is President of XEODesign and XEOPlay. Nicole is the leading authority on emotion and player experience, a champion for the people-centric Metaverse, and designed the first iPhone game. With a Stanford degree in psychology, Nicole is the first person to use facial expressions to measure player reactions. She puts her expertise to work designing award-winning XR interfaces for enterprises as well as games at her company XEODesign Inc. Her emotion model The 4 Keys to Fun is baked into the AI for The Sims, inspired IBM emotion analytics, and laid the foundation for gamification. Her clients include Meta, Ubisoft, EA on platforms and games including Myst, Horizon Worlds, Star Wars, and The Matrix.Show Notes· [01:01] Are you a coffee or tea drinker?· [01:14] Any favorite tea brands?· [01:32] Can you summarize your expertise?· [02:29] Can PR pros use the four keys of fun to create better strategies?· [03:54] Making it fun to get people's attention?· [05:32] How has gamification changed since you help create it?· [07:34] What should devs and PR pros understand about the mobile space?· [11:14] How do we get better ad targeting?· [13:31] How can PR pros get more attention to their mobile games?· [17:52] How can PR pros avoid deceptive ads?· [24:11] Is the mobile space maturing because of AAA publishers getting into the space?· [29:27] Fun question: What mobile game would you like to make right now?· [31:18] Final thoughtsPeople and Companies, We Mentioned in the Show· Nicole Lazzaro was our guest today.Episode Length: 34:33Thanks so much for tuning in. Join us again next week for another episode!Download Options· Listen and subscribe to Apple Podcasts, Spotify, Google Podcast, or your favorite podcast player for free!· If you enjoyed this episode, leave us a review!Contact Us! ● If you want to get involved, leave us a comment!● Follow us on Facebook, Twitter, Instagram, and LinkedIn! Thanks for listening! See acast.com/privacy for privacy and opt-out information.
Gil sits down for a one-on-one with game designer, teacher, and lecturer Marc LeBlanc to discuss some of his game design ideas, especially his 8 Kinds of Fun and the Mechanics/Dynamics/Aesthetics (MDA) framework. NOTE: Towards the end of the episode, Gil's mic cable started to get unhappy. Apologies for the static! SHOW NOTES 0m50s: Looking Glass Studios, Ultima Underworld II, Thief, System Shock, Defense of the Oasis, Heroes Welcome 4m30s: Marc's 8 types of fun: Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, and Submission. 9m31s: Wildermyth 11m28s: Nicole Lazzaro's 4 Keys to Fun, Self-Determination Theory, Quantric Foundry's Gamer Motivation Model, Jason VendenBerghe's Engines of Play 12m46s: Tim Fowers was on Ludology 165 - Fowerian Slip. Gil also mentions philosipher Roger Caillois and his book Man, Play, and Games. 23m52s: Reiner Knizia's classic auction game Ra. 31m34s: Spy Party 33m39s: Geoff discussed the Incan Gold experiment in GameTek 213.5. 36m46s: Gil's talk at Tabletop Network has been lost to tech gremlins. Fortunately, he gave the same talk online during the pandemic. 38m01s: Any mention of Caylus would make Ludology co-founder Ryan Sturm happy. 39m34s: Sharang Biswas was on Ludology 230 - Design Re-Verb. Geoff discussed his most recent game, Super Skill Pinball, on Ludology 268 - Pinball Wizard. 47m21s: 7 Wonders 51m08s: Slay the Spire 54m38s: Alan Moon's Oasis vs. Reiner Knizia's Through the Desert 56m05s: Return to Dark Tower, the Through the Ages digital adaptation, Pokemon Unite, Titan, Zach Gage's really bad chess. 1h00m02s: The Lynx web browser.
Nicole Lazzaro. Nicole is the founder and president of XEO Design. Previously she was the designer of “Tilt,” the first true iPhone-only game, but it's her research into player emotions that has attracted big firms like EA, Sony, and Ubisoft to seek out her expertise. By tapping into “emotion profiles,” Nicole helps designers create more engaging gaming experiences that resonate with all types of players, from casual to hard-core.Nicole has been a leading expert in Player Experience Design for 30 years. She laid the foundation for her research and insights by earning a degree in Cognitive Psychology from Stanford.In this conversation, we dig into her distillation of how we as humans engage with games. She calls this framework the Four Keys to Fun. Nicole shares how her work on Myst and the Sims franchises broaden the industry's perspective and helped motivate her to pursue her research.Nicole also shares how she's turned her focus and insights to AR and VR, and sees a vast blue ocean of opportunity. We go on to talk about her work on the Bose AR glasses, and her current XR project, as well as her take on the biggest risk and hope for the new types of AR and VR experiences we're creating.You can find all of the show notes at thearshow.com.
Nicole Lazzaro is a neuroscientist, a leading expert on emotion in games, gamification, and augmented reality. In this episode Jon and Nicole discuss how we can apply the learnings from emotion in games (such as Nicole's "4 Keys 2 Fun" model) to the metaverse, as well as Nicole's work within augmented reality.
Everybody's favorite nice host emeritus, Martha Megarry, returns once again to the program to talk with Stephen about 4X games, Ellen delivers a book report, and Mark is disadvantaged as a player. 4X Games 0:05:08 Martha MegarryStephen McGregorGame DesignGamingWhat Makes a 4X Game - "Micah ""Marlowe"" Dutro", ExplorminateWelcome to CivAnon - 2K, YouTubeThe Best Scenarios in Civilization 6 - Sam Woodrick, GameRant'Civilization' and Strategy Games' Progress Delusion - Gabriel Soares, ViceColonialism is Fun? Sid Meier's Civilization and the Gamification of Imperialism - Nick Pullen, Imperial & Global Forum Actionable Gamification by Yu-kai Chou 0:40:44 Ellen Burns-JohnsonGame DesignToolsYu-kai Chou: Gamification & Behavioral Design Our evil counterparts went deep on Gamer Motivation Profiles in thier first takeover of the show: Evil Games Club! Bartle's Player Types for Gamification - "Janaki Mythily Kumar, Mario Herger, and Rikke Friis Dam ", Interaction Design FoundationThe 4 Keys to Fun - Nicole Lazzaro, XEODesignDid eBay Just Prove That Paid Search Ads Don't Work? - Ray Fisman, Harvard Business Review
Everybody's favorite nice host emeritus, Martha Megarry, returns once again to the program to talk with Stephen about 4X games, Ellen delivers a book report, and Mark is disadvantaged as a player. 4X Games 0:05:08 Martha Megarry Stephen McGregor Game Design Gaming What Makes a 4X Game - "Micah ""Marlowe"" Dutro", Explorminate Welcome to CivAnon - 2K, YouTube The Best Scenarios in Civilization 6 - Sam Woodrick, GameRant 'Civilization' and Strategy Games' Progress Delusion - Gabriel Soares, Vice Colonialism is Fun? Sid Meier’s Civilization and the Gamification of Imperialism - Nick Pullen, Imperial & Global Forum Actionable Gamification 0:40:44 Ellen Burns-Johnson Game Design Tools Yu-kai Chou: Gamification & Behavioral Design Our evil counterparts went deep on Gamer Motivation Profiles in thier first takeover of the show: Evil Games Club! Bartle’s Player Types for Gamification - "Janaki Mythily Kumar, Mario Herger, and Rikke Friis Dam ", Interaction Design Foundation The 4 Keys to Fun - Nicole Lazzaro, XEODesign Did eBay Just Prove That Paid Search Ads Don’t Work? - Ray Fisman, Harvard Business Review
It's an honor to host world-renowned game developer and designer Nicole Lazzaro on the show today! Since developing the very first iPhone game, Nicole has become a leader in the XR realm and truly specializes on making games FUN. Come find out which of her games you've played, today at 12:00pm PST!Video version HEREOriginally aired October 23rd, 2020Please check out & support our guest, Nicole Lazzaro! Web: https://www.nicolelazzaro.com/ Twitter: https://twitter.com/NicoleLazzaro LinkedIn: https://www.linkedin.com/in/nicolelazzaro/ -- Between Realities Links -- Merch Store: https://teespring.com/stores/between-realities-vr-podcast Patreon - https://www.patreon.com/BetweenRealities YouTube - https://www.YouTube.com/BetweenRealities Twitter - https://twitter.com/BtweenRealities Discord - https://discord.gg/EvNnj2w Facebook - https://fb.me/BetweenRealities RSS Feed - https://media.rss.com/betweenrealities/feed.xml Alex VR - https://www.YouTube.com/Alex_VR Alex VR's Twitter – https://www.Twitter.com/Alex__VR Skeeva - https://www.YouTube.com/Skeeva007 Skeeva's Twitter - https://www.Twitter.com/Skeeva We'd like to thank our Patron GermanrifterVRYou're support means so much to us! We're truly humbled that you choose to help us in our journey to make the XR industry thrive! All funds are used to fund the giveaways and to make this show better as we continuously strive to improve! Thank you so much for supporting Between Realities VR Podcast -- Affiliate Links -- If you're going to buy VR stuff then why not support us by clicking though one of our links to make your purchase! Every little bit helps []-) Cybershoes - https://www.cybershoes.io/product/cybershoes-gaming-station/?aff=14
Nicole Lazzaro, immersive media trailblazer, entrepreneur and game industry veteran has run XEODesign for 27 years. She discovered how game mechanics create emotion, designed the 1st iPhone game, and the 4 Keys to Fun used by millions of leading developers worldwide. Her 4 Keys are baked into the AI for the Sims and inspired IBM Watson’s sentiment analysis. Her game Tilt World planted 16K trees in Madagascar. Recent XR accomplishments include Follow the White Rabbit as well as Unscramble the Oracle, a choose your own adventure for AR headsets that inspires healthy play walking around the block.
Nicole Lazzaro, immersive media trailblazer, entrepreneur, and game industry veteran has run XEODesign for 27 years. She discovered how game mechanics create emotion, designed the 1st iPhone game, and the 4 Keys to Fun used by millions of leading developers worldwide. Her 4 Keys are baked into the AI for the Sims and inspired IBM Watson’s sentiment analysis. Her game Tilt World planted 16K trees in Madagascar. Recent XR accomplishments include Follow the White Rabbit as well as Unscramble the Oracle, a choose your own adventure for BOSE AR headsets that inspires healthy play walking around the block. Lazzaro is currently developing a Virtual Real Estate Tour Application and advises several leading XR companies including Facebook. Lazzaro is widely cited by global news media such as Wired, Rolling Stone, Fast Company, Samantha Bee, VentureBeat, CNN, CNET, and the Wall Street Journal. She has advised the Obama White House and the US State Department on the use of games to improve our world. Follow her on Twitter: @nicolelazzaro
Nicole Lazzaro, CEO of XEODesign, sits down with Tonya Hall to talk about AR and VR, including ethical VR user experience issues, rules a VR interface must follow, and different ways to design the user interface for AR. Watch more ZDNet videos: http://zd.net/2Hzw9Zy Subscribe to ZDNet on YouTube: http://bit.ly/2HzQmyf Follow ZDNet on Twitter: https://twitter.com/ZDNet Follow ZDNet on Facebook: https://www.facebook.com/ZDNet Follow ZDNet on Instagram: https://www.instagram.com/ZDNet_CBSi Follow ZDNet on LinkedIn: https://www.linkedin.com/company/zdnet-com/ Follow ZDNet on Snapchat: https://www.snapchat.com/add/zdnet_cbsi Learn more about your ad choices. Visit megaphone.fm/adchoices
Nicole Lazzaro, president of XEODesign, talks with Tonya Hall about how companies now have the ability to design games and workplaces with neuroscience in mind to increase the opportunity to create happiness. Follow ZDNet: Watch more ZDNet videos: http://zd.net/2Hzw9Zy Subscribe to ZDNet on YouTube: http://bit.ly/2HzQmyf Follow ZDNet on Twitter: https://twitter.com/ZDNet Follow ZDNet on Facebook: https://www.facebook.com/ZDNet Follow ZDNet on Instagram: https://www.instagram.com/ZDNet_CBSi Follow ZDNet on LinkedIn: https://www.linkedin.com/company/zdnet-com/ Follow ZDNet on Snapchat: https://www.snapchat.com/add/zdnet_cbsi Learn more about your ad choices. Visit megaphone.fm/adchoices
En este episodio hablamos de... > Placeres culpables lúdicos con las voces de Eloi Pujadas, Martí Lucas y Ferran Renalias. > Lecturas lúdicas y libro-juegos > Nuestros inicios en el mundo lúdico como profesionales > Eventos a los que iremos > Y mucho más! Profesionales del mundo lúdico que os recomendamos seguir: Imma Marin, Nicole Lazzaro, Amy Jo Kim, Meritxell Nieto, Maria Sabiote, Ma Jesus psicóloga, Clara Cordero, Ana Ordás, Julia Iriarte, Núria Casellas. #DivánPLAPer: ¿Cuál es vuestro "juego que no"? ¡Contadnos en comentarios! ¡Y a reventar el botón del play!
In this "Reflections" episode,Teri and Michael reflect back on episodes on the women and technology - Episode 57: Nicole Lazzaro on gender and women in technology, Episode 58: LeBaron Meyers on #NotMe as a mobile solution to workplace misconduct, and Episode 59: #SurvivorStories series with “Ashley” on the dangers of technology–cyberstalking and surveillance. Teri and Michael co-host the en(gender)ed reflections episodes which serve to help curate a series of past episodes, usually around a specific theme. We hope these episodes help listeners coming in at that point of the podcast identify particular episodes and themes that they may want to explore. During our reflection, we talked about these additional resources: The connection between video games and gun violence "The men behind the US's deadliest mass shootings have domestic violence — not mental illness — in common" "A Common Trait Among Mass Killers: Hatred Toward Women" "Armed and Misogynist: How Toxic Masculinity Fuels Mass Shootings" Hasan Minhaj's episode on "The Dark Side of the Video Game Industry" Anita Sarkeesian and GamerGate The myth of false reporting and statistics behind it Teri's interview with the "I Can't Believe It's Not News" podcast on "PAS" or "Parental Alienation Syndrome" as an abuser tactic --- Thanks for tuning in to the en(gender)ed podcast! Be sure to check out our en(gender)ed site and follow our blog on Medium. Consider donating because your support is what makes this work sustainable. Please also connect with us on Twitter, Instagram and Facebook. Don't forget to subscribe to the show!
On this episode of en(gender)ed, our guest is Nicole Lazzaro, founder and President of XEODesign, Inc., As a veteran of the video gaming industry, Nicole leverages her twenty years expertise in Play Experience Design to help companies such as Disney, Lucas Arts, EA Electronic Arts, build memorable and entertaining experiences for their players/customers. Nicole is widely recognized as one of the top women working in video games and a leading figure in mobile and social games, considered one of the 100 most influential women in high tech and voted one of the top 20 women working in video games by Gamasutra. Nicole is also known for designing the first iPhone game called TiltWorld and the players have planted 16,000 trees in Madagascar through the points that they've earned in the game.. In our conversation today, Nicole and I will be addressing women in tech, and sexism, misogyny and harassment in tech, her advice to women and founders starting out and GamerGate. During our conversation, Nicole and I referenced the following resources: Women and Minorities in Tech, by the Numbers Girls Who Code and Black Girls Code Ruth Bader Ginsberg's documentary, RBG, and the legal drama about her life, On the Basis of Sex DICE award winner, Christopher Judge of God of War and male allyship How "Funding For Female Founders Stalled at 2.2% of VC Dollars in 2018" XEODesign games: Follow the White Rabbit and Aladdin's Cave of Wonders WXR Fund for female entrepreneurs in computing XEODesign's Four Keys to Fun Brie Code's "tend and befriend" approach to game design for women The disconnect between Senator Klobuchar and her parental leave policy Nicole on Samantha Bee and "Gamify the Midterms" --- Thanks for tuning in to the en(gender)ed podcast! Be sure to check out our en(gender)ed site and follow our blog on Medium. Consider donating because your support is what makes this work sustainable. Please also connect with us on Twitter, Instagram and Facebook. Don't forget to subscribe to the show!
For 26 years Nicole Lazzaro has run XEODesign to unlock human potential through play. From designing the first iPhone game, to planting 16K trees in Madagascar, to authoring the 4 Keys to Fun her work inspires millions of leading developers worldwide including The Sims, Myst, and Star Wars. One of the top 20 women working in video games, Nicole is currently developing Follow the White Rabbit, a mind-bending XR adventure about a magician whose magic one day suddenly works. For more of Nicole: Follow the White Rabbit Website: http://playwhiterabbit.com Video Teaser: http://bitly.com/fwrteaser Twitter: @PlayWhiteRabbit Tilt World Website: http://TiltWorld.com T: @TiltWorld XEODesign Website: http://xeodesign.com 4 Keys to Fun free download: http://4K2F.com Twitter: @NicoleLazzaro To become a patron and help this program continue producing Mood Altering Substance, go to www.patreon.com/hellohuman and pledge any amount. For more of us: Facebook: https://www.facebook.com/hellohumans.co/ Instagram: https://www.instagram.com/hellohumans.co/ Twitter: https://twitter.com/HelloHumans_co And if you’d like to buy us a coffee (or burrito) once a month to help us keep going, you can become a patron by going to https://www.patreon.com/hellohuman and making a pledge of any amount.
Welcome to Dev Game Club, where this week we continue our discussion about Grand Theft Auto III. We close out the game by picking a couple favorite moments, talk about some of the difficulty at the end, and of course, do our takeaways before turning to feedback, of which there was much. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! (If you're Brett, anyway) Podcast breakdown: 0:39 GTA III discussion 59:06 Break 59:46 Feedback Issues covered: Tim gets demoralized, timing and bad luck, wall missions, time and patience running out, being indifferent to the player, one's changing taste, getting better at the driving (and falling into the ocean), 'cast being non-conducive to this style of game, being okay with not finishing it, feeling comfortable in some areas of the game, imagining giggling devs, timing missions pushing you to let go of stuff and learn the city well, lower mission density, running off the drawbridge, doing the coffee carts the second time (and rubbing it in), getting the bulletproof Patriot, everyone shooting at you around the world, stuff in the disc case (RTFM) including a good map, heist mentality, planning and executing your heist, cheating, moments of grace, fiero, triggering a stunt at the end of a mission, movie moment, side missions Brett tried, the cost of adding more on top of the simulation, other ways to scale the timing missions, making a big commitment to the story, likely low completion rate, wanting to care more about the characters and being pushed against the stereotypes, the high quality of the radio stations, adding flavor and life through radio, car damage model, running to the Pay and Spray, juking the police cars at high wanted level, punishing system countering the player's goals, inner turmoil, considering the game's impact, the freedom of this open world, loading times on PS2, opening up open world games and establishing the possibility of many franchises, committing to style, fantasy fulfillment of crime, media influences, realistic setting (as opposed to fantasy), pushing towards transgression, pushing the player into just getting things done and letting things go, expert frustration, running over pedestrians, running around the streets and bumping into people, dehumanizing pedestrians, Brett's favorite moment, the chaos engine, getting into the cartel area to go after the "oriental gentleman," switching into game development later, whether to get into QA, having useful skills, buying a developer lunch or a beer, company sizes, getting into game jams, what's punk rock (Brett has no idea), calling something virtue signaling and what that means, taking a risk in talking GTA, learning the map vs being directed, appeal of missions vs driving around shenanigans, player-directed vs designer-directed behavior, what people showed when they showed you the game, side content and achievements, how much simulation is too much simulation?, what brings people in, recognizing film-style realism, sports games looking like television broadcasts, inviting mechanics, the arcade driving model, forgiving damage model, listening to whatever radio station comes on, scratched disc and other reminiscences. Games, people, and influences mentioned or discussed: Gone with the Wind (obliquely), X-COM: UFO Defense, Final Fantasy IX, Deus Ex, Rockstar Games, Robert Loggia, seaofmorgan, djmurgatroyd, Kyle MacLachlin, Homo Ludens, Huizinga, Red Dead Redemption 2, PlayStation 2, Starfighter, TIE Fighter, Assassin's Creed (series), Spider-Man (2018), Halo, Metal Gear Solid, PacMan, The A-Team, Jesse Morgan, Dungeons & Dragons, Miles Truss, Roger Ebert, Pauline Kael, MaasNeotekProto, Tony Hawk Pro Skater, Bradley Cooper, Liam Neeson, Joe Carnahan, Mark Garcia, Shenmue, Harry Potter, Scarface, The Godfather, The Mechanic, Miami Vice, Christopher Wright, Don Winslow, Dan Simmons, Pokemon Red/Blue, GameCube. Brett's Book Suggestions: The Winter of Frankie Machine, by Don Winslow Dan Simmons's "Joe Kurtz" trilogy: Hardcase/Hard Freeze/Hard as Nails Links: Global Game Jam Next time: Pokemon Red/Blue, up to Viridian City Mea culpa: "Fiero" appears to be a term popularized by Nicole Lazzaro, in the 4 Keys to Fun. We regret the error. Dan Simmons's "Joe Kurtz" trilogy is actually set in Buffalo, NY, not Albany. We regret the error. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
No one likes to fail. So how is that gamers can spend 80% of the time failing and still love what they are doing? — Jane McGonigal In the previous episode, I talked about the basic motivation principles for setting up a great gamification model. In this one, I would like to tell you what I learned about failing and why it is a critical element in gamification. Nicole Lazzaro is a games researcher, and in one of her researches she found out that, gamers spend nearly all their time failing. Four out of five don’t finish a mission or quest, run out of time, and have to start all over. And gamers enjoy failing. And the most interesting thing here is that when we play a well designed game, failure does not dissapoint us. It actually motivates us to try again. ------- Subscribe to my newsletter: https://goo.gl/iEq3Po ------- Podcast Website - https://www.laroche.fm/ My Blog: https://www.eugenesanu.com/ About Laroche: https://www.laroche.co/
On 'The New Screen Savers' recorded on Saturday, October 13, 2018, with Leo Laporte and Megan Morrone:Leo and Megan discuss the week's new product announcements from Facebook and Google, including Portal from Facebook and Google's Home Hub, Pixel Slate, and Pixel 3. DPReview Science Editor Rishi gives a behind-the-sense look at the tech driving the Pixel 3's camera for its new features like Super Res Zoom and Night Sight. Leo tries out the Magic Leap One Creator Edition AR headset with XEODesign Founder Nicole Lazzaro, who has spent some time developing for the mixed reality, spatial computing platform. Jason Howell gives a first look at Sony's new flagship phone the Xperia XZ3. Hosts: Leo Laporte and Megan Morrone Guests: Rishi Sanyal, Nicole Lazzaro, and Jason Howell The New Screen Savers records live every Saturday at 3PM Pacific on twit.tv/live. Episodes are available for download and streaming later that evening at https://twit.tv/shows/new-screen-savers. Sponsors: WAYFAIR.COM/NSS promo code NSS RocketMortgage.com/NSS
On 'The New Screen Savers' recorded on Saturday, October 13, 2018, with Leo Laporte and Megan Morrone:Leo and Megan discuss the week's new product announcements from Facebook and Google, including Portal from Facebook and Google's Home Hub, Pixel Slate, and Pixel 3. DPReview Science Editor Rishi gives a behind-the-sense look at the tech driving the Pixel 3's camera for its new features like Super Res Zoom and Night Sight. Leo tries out the Magic Leap One Creator Edition AR headset with XEODesign Founder Nicole Lazzaro, who has spent some time developing for the mixed reality, spatial computing platform. Jason Howell gives a first look at Sony's new flagship phone the Xperia XZ3. Hosts: Leo Laporte and Megan Morrone Guests: Rishi Sanyal, Nicole Lazzaro, and Jason Howell The New Screen Savers records live every Saturday at 3PM Pacific on twit.tv/live. Episodes are available for download and streaming later that evening at https://twit.tv/shows/new-screen-savers. Sponsors: WAYFAIR.COM/NSS promo code NSS RocketMortgage.com/NSS
Nicole Lazzaro, the CEO at XEODesign, was a guest on B2B Nation. We talked about the science behind what chemicals influence happiness, designing desirable brain states to help you get more done, and more!
Part 2 of our interview with Nicole Lazzaro, the founder and President of XEODesign. At Unite 2015 in Boston, some of us got a chance to see Nicole's talk about Design Leadership in VR then we got to meet her and demo her upcoming VR game "Follow the White Rabbit". We are so glad she agreed to sit down with us and talk about the "4 Keys 2 Fun" and how to better think about some of these game design concepts when developing our own games. We also touch on designing for VR and various other topics. Be sure to look for the second part of this interview next week.
Simone and Christina are joined by Nicole Lazzaro to talk about her upcoming VR game, "Follow the White Rabbit," before discussing Magic Leap's roadmap and PS4 Remote Play.
Nicole Lazzaro, the founder and President of XEODesign, Inc. and has twenty years expertise in Player Experience Design (PXD) for mass-market entertainment products. At Unite 2015 in Boston, some of us got a chance to see Nicole's talk about Design Leadership in VR then we got to meet her and demo her upcoming VR game "Follow the White Rabbit". We are so glad she agreed to sit down with us and talk about the "4 Keys 2 Fun" and how to better think about some of these game design concepts when developing our own games. We also touch on designing for VR and various other topics. Be sure to look for the second part of this interview next week.
Is there a formula for fun? Nicole Lazzaro joins Dirk and David to talk about what makes games fun, deliver a brief dive into neuroscience, and compare the concept of fun and gaming addiction.----------------------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Nicole Lazzaro - @nicolelazzaro, www.4k2f.com-----------------------------------------------------------Episode Outline 0:01:34 - The four keys to fun 0:13:18 - Depth 0:29:22 - Tabletop 0:39:32 - A primer on neurology 0:50:50 - Free to play
Dicing With Design: Role Playing, Wargaming, Card games & Board Game Design
In today's episode we discuss: What is a game? We also go into what types of fun there are and how our games activate these modes of fun, from Dungeons and Dragons to daydreaming!Episode 26: What is a Game? Topics: 00:00:00 Introduction 00:02:00 What is a game? How to host a dungeon, Greg Kostikyan, types of fun, elements which make a game, escapist elements of games, flow theory, xeo design, Nicole Lazzaro, www.princeofdarknessgames.com 00:33:15 Topic 2? Illusionism Dungeons and Dragons, Archipelago, Pathfinder, Rolemaster, When Worlds Collide, Mistborn, Ygdrassil 00:55:20 Outros and Contact details We always value your feedback, find out how to get in touch and find out about our latest news; go to dicingwithdesign.com Music by Kevin McLeod The post Episode 26 – What is a Game? appeared first on Dicing With Design: Role Playing, Wargaming, Card games & Board Game Design Podcast.