際際滷shows by User: totter87 / http://www.slideshare.net/images/logo.gif 際際滷shows by User: totter87 / Wed, 16 Oct 2024 20:04:17 GMT 際際滷Share feed for 際際滷shows by User: totter87 Forms, Uses, and Trends in Undergraduate Student Game Design Sketchbooks /slideshow/forms-uses-and-trends-in-undergraduate-student-game-design-sketchbooks/272474955 studentsketchbooksmppresentation-241016200417-fa081097
The results of a 3-semester-long study of game development classes in which I assigned my students to keep a design sketchbook. Results include findings of the content that students use their books to create (uses) and the form that those entries take (text, images, etc.)]]>

The results of a 3-semester-long study of game development classes in which I assigned my students to keep a design sketchbook. Results include findings of the content that students use their books to create (uses) and the form that those entries take (text, images, etc.)]]>
Wed, 16 Oct 2024 20:04:17 GMT /slideshow/forms-uses-and-trends-in-undergraduate-student-game-design-sketchbooks/272474955 totter87@slideshare.net(totter87) Forms, Uses, and Trends in Undergraduate Student Game Design Sketchbooks totter87 The results of a 3-semester-long study of game development classes in which I assigned my students to keep a design sketchbook. Results include findings of the content that students use their books to create (uses) and the form that those entries take (text, images, etc.) <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/studentsketchbooksmppresentation-241016200417-fa081097-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The results of a 3-semester-long study of game development classes in which I assigned my students to keep a design sketchbook. Results include findings of the content that students use their books to create (uses) and the form that those entries take (text, images, etc.)
Forms, Uses, and Trends in Undergraduate Student Game Design Sketchbooks from Christopher Totten
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The spirit of digital place - game worlds and architectural phenomenology /slideshow/the-spirit-of-digital-place-game-worlds-and-architectural-phenomenology/267198252 thespiritofdigitalplacepresentation-240410154202-610fa67d
In this presentation from 2021, I discuss an approach to making and understanding game worlds based on Christian Norberg-Schulz's conception of architectural phenomenology. ]]>

In this presentation from 2021, I discuss an approach to making and understanding game worlds based on Christian Norberg-Schulz's conception of architectural phenomenology. ]]>
Wed, 10 Apr 2024 15:42:01 GMT /slideshow/the-spirit-of-digital-place-game-worlds-and-architectural-phenomenology/267198252 totter87@slideshare.net(totter87) The spirit of digital place - game worlds and architectural phenomenology totter87 In this presentation from 2021, I discuss an approach to making and understanding game worlds based on Christian Norberg-Schulz's conception of architectural phenomenology. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/thespiritofdigitalplacepresentation-240410154202-610fa67d-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this presentation from 2021, I discuss an approach to making and understanding game worlds based on Christian Norberg-Schulz&#39;s conception of architectural phenomenology.
The spirit of digital place - game worlds and architectural phenomenology from Christopher Totten
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How the Heck do you Teach Level Design? Educating in the Studio /slideshow/how-the-heck-do-you-teach-level-design-educating-in-the-studio/266942051 teachingleveldesigntotten-240324125711-6de8be85
Ask anyone who has trained a new level designer or taught level design students, and they will tell you that a major challenge is balancing training for the technical aspects of the job while also teaching them "good" level design. In the studio environment, you also have to teach communication, documentation, designing for specific types of gameplay, or the elements of your studio's "style." How can we effectively mentor newcomers without taking time away from other ongoing design work? This talk by a level designer and educator with 13+ years of experience examines processes that studios can use to onboard new designers in productive and accessible ways. It does so through topics such as setting "learning goals", assigning quick-but-usable level design exercises, incorporating "style" into task specifications, and how to structure feedback. This talk incorporates both on-the-job knowledge and examples collected from education to build a roadmap for effective mentorship. ]]>

Ask anyone who has trained a new level designer or taught level design students, and they will tell you that a major challenge is balancing training for the technical aspects of the job while also teaching them "good" level design. In the studio environment, you also have to teach communication, documentation, designing for specific types of gameplay, or the elements of your studio's "style." How can we effectively mentor newcomers without taking time away from other ongoing design work? This talk by a level designer and educator with 13+ years of experience examines processes that studios can use to onboard new designers in productive and accessible ways. It does so through topics such as setting "learning goals", assigning quick-but-usable level design exercises, incorporating "style" into task specifications, and how to structure feedback. This talk incorporates both on-the-job knowledge and examples collected from education to build a roadmap for effective mentorship. ]]>
Sun, 24 Mar 2024 12:57:11 GMT /slideshow/how-the-heck-do-you-teach-level-design-educating-in-the-studio/266942051 totter87@slideshare.net(totter87) How the Heck do you Teach Level Design? Educating in the Studio totter87 Ask anyone who has trained a new level designer or taught level design students, and they will tell you that a major challenge is balancing training for the technical aspects of the job while also teaching them "good" level design. In the studio environment, you also have to teach communication, documentation, designing for specific types of gameplay, or the elements of your studio's "style." How can we effectively mentor newcomers without taking time away from other ongoing design work? This talk by a level designer and educator with 13+ years of experience examines processes that studios can use to onboard new designers in productive and accessible ways. It does so through topics such as setting "learning goals", assigning quick-but-usable level design exercises, incorporating "style" into task specifications, and how to structure feedback. This talk incorporates both on-the-job knowledge and examples collected from education to build a roadmap for effective mentorship. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/teachingleveldesigntotten-240324125711-6de8be85-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Ask anyone who has trained a new level designer or taught level design students, and they will tell you that a major challenge is balancing training for the technical aspects of the job while also teaching them &quot;good&quot; level design. In the studio environment, you also have to teach communication, documentation, designing for specific types of gameplay, or the elements of your studio&#39;s &quot;style.&quot; How can we effectively mentor newcomers without taking time away from other ongoing design work? This talk by a level designer and educator with 13+ years of experience examines processes that studios can use to onboard new designers in productive and accessible ways. It does so through topics such as setting &quot;learning goals&quot;, assigning quick-but-usable level design exercises, incorporating &quot;style&quot; into task specifications, and how to structure feedback. This talk incorporates both on-the-job knowledge and examples collected from education to build a roadmap for effective mentorship.
How the Heck do you Teach Level Design? Educating in the Studio from Christopher Totten
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Meaningful Play 2022 presentation: Art, Play and Winsor McCay - the Critical Art of Little Nemo and the Nightmare Fiends /totter87/little-nemo-and-the-nightmare-fiendsmppptx littlenemoandthenightmarefiendsmp-221013204708-7f5a7e2a
In this presentation from the 2022 Meaningful Play conference, I discuss how we are using the art direction and animation of the indie game Little Nemo and the Nightmare Fiends as a critical tool for understanding an important work of comics history with the hope of helping others use art more meaningfully in games. ]]>

In this presentation from the 2022 Meaningful Play conference, I discuss how we are using the art direction and animation of the indie game Little Nemo and the Nightmare Fiends as a critical tool for understanding an important work of comics history with the hope of helping others use art more meaningfully in games. ]]>
Thu, 13 Oct 2022 20:47:08 GMT /totter87/little-nemo-and-the-nightmare-fiendsmppptx totter87@slideshare.net(totter87) Meaningful Play 2022 presentation: Art, Play and Winsor McCay - the Critical Art of Little Nemo and the Nightmare Fiends totter87 In this presentation from the 2022 Meaningful Play conference, I discuss how we are using the art direction and animation of the indie game Little Nemo and the Nightmare Fiends as a critical tool for understanding an important work of comics history with the hope of helping others use art more meaningfully in games. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/littlenemoandthenightmarefiendsmp-221013204708-7f5a7e2a-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this presentation from the 2022 Meaningful Play conference, I discuss how we are using the art direction and animation of the indie game Little Nemo and the Nightmare Fiends as a critical tool for understanding an important work of comics history with the hope of helping others use art more meaningfully in games.
Meaningful Play 2022 presentation: Art, Play and Winsor McCay - the Critical Art of Little Nemo and the Nightmare Fiends from Christopher Totten
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Art, Play, and Winsor McCay - The Critical Art of Little Nemo and the Nightmare Fiends /totter87/art-play-and-winsor-mccay-the-critical-art-of-little-nemo-and-the-nightmare-fiends littlenemoandthenightmarefiendsanimationworkshopslides-220610135451-558d2083
My presentation on my indie game Little Nemo and the Nightmare Fiends, and how its art process is being used to critically examine the work of Winsor McCay. Presented at the Workshop on Animation in Games on 6/10/22. ]]>

My presentation on my indie game Little Nemo and the Nightmare Fiends, and how its art process is being used to critically examine the work of Winsor McCay. Presented at the Workshop on Animation in Games on 6/10/22. ]]>
Fri, 10 Jun 2022 13:54:51 GMT /totter87/art-play-and-winsor-mccay-the-critical-art-of-little-nemo-and-the-nightmare-fiends totter87@slideshare.net(totter87) Art, Play, and Winsor McCay - The Critical Art of Little Nemo and the Nightmare Fiends totter87 My presentation on my indie game Little Nemo and the Nightmare Fiends, and how its art process is being used to critically examine the work of Winsor McCay. Presented at the Workshop on Animation in Games on 6/10/22. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/littlenemoandthenightmarefiendsanimationworkshopslides-220610135451-558d2083-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My presentation on my indie game Little Nemo and the Nightmare Fiends, and how its art process is being used to critically examine the work of Winsor McCay. Presented at the Workshop on Animation in Games on 6/10/22.
Art, Play, and Winsor McCay - The Critical Art of Little Nemo and the Nightmare Fiends from Christopher Totten
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FDG2020 Tabletop Workshop - The Making of La Mancha /slideshow/fdg2020-tabletop-workshop-the-making-of-la-mancha/238455877 themakingoflamancha-200911145546
In this presentation, I describe the creation of my Don Quixote-themed storytelling game, La Mancha. For this, we used methods from design outside of games themselves to turn La Mancha into a system that allowed players to deeply engage the story and literary analysis of The Quijote via social play. ]]>

In this presentation, I describe the creation of my Don Quixote-themed storytelling game, La Mancha. For this, we used methods from design outside of games themselves to turn La Mancha into a system that allowed players to deeply engage the story and literary analysis of The Quijote via social play. ]]>
Fri, 11 Sep 2020 14:55:46 GMT /slideshow/fdg2020-tabletop-workshop-the-making-of-la-mancha/238455877 totter87@slideshare.net(totter87) FDG2020 Tabletop Workshop - The Making of La Mancha totter87 In this presentation, I describe the creation of my Don Quixote-themed storytelling game, La Mancha. For this, we used methods from design outside of games themselves to turn La Mancha into a system that allowed players to deeply engage the story and literary analysis of The Quijote via social play. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/themakingoflamancha-200911145546-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this presentation, I describe the creation of my Don Quixote-themed storytelling game, La Mancha. For this, we used methods from design outside of games themselves to turn La Mancha into a system that allowed players to deeply engage the story and literary analysis of The Quijote via social play.
FDG2020 Tabletop Workshop - The Making of La Mancha from Christopher Totten
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Art Style and Working from Precedents /slideshow/art-style-and-working-from-precedents/231182485 week10-artstyle-200331183218
In this lecture from my Game Prototyping class, I talk about the barriers I see for contextualizing games among the fine arts. I also talk about how to establish and work from an inventive art style and design tricks to help you broaden your influences beyond games and pop culture. ]]>

In this lecture from my Game Prototyping class, I talk about the barriers I see for contextualizing games among the fine arts. I also talk about how to establish and work from an inventive art style and design tricks to help you broaden your influences beyond games and pop culture. ]]>
Tue, 31 Mar 2020 18:32:18 GMT /slideshow/art-style-and-working-from-precedents/231182485 totter87@slideshare.net(totter87) Art Style and Working from Precedents totter87 In this lecture from my Game Prototyping class, I talk about the barriers I see for contextualizing games among the fine arts. I also talk about how to establish and work from an inventive art style and design tricks to help you broaden your influences beyond games and pop culture. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/week10-artstyle-200331183218-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this lecture from my Game Prototyping class, I talk about the barriers I see for contextualizing games among the fine arts. I also talk about how to establish and work from an inventive art style and design tricks to help you broaden your influences beyond games and pop culture.
Art Style and Working from Precedents from Christopher Totten
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Remote Collaboration for Game Developers /slideshow/remote-collaboration-for-game-developers/230261665 week9-remotecollaborationforgamedev-200314145910
I have over 8 years of experience working with remote game development teams and over that time have developed a ton of strategies for making it work. In this presentation, I describe some tools and strategies that have worked for me when working with remote teams. ]]>

I have over 8 years of experience working with remote game development teams and over that time have developed a ton of strategies for making it work. In this presentation, I describe some tools and strategies that have worked for me when working with remote teams. ]]>
Sat, 14 Mar 2020 14:59:10 GMT /slideshow/remote-collaboration-for-game-developers/230261665 totter87@slideshare.net(totter87) Remote Collaboration for Game Developers totter87 I have over 8 years of experience working with remote game development teams and over that time have developed a ton of strategies for making it work. In this presentation, I describe some tools and strategies that have worked for me when working with remote teams. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/week9-remotecollaborationforgamedev-200314145910-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> I have over 8 years of experience working with remote game development teams and over that time have developed a ton of strategies for making it work. In this presentation, I describe some tools and strategies that have worked for me when working with remote teams.
Remote Collaboration for Game Developers from Christopher Totten
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GDC Level Design Workshop 2018: An Architectural Approach to Level Design - Creating an Art Theory for Game Worlds (and so can you!) /slideshow/gdc-level-design-workshop-2018-an-architectural-approach-to-level-design-creating-an-art-theory-for-game-worlds-and-so-can-you/92074691 cwtarchitectureleveldesigngdc18-180327161934
In this talk from the 2018 Level Design Workshop at GDC, Chris Totten - author of An Architectural Approach to Level Design - describes his process for writing about and sharing his work. He also describes how to not violate NDA when talking about your work, how to deal with content creator's Imposter Syndrome, and how to choose the best way to publish. ]]>

In this talk from the 2018 Level Design Workshop at GDC, Chris Totten - author of An Architectural Approach to Level Design - describes his process for writing about and sharing his work. He also describes how to not violate NDA when talking about your work, how to deal with content creator's Imposter Syndrome, and how to choose the best way to publish. ]]>
Tue, 27 Mar 2018 16:19:34 GMT /slideshow/gdc-level-design-workshop-2018-an-architectural-approach-to-level-design-creating-an-art-theory-for-game-worlds-and-so-can-you/92074691 totter87@slideshare.net(totter87) GDC Level Design Workshop 2018: An Architectural Approach to Level Design - Creating an Art Theory for Game Worlds (and so can you!) totter87 In this talk from the 2018 Level Design Workshop at GDC, Chris Totten - author of An Architectural Approach to Level Design - describes his process for writing about and sharing his work. He also describes how to not violate NDA when talking about your work, how to deal with content creator's Imposter Syndrome, and how to choose the best way to publish. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cwtarchitectureleveldesigngdc18-180327161934-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this talk from the 2018 Level Design Workshop at GDC, Chris Totten - author of An Architectural Approach to Level Design - describes his process for writing about and sharing his work. He also describes how to not violate NDA when talking about your work, how to deal with content creator&#39;s Imposter Syndrome, and how to choose the best way to publish.
GDC Level Design Workshop 2018: An Architectural Approach to Level Design - Creating an Art Theory for Game Worlds (and so can you!) from Christopher Totten
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GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in the Classroom /slideshow/gdc-education-summit-2018-you-made-a-game-now-what-industry-awareness-in-the-classroom/92074124 cwtyoumadeagamenowwhatgdc18-180327161433
In this GDC 2018 Education Summit talk, I describe ways to include topics like marketing games, social media, festival submissions, and so forth into the game development classroom. This talk highlights research we've done into what is and is not taught in game schools and some learning goals and exercises that can be added to current gamedev curriculum to fix the problems we've found. ]]>

In this GDC 2018 Education Summit talk, I describe ways to include topics like marketing games, social media, festival submissions, and so forth into the game development classroom. This talk highlights research we've done into what is and is not taught in game schools and some learning goals and exercises that can be added to current gamedev curriculum to fix the problems we've found. ]]>
Tue, 27 Mar 2018 16:14:33 GMT /slideshow/gdc-education-summit-2018-you-made-a-game-now-what-industry-awareness-in-the-classroom/92074124 totter87@slideshare.net(totter87) GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in the Classroom totter87 In this GDC 2018 Education Summit talk, I describe ways to include topics like marketing games, social media, festival submissions, and so forth into the game development classroom. This talk highlights research we've done into what is and is not taught in game schools and some learning goals and exercises that can be added to current gamedev curriculum to fix the problems we've found. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cwtyoumadeagamenowwhatgdc18-180327161433-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this GDC 2018 Education Summit talk, I describe ways to include topics like marketing games, social media, festival submissions, and so forth into the game development classroom. This talk highlights research we&#39;ve done into what is and is not taught in game schools and some learning goals and exercises that can be added to current gamedev curriculum to fix the problems we&#39;ve found.
GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in the Classroom from Christopher Totten
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"You Made a Game, Now What?" #6: Game Feel - "Juicing" your game /slideshow/you-made-a-game-now-what-6-game-feel-juicing-your-game/89233594 week7gamefeeljuicingyourgame-180301022158
This talk introduces the idea of "Game Feel" and its many elements. I also look at some research into understanding the nuances of this phenomena in game design and how it applies to games with different aesthetic goals. ]]>

This talk introduces the idea of "Game Feel" and its many elements. I also look at some research into understanding the nuances of this phenomena in game design and how it applies to games with different aesthetic goals. ]]>
Thu, 01 Mar 2018 02:21:58 GMT /slideshow/you-made-a-game-now-what-6-game-feel-juicing-your-game/89233594 totter87@slideshare.net(totter87) "You Made a Game, Now What?" #6: Game Feel - "Juicing" your game totter87 This talk introduces the idea of "Game Feel" and its many elements. I also look at some research into understanding the nuances of this phenomena in game design and how it applies to games with different aesthetic goals. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/week7gamefeeljuicingyourgame-180301022158-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This talk introduces the idea of &quot;Game Feel&quot; and its many elements. I also look at some research into understanding the nuances of this phenomena in game design and how it applies to games with different aesthetic goals.
"You Made a Game, Now What?" #6: Game Feel - "Juicing" your game from Christopher Totten
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"You Made a Game, Now What?" Week 5: Playtesting best practices /slideshow/you-made-a-game-now-what-week-5-playtesting-best-practices/88015866 week5playtestingbestpractices-180214224137
In this presentation, I give an overview of how to make the most of player testing of your games. Topics include how to set up your playtest space, how to best track bugs, and how to best take feedback. ]]>

In this presentation, I give an overview of how to make the most of player testing of your games. Topics include how to set up your playtest space, how to best track bugs, and how to best take feedback. ]]>
Wed, 14 Feb 2018 22:41:37 GMT /slideshow/you-made-a-game-now-what-week-5-playtesting-best-practices/88015866 totter87@slideshare.net(totter87) "You Made a Game, Now What?" Week 5: Playtesting best practices totter87 In this presentation, I give an overview of how to make the most of player testing of your games. Topics include how to set up your playtest space, how to best track bugs, and how to best take feedback. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/week5playtestingbestpractices-180214224137-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this presentation, I give an overview of how to make the most of player testing of your games. Topics include how to set up your playtest space, how to best track bugs, and how to best take feedback.
"You Made a Game, Now What?" Week 5: Playtesting best practices from Christopher Totten
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"You Made a Game, Now What?" Week3 building your studio identity /slideshow/you-made-a-game-now-what-week3-building-your-studio-identity/87086821 week3buildingyourstudioidentity-180202030005
A set of slides about forming a game studio identity, including things to think about when choosing logos, a name, a slogan/identity statement, and putting together outreach materials. ]]>

A set of slides about forming a game studio identity, including things to think about when choosing logos, a name, a slogan/identity statement, and putting together outreach materials. ]]>
Fri, 02 Feb 2018 03:00:05 GMT /slideshow/you-made-a-game-now-what-week3-building-your-studio-identity/87086821 totter87@slideshare.net(totter87) "You Made a Game, Now What?" Week3 building your studio identity totter87 A set of slides about forming a game studio identity, including things to think about when choosing logos, a name, a slogan/identity statement, and putting together outreach materials. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/week3buildingyourstudioidentity-180202030005-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A set of slides about forming a game studio identity, including things to think about when choosing logos, a name, a slogan/identity statement, and putting together outreach materials.
"You Made a Game, Now What?" Week3 building your studio identity from Christopher Totten
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"You Made a Game, Now What?" Week2 game production methods and realities /slideshow/you-made-a-game-now-what-week2-game-production-methods-and-realities/87086721 week2gameproductionmethodsandrealities-180202025754
A presentation on production methods for game development, including overviews of iterative design, waterfall, agile, and scrum. ]]>

A presentation on production methods for game development, including overviews of iterative design, waterfall, agile, and scrum. ]]>
Fri, 02 Feb 2018 02:57:54 GMT /slideshow/you-made-a-game-now-what-week2-game-production-methods-and-realities/87086721 totter87@slideshare.net(totter87) "You Made a Game, Now What?" Week2 game production methods and realities totter87 A presentation on production methods for game development, including overviews of iterative design, waterfall, agile, and scrum. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/week2gameproductionmethodsandrealities-180202025754-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A presentation on production methods for game development, including overviews of iterative design, waterfall, agile, and scrum.
"You Made a Game, Now What?" Week2 game production methods and realities from Christopher Totten
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GDC 2017 Education Soapbox: Game Academia's "Art Problem" /slideshow/gdc-2017-education-soapbox-game-academias-art-problem/72864707 cwtgdc17edsoapboxart-170306160138
In this soapbox presentation for the GDC 2017 Education Summit, I describe game academia's problems dealing with the arts and how this manifests in an over-emphasis on software teaching and game mechanic design-centric research. It also includes some general suggestions for steps to remedy this problem. ]]>

In this soapbox presentation for the GDC 2017 Education Summit, I describe game academia's problems dealing with the arts and how this manifests in an over-emphasis on software teaching and game mechanic design-centric research. It also includes some general suggestions for steps to remedy this problem. ]]>
Mon, 06 Mar 2017 16:01:37 GMT /slideshow/gdc-2017-education-soapbox-game-academias-art-problem/72864707 totter87@slideshare.net(totter87) GDC 2017 Education Soapbox: Game Academia's "Art Problem" totter87 In this soapbox presentation for the GDC 2017 Education Summit, I describe game academia's problems dealing with the arts and how this manifests in an over-emphasis on software teaching and game mechanic design-centric research. It also includes some general suggestions for steps to remedy this problem. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cwtgdc17edsoapboxart-170306160138-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this soapbox presentation for the GDC 2017 Education Summit, I describe game academia&#39;s problems dealing with the arts and how this manifests in an over-emphasis on software teaching and game mechanic design-centric research. It also includes some general suggestions for steps to remedy this problem.
GDC 2017 Education Soapbox: Game Academia's "Art Problem" from Christopher Totten
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Games+ museums /slideshow/games-museums/71396427 games-museums-170125220741
A more in-depth look at examples of games in museum spaces. ]]>

A more in-depth look at examples of games in museum spaces. ]]>
Wed, 25 Jan 2017 22:07:41 GMT /slideshow/games-museums/71396427 totter87@slideshare.net(totter87) Games+ museums totter87 A more in-depth look at examples of games in museum spaces. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/games-museums-170125220741-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A more in-depth look at examples of games in museum spaces.
Games+ museums from Christopher Totten
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Games+ museums lightning talk /slideshow/games-museums-lightning-talk/71396380 gamesmuseumslightningtalk-170125220603
A brief slideshow about trends in showing and using games in museum spaces. ]]>

A brief slideshow about trends in showing and using games in museum spaces. ]]>
Wed, 25 Jan 2017 22:06:02 GMT /slideshow/games-museums-lightning-talk/71396380 totter87@slideshare.net(totter87) Games+ museums lightning talk totter87 A brief slideshow about trends in showing and using games in museum spaces. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamesmuseumslightningtalk-170125220603-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A brief slideshow about trends in showing and using games in museum spaces.
Games+ museums lightning talk from Christopher Totten
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Au ggj intro2017_no_theme /slideshow/au-ggj-intro2017notheme/71236776 auggjintro2017notheme-170121035640
Introductory slides for the Global Game Jam 2017 site at American University in Washington, DC. Includes info for the site but not the jam theme. ]]>

Introductory slides for the Global Game Jam 2017 site at American University in Washington, DC. Includes info for the site but not the jam theme. ]]>
Sat, 21 Jan 2017 03:56:40 GMT /slideshow/au-ggj-intro2017notheme/71236776 totter87@slideshare.net(totter87) Au ggj intro2017_no_theme totter87 Introductory slides for the Global Game Jam 2017 site at American University in Washington, DC. Includes info for the site but not the jam theme. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/auggjintro2017notheme-170121035640-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Introductory slides for the Global Game Jam 2017 site at American University in Washington, DC. Includes info for the site but not the jam theme.
Au ggj intro2017_no_theme from Christopher Totten
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Chris Totten - Gorgeous Games CDK /slideshow/chris-totten-gorgeous-games-cdk/63537916 gorgeousgamescdk-160628183330
Presentation from my indie game art talk at CDK on June 23, 2016. ]]>

Presentation from my indie game art talk at CDK on June 23, 2016. ]]>
Tue, 28 Jun 2016 18:33:30 GMT /slideshow/chris-totten-gorgeous-games-cdk/63537916 totter87@slideshare.net(totter87) Chris Totten - Gorgeous Games CDK totter87 Presentation from my indie game art talk at CDK on June 23, 2016. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gorgeousgamescdk-160628183330-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation from my indie game art talk at CDK on June 23, 2016.
Chris Totten - Gorgeous Games CDK from Christopher Totten
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ECGC 2015 - Level design like an architect /slideshow/ecgc-2015-level-design-like-an-architect/46818116 leveldesignlikeanarchitect03-150409095130-conversion-gate01
My East Coast Game Conference 2015 talk on adopting architectural mindsets and techniques for use in video game level design. ]]>

My East Coast Game Conference 2015 talk on adopting architectural mindsets and techniques for use in video game level design. ]]>
Thu, 09 Apr 2015 09:51:29 GMT /slideshow/ecgc-2015-level-design-like-an-architect/46818116 totter87@slideshare.net(totter87) ECGC 2015 - Level design like an architect totter87 My East Coast Game Conference 2015 talk on adopting architectural mindsets and techniques for use in video game level design. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/leveldesignlikeanarchitect03-150409095130-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My East Coast Game Conference 2015 talk on adopting architectural mindsets and techniques for use in video game level design.
ECGC 2015 - Level design like an architect from Christopher Totten
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https://cdn.slidesharecdn.com/profile-photo-totter87-48x48.jpg?cb=1729108752 www.pfbstudios.com https://cdn.slidesharecdn.com/ss_thumbnails/studentsketchbooksmppresentation-241016200417-fa081097-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/forms-uses-and-trends-in-undergraduate-student-game-design-sketchbooks/272474955 Forms, Uses, and Trend... https://cdn.slidesharecdn.com/ss_thumbnails/thespiritofdigitalplacepresentation-240410154202-610fa67d-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/the-spirit-of-digital-place-game-worlds-and-architectural-phenomenology/267198252 The spirit of digital ... https://cdn.slidesharecdn.com/ss_thumbnails/teachingleveldesigntotten-240324125711-6de8be85-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/how-the-heck-do-you-teach-level-design-educating-in-the-studio/266942051 How the Heck do you Te...