Friday, April 16, 2010

Scott Rogers - Games and Theme Parks


Today we'll hear Scott Rogers discuss the similarity between good game design and the effectiveness of Disneyland in building and maintaining visitor interest.

A blurb from the introduction from 2009 Games Developer's Conference:

Scott Rogers (GOD OF WAR, MAXIMO) reveals his secret weapon for designing levels: Disneyland. Learn how to inject the genius of the Magic Kingdom into your own game designs. Topics include player's thematic goals, pathing techniques, and illusional narrative. From skeletons to trash cans, thereĆ¢€™s a lot to learn from Disneyland!

I'll ask students to provide a one-sentence summary of where their main assessment items are at in relation to the upcoming submission deadline.

We'll also pick up where we left off with the "Us vs It" iterative game tuning exercise.

Videogame appraisals using the consoles will follow, along with show & tells of commercial game releases.


DC

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