Learn from others - don't make the same old mistakes, make brand new ones.


Vitaly Khitnew Flash Compilers: The Alternatives

Vitaly Khit

Kyiv 2010: slides, audio, video
Russian only
George Donovan: The Pragmatic DesignerThe Pragmatic Designer
George Donovan

Winter 2008



Emphasizing on Game Design Emphasizing on Game Design


Gillikin, Baggatta, Kirin, Konovalov, Hardie

October 2009: slides, audio
Andy Megowan: Down to the BoneDown to the Bone
Andy Megowan

Fall 2007: article

Game Design: Made in the Former USSRGame Design: Made in the Former USSR

Sokolov, Bessonov, Elovikov, Ilyin, Rogovenko, Rybakov

October 2009: slides, audio
Kevin Richardson: SWhat's Your Story?What's Your Story?
Kevin Richardson

Fall 2007: article

Matthew GILLIKINTransformer or Gobot - which one is your game?

Matthew Gillikin

October 2009: slides, audio
Andy Megowan: Stories That Write ThemselvesStories That Write Themselves
Andy Megowan

Summer 2007: article

Tim CONKLINGBorrowing from Hardcore


Tim Conkling

July 2009: slides, audio
Craig Holland: Survey Says!Survey Says!
Craig Holland

Winter 2007: article

Arthur HUMPHREYDesigning in the Crush - Building Brands in a Storm of Competition

Arthur Humphrey

July 2009: slides, audio
Sheri Pocilujko: 10 reasons women like casual games10 Reasons Women Like Casual Games
Sheri Pocilujko

Fall 2006: article

Alex NEUSEBIT.TRIP BEATdown

Alex Neuse

July 2009: slides, audio
Jason Kapalka: 10 ways to make a BAD Casual Game10 ways to make a BAD Casual Game
Jason Kapalka

Summer 2006: article

Designing Games For Women Designing Games for Women

Cheng, Baxter, Ray, Kiai, Kim, Mustapha, Spangler

July 2009: audio
 
Designing for Both Casual and Hardcore Designing for Both Casual and Hardcore

Carnes, Hanna, Pederson, Kiai, Mustapha

July 2009: audio
 
Principles of Game Design Principles of Game Design

Matkovskiy, Bessonov, Romanov, Elovikov

Fall 2008
 
A Storyteller’s Notebook: Tricks of the Casual Trade for Good In-Game StorytellingA Storyteller’s Notebook: Tricks of the Casual Trade for Good In-Game Storytelling
Kenny Shea Dinkin
Summer 2008
 
Your Own Zombie Army - Driving User Behavior with Game Mechanics and Behavioral Economics Your Own Zombie Army - Driving User Behavior with Game Mechanics and Behavioral Economics
Rajat Paharia
Summer 2008
 
Making a Game “Just Right” Through Testing and Play BalancingMaking a Game “Just Right” Through Testing and Play Balancing
James Smith

Summer 2008
 
Mapping the Game's Terrain: Under the Game Design MicroscopeMapping the Game's Terrain: Under the Game Design Microscope
Nick Fortugno

Summer 2008
 
You Too Can Fail at Multiplayer Games!You Too Can Fail at Multiplayer Games!
David Fox

Summer 2008
 
Eric Zimmerman: An Easy Kind of Love: Game Design Fundamentals for Casual Games An Easy Kind of Love: Game Design Fundamentals for Casual Games
Eric Zimmerman

Summer 2008
 
Fairies and Dragons: A postmortem of creating the first digital Happy MealFairies and Dragons: A postmortem of creating the first digital Happy Meal
Brian Robbins

Summer 2008
 
All Games Want To Be Great - Great Games Want To Be Multiplayer!All Games Want To Be Great - Great Games Want To Be Multiplayer!
Kenny Rosenblatt

Summer 2008
 
Kenny Dinkin: Character CashThe Art and Business of Story Development in Casual Games
Kenny Dinkin
Winter 2008
 
Nick Fortugno: Helpful HintA Helpful Hint: Under the Game Design Microscope
Nick Fortugno

Winter 2008
 
Geroge Donovan: The Pragmatic DesignerThe Pragmatic Designer
George Donovan

Winter 2008
 
Geroge Donovan: The Pragmatic DesignerLet Me Win!
Katie Stone-Perez

Winter 2008
 
Johnston, Rahn, Minkus: Sound PanelSound Panel
Johnston, Rahn, Minkus

Winter 2008
 
Nicole Lazzaro: The 4 most important emotions of game designFat Chance! Randomness and Luck in Games
Jason Kapalka

Fall 2007

 
picsPoints In Points
Nick Fortuno

July 2007: slides

 
Nicole Lazzaro: The 4 most important emotions of game designThe 4 Most Important Emotions of Game Design
Nicole Lazzaro

July 2007: slides, audio

 
Jamie Monberg: Putting the Brand into InteractivePutting the Brand into Interactive
Jamie Monberg

July 2007: slides, audio



 
Kenny Dinkin: Casual Characters Casual Characters
Kenny Dinkin

July 2007: slides, audio

 
AstropopSave a Tree, Design Without Paperwork
Tysen Henderson & Jeff Weinstein

July 2007: slides, audio

 
Jason Kapalka: 10 ways to make a BAD Casual Game - slides10 ways to make a BAD Casual Game
Jason Kapalka

Winter 2006: slides