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GDC 2006 Presentations

The GDC website doesn't have any videos of the sessions as of yet, but PowerPoint presentations are available for free and for $7.95 you can download the audio recordings from GDCRadio

Here are the presenations and recordings that I found by the Maxis producer Caryl Shaw, and senior development director of Maxis Eric Todd.  I also found the audio recording of session by Chaim Gingold, an associate game designer of Maxis, and Chris Hecker, a technology fellow of Maxis.

Building Community Around Pollinated Content in Spore
60-minute lecture by Caryl Shaw.
Overview: This session explores how user-created content in other Maxis products like SIMCITY and THE SIMS 2 created a different kind of online community and how those lessons are being applied in the Pollinated Content System in SPORE. Specifically, the talk looks at how to tailor the system to appeal to both users who specialize in creating content and users who are more likely to download someone else's creations.

Spore: Preproduction Through Prototyping
60-minute lecture by Eric Todd.
Overview: This session explains how prototyping can be the heart of a virtuous cycle during preproduction. The cycle is illustrated with concrete examples and numerous prototypes from Spore's preproduction phase. Potential pitfalls are highlighted.

Advanced Prototyping
60-minute lecture by Chaim Gingold and Chris Hecker, intro: Will Wright
Overview: Creating effective prototypes of game designs, user interfaces, and technologies requires a unique set of skills and knowledge, somewhat distinct from the skills used in making a game. This lecture discusses creating these various types of prototypes from an advanced and in-depth perspective. The talk goes through a number of important questions and topics that should be addressed before, during, and after the prototype is created, including metrics for judging the effectiveness of prototypes, how to decide the focus of a prototype, how to design, start, and build the prototype, both from a content and a code standpoint, and how to iterate the prototype via testing and integrating feedback. Various approaches to these issues are compared and contrasted, with the end goal of teaching attendees how to create successful and high quality prototypes.

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