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Tim Dawson

Game Developer (Artist/Programmer), Witch Beam in Brisbane

Witch Beam - Learning Magic

PRESENTED ON SEP 18, 2014
IN TOKYO @ TOKYO GAME SHOW 2014

Tim Dawson, one third of his team from Witch Beam, talks about the indie game, Assault Android Cactus and how he was lead to making the shooter game. An action/arcade indie game that has been grabbing the attention of many companies and gamers alike. 

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Everything You Know About Video Games Is Wrong

BY COLIN HARVEY
@ VOL 1 ON MAY 03, 2012

The title of writer and academic Colin Harvey's presentation pretty much says it all: "Everything You Know About Video Games Is Wrong." Colin goes through the history of video games -- from Pong all the way to current dog raising simulations -- and reveals a lot of unlikely truths. (in English)

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Interactive Art Through Video Games

BY GREG WHISTANCE-SMITH
@ VOL 15 ON MAR 07, 2013

Greg Whistance-Smith examines what a video game is, and looks at the variety of expressions possible within interactive arts as a whole. He gives several examples of games which he believes have in some way transcended simply being fun, turning into interactive arts or experiences.

"Presentation of the Day" on April 1, 2013.

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Funktronic Labs

BY EDDIE LEE
@ BITSUMMIT MMXIV ON MAR 07, 2014

Eddie Lee is the founder of Funktronic Labs, currently working on the studio's first game, NOVA-111. In this presentation, we learn how Eddie got started making games, and what led him to Japan, where he worked at Q-Games before starting Funktronic Labs. He also describes the interesting take on turn-based gameplay seen in NOVA-111.

This presentation was recorded live at BitSummit MMXIV, the 2nd edition of the Kyoto-based indie game festival. 

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An Infectious Epidemic of a Game

BY ALEX ANIEL
@ VOL 115 ON JUN 25, 2014

Alex Aniel shares his long-lived passion for the games series Resident Evil (titled Biohazard in Japan) and how he relates to it. Take a look at his presentation for some insider facts about the production and evolution of the game's graphics!

"Presentation of the Day" on August 1, 2014. 

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Games as Interactive Art

BY CHRIS SOLARSKI
@ VOL 114 ON MAY 28, 2014

Artist, game designer, and author Chris Solarski speaks on the points where video games intersect with classical art, film, and animation. He discusses the interactive aspect of games, and how this element fundamentally changes the way we engage with images. 

"Presentation of the Day" on July 11, 2014.

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Where Games are Going (Or Not)

BY EDDO STERN
@ VOL 116 ON JUL 30, 2014

Artist, game designer, and UCLA Design|Media Arts professor Eddo Stern discusses a number of the projects he has worked on both personally, and in collaboration with his students. Here he shows off three projects in varying stages of development: a sensory deprivation game that uses haptic and audio feedback, a role-playing game that involves an audience of players using motion technology, and a hand-drawn game that incorporates elements of theater. 

"Presentation of the Day" on August 22, 2014. 

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Pacing in Games

BY PETE ELLIS
@ VOL 1 ON AUG 25, 2015

Why does pacing in storytelling matter and in particular, pacing in games. Pete Ellis uses classic scenes from films and one of his favourite video RPGs to show us how great pacing supercharges those emotional cliffhangers.  

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How to Sell Video Games to Schools

BY BRANDON PITTSER
@ VOL 22 ON APR 13, 2017

Filament Games has been exclusively focused on developing learning games for over 10 years, and They've recently cracked the code of selling learning games to schools. The want to share their secrets with you! From district administrators to rockstar teachers, they uncover how they use their allies in the field to evangelize for this important pedagogical movement. Brandon Pittser gives a high-level overview of what it takes to make it in the challenging, exciting world of K-12 educational games sales.

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Life Lessons with Atreus & Chloe: Mature Video Games as Opportunity Spaces for Family Conversation

BY ANGELA VANDEN ELZEN
@ VOL 8 ON MAR 07, 2019

Angela Vanden Elzen discusses Mature Video Games as Opportunity Spaces for Family Conversation.