Adventures in Video Game Writing

Tuesday, November 13th

À Room 510D Categories: Game Design By: Ann Lemay, WB Games Montreal Elize Morgan, Ubisoft Jill Murray, Discoglobe Interactive Kim Belair, Ubisoft Lisa Hunter, Compulsion Games

Description: When should you be willing to sacrifice narrative for “cool stuff” that players can do? What are the best (and worst) ways for writers to collaborate with other members of a game team? What are the challenges and strategies for writing a game based on existing IP? A panel of writers from both indie […]

Armored Warfare: Lessons in UX/UI Design Process

Monday, November 12th

À Room 510D Categories: Game Design By: Kylan Coats, Freelance

Description: Obsidian is known for making premium, single player, RPG titles. So how did it tackle a free-to-play tactical online shooter like Armored Warfare? This session will discuss the UX/UI design of Obsidian’s first foray into the free-to-play space, as well as go over the design process lessons carried forward to its next unannounced title. […]

Beyond Screens: Bringing Games to the Real World

Tuesday, November 13th

À Room 510D Categories: Game Design By: Aleissia Laidacker, Magic Leap

Description: Immersive Experience Design is a field that game developers are starting to flock to. Bringing games and interaction to physical spaces. Now, with Mixed Reality technologies, game developers can start bringing everything they know about game development, to bring the Digital World to the Physical World. In this talk, developers will learn more about […]

Flinthook: Creating variety by designing 400+ rooms by hand

Monday, November 12th

À Room 510D Categories: Game Design By: Marion Esquian, Tribute Games

Description: Flinthook is a fast action-platformer with “roguelike” elements made by Tribute Games. The levels in this game are procedurally generated by assembling handcrafted rooms. Marion is going to speak about all the thinking and process behind the level design of Flinthook. How they created more than 400 rooms for the game. What are the […]

Having more Control: Remedy’s next game

Monday, November 12th

À Room 510D Categories: Game Design By: Thomas Puha, Remedy Entertainment

Description: In the previous years MIGS conferences, Remedy Entertainment has talked about how it has transformed from a single project studio to a multi-project, multiplatform organization and gone through an IPO to partly fund its new strategy. In 2018, we can finally talk about the first game borne under the new strategy, the multiplatform project […]

Help me out!: Designing for Team Awareness and Collaboration

Tuesday, November 13th

À Room 510D Categories: Game Design By: Jason Wuertz, University of New Brunswick

Description: in team-based activities such as sports, teammates develop situation awareness about each other’s location, status, and actions through cues such as gaze direction and ambient noise. To support situation awareness, multiplayer games provide awareness cues—information that games automatically make available to players to support cooperative gameplay. The design of awareness cues can be extremely […]

How Machine Learning Can Help Improve Your Game Design

Tuesday, November 13th

À Room 510D Categories: Game Design By: Tiago Tex Pine, Bethesda Game Studios

Description: a look into modern AI algorithms and tech, from Regression to Deep Learning, and how they can be applied to help Game Designers balance their games, updated content and design new features around what the audience is craving for. Targeted public: game designers, , data analysts, data scientists, producers, product managers, product owners, system […]

Subjective Simulation Design: Ludonarrative Congruence in the Shrouded Isle

Monday, November 12th

À Room 510D Categories: Game Design By: Jongwoo Kim, Kitfox Games

Description: Most management games depict an objective, materialist reality, focusing on the generation and expenditure of physical resources. The Shrouded Isle, in contrast, simulates the subjective, psychological reality of a cult’s leadership by having the gameplay focus on balancing conflicting religious and political motives. By exploring an alternative to standard reward cycles, system designers can […]

The Session: the atomic unit of free-to-play success

Monday, November 12th

À Room 510D Categories: Game Design By: Nicholas Lovell, Electric Square

Description: A successful F2P game has to make players open the game, have fun, leave and COME BACK, over and over again. Traditional game design techniques overlook the importance of a fast on-ramp that eases players into the game, that delivers a rewarding experience and, crucially, nudges the players out of the game again. In […]

Tutorialization: Hiding Your Gameplay Rules in Plain Sight

Tuesday, November 13th

À Room 510D Categories: Game Design By: Matthew Compher, Tarsier Studios

Description: How a developer might handle tutorialization and teaching the player the rules of a game when they are not allowed any text, UI, or spoken dialogue. Taken to this extreme, a very conscious approach to teaching needs to be taken. Pedagogical principles can be applied to level design much the same as with traditional […]