I’ve decided that there’s been a glaring omission on this site. A couple of years ago I was invited to give a speech at the Game Connect Asia Pacific conference. “Cool,” I thought, “I’ve never been to Australia.” Then, having accepted the invitation, I found out later that I’d been scheduled at the keynote, this fact having somehow not been communicated to me. “Oh, shit,” I thought.
Just a quick note: with PAX Dev coming up, I’m going to be spending a lot of time prepping for the event, flying to and fro, and of course presenting. If the updates get sporadic here for the next week or two, it’s not for loss of interest on my part.
For that matter, I’m extending my stay for a few days, and it looks like I should be able to make at least part of the main show at PAX Prime.
Looks like I’ll be out at PAX Dev next week, helping to present the Mechanics/
I’m filling in at the last minute, so I’m not even briefed yet on exactly how we’re treating the material. But I know Marc has done these compressed workshops before at various times, and the event is always a hit with the attendees. For me, it’s a long way to go to teach for three hours, but it should be a lot of fun.
The festive advent of the Game Developers Conference is here. The conference basically starts a day early for me each year, with the pre-conference faculty meeting for the Game Design Workshop. Getting to California early is hardly an unwelcome thing after a winter in Boston.
How much time I’ll have to collect my thoughts about the conference remains to be seen. But, hey, if you happen to be here because I gave out my timstellmach.com contact information at the Workshop, then welcome!
I’ve had a busy week for a guy who thought he was still taking the summer off.
The other day, I was at the Singapore-MIT GAMBIT Game Lab to record a podcast. Matthew Weise invited Sara Verrilli, Laura Baldwin and me to talk about our work at Looking Glass. As we started, I wasn’t sure whether I’d remember bygone days well enough, but that doesn’t seem to have been a problem. We ended up chatting for a good hour and a half, so I imagine someone’s got a fair bit of editing to do. I’ll post here when I found out it’s online.
As I write this, I’m on my way to Manhattan, where I’ll be guest lecturing at Columbia for Prof. Yee’s class on Game Design and Production. My material is a talk on creativity exercises, based on stuff I’ve given before at GDC. Here on the train, I’m still in the process of adapting it to their syllabus, pulling out stuff I haven’t found useful, adding stuff I have, and generally punching up at least some of the tiresome bullet-list wrongdoing it originally committed.
I’m glad I took the opportunity to relax and get in better shape since my bout of gangrene in April (yeah, gangrene; it’s not as fun as it sounds). But I’d kind of forgotten the thrill of a good intellectual workout, too.
I have a couple of volunteer gigs coming up shortly. Next week, I’ll be reviewing paper prototypes with a group at the awesome Singapore-MIT GAMBIT Game Lab. I’ll probably draw heavily on Stone Librande’s material on the topic from the Game Design Workshop at GDC.
Later in the month, I’ll be helping GAMBIT’s Sara Verrilli with a game design exercise she’s developing for the Boston Beyond IQ Conference on highly gifted children. I’ve been to this event several times before, and am glad to finally have the opportunity this year to pitch in.