Chris Hecker
Technology Fellow
Maxis/EA

Chris focuses on solving hard game design and technical problems found at the intersection of gameplay, aesthetics, and engineering. He is an outspoken advocate for pushing the current boundaries of design and interactivity, in the hope that games will achieve their full potential as an art and entertainment form. To this end he helps organize the yearly Indie Game Jam and the Experimental Gameplay Workshop, and his recent work at Maxis has centered around using advanced proceduralism to enhance player creativity and agency. Chris has been on the advisory board for the Game Developers Conference for many years and is a regular speaker at the GDC, Siggraph, and other conferences.

Chaim Gingold
Game Designer
Maxis/EA

Chaim is the design lead on Spore's editors. During several years of pre-production on Spore, he wrote and/or designed so many prototypes, that if you stacked them up, they would reach the moon. Chaim has jammed at the Indie Game Jam, and spoken at conferences around the world on prototyping, the design of creative tools, and game design. He has a masters degree from Georgia Tech's Information Design & Technology program, and is an active participant in the academic game research community. His masters thesis, Miniature Gardens & Magic Crayons: Games, Spaces, & Worlds, analyzed the work of master game designers Will Wright & Shigeru Miyamoto.

 

Advanced Prototyping

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.

Takeaway: Creating effective prototypes of game designs and user interfaces

Intended audience: Advanced developers, preferrably with some prototyping experience