I know it was a few months ago, but I’m just getting around to cataloging all of my sessions from the Game Developers Conference 2013. Below are links to videos and coverage of some of the panels and lectures with which I was involved. If you weren’t at the conference, this piece from the NY Times helps convey the vibe of the gathering, and includes a quote from me about how the industry is changing.
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As part of ESI’s “Very Important Questions” feature on their blog, they published this interview with Nathalie Pozzi and myself. After meeting some of the Edwin Schlossberg Inc staff at Come Out and Play this summer, they invited Nathalie and I to give an afternoon talk and workshop this fall.
The playful little interview covers games we have played as children and adults, as well as advice for budding game designers.
Recently posted online: a radio interview of Nathalie Pozzi and I that took place during the Come Out & Play festival. We hold forth on our game Cross My Heart + Hope to Die, the clash of our design disciplines, and the relevance of ancient mythology to pop culture, all against an audio background of noisy street gamers. This link will take you to the page (our interview will be at the top of your screen). Enjoy!
Cross My Heart + Hope to Die is a life-sized labyrinth game about desire and betrayal inspired by the myth of Theseus and the Minotaur. It premiered at the Come Out & Play Festival of street games this summer, where it won the special Jury Prize for outstanding design. Created with architect Nathalie Pozzi. (photo © lia bulaong)
DRIFT is an architectural proposal created with Clara Klein & Nathalie Pozzi for the Sukkah City competition. Visitors play a game in a floor-to-ceiling grid by tracing paths and moving felt orbs. We weren’t selected as a winner from among the 600 competitors, but it has been made clear to me that in the world of architecture, proposals can be considered works in and of themselves. So here it is.