game design

3 statements across 3 episodes · 2 bullish · 0 bearish · 3 people on the record · first statement Dec 6, 2017 by Kevin Slavin · across every show →

Everything said about game design, oldest first

Dec 6, 2017 positive
Insight
Slavin: VR games should embrace headset wearing and local asymmetric information
“Maybe what the materiality of the medium of VR should include the fact that you're wearing a fucking helmet, right? Like, you know, and you're in a room with other people, right? Like maybe that's not like maybe that's not something to write off. Like maybe th…”
Kevin Slavin Dec 6, 2017 ▶ 23:26 There's an Art to Getting Brilliant People to Surprise Themselves - Kevin Slavin of The Shed · Y Combinator
Apr 27, 2018
Insight
Mobile game features should be designed around concentric rings of timescale
“If you think of it, sort of, concentric rings, if that's the thing you're doing every second, then what are you doing every 10 seconds, or minute or week, or month? And then, sort of, like, creating features that accommodate for those different, sort of, time …”
Patrick Moberg Apr 27, 2018 ▶ 47:00 Gaming Studio Founders - Patrick Moberg and Holly Liu · Y Combinator
Dec 20, 2018 positive
Insight
Lantz: Close reading of difficult texts is the best intellectual proxy
“I don't know how to get smart, but I think that's the closest proxy we have, right? You know so we try to, like, incorporate that in, into the curriculum, that there's, that they're bumping up against things that they might not have encountered on their own. Y…”
Frank Lantz Dec 20, 2018 ▶ 39:43 Frank Lantz - Director of NYU's Game Center and Creator of Universal Paperclips · Y Combinator
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