GDC 2012: “Player Stories and Designer Stories”

Games are inherently participatory. That interactive nature is the reason for why we play games, and it’s how computer games are powerfully different from all other media. But whose story does a game tell? That of the player, the game character, or the designer? The answer lies somewhere in the middle, and this lecture provides…

GDC 2010: “Introduction to Level Design”

This in an introductory look at the world of level design that I presented at the first Level Design in a Day tutorial at GDC 2010. It looks at what a level designer does and how she does it. The material is entry level, but I tried to provide a good overview of the disciplines….

GDC 2010: “What Happened Here? – Environmental Storytelling”

This lecture, which I presented together with Harvey Smith at the GDC 2010, examines the game environment as a narrative device, with a focus on further involving the player in interpreting (or pulling) information, in opposition to traditional fictional exposition. Harvey and I provide an analysis of how and why some games in particular create…