|    Game Design

Creating compelling, immersive games requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. While game designers need to understand and exploit the possibilities of new technologies such as realistic physics, facial expressions, and lighting techniques; they must also continue to master the traditional disciplines of drama, game play, and psychology.

The Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques.

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Engines of Play: How Player Motivation Changes Over Time
Vanden Berghe (Ubisoft)
This lecture presents a model of how player motivation changes over time through the Big 5 model. The Big 5, we find, predicts player acquisition behavior ('taste') & 'reactive' rejection behavior ('ragequit'), and that SDT predicts retention ('satisfaction') & 'boredom' rejection behavior. The fact that we now understand the correlations between each of the facets of these two models and game design elements means that we can, through a template that I will give in the presentation, connect all of the major gameplay elements we are designing into the game with measurable and verifiable human motivations in our playerbase.

The talk is intended for designers, marketers, producers, and other developers who already have a basic working knowledge of how game elements interact with human motivations, but the talk will provide enough of a basic framework of the topic to ensure that newcomers won't be lost. Attendees will leave with an understanding of what motivations are likely active in your players at what point in their experience with your game, and a template to help you map out how your game will engage those motivations and communicate that plan to everyone involved in making your game.
Doing it Live: Postmortem on a Nine Month Soft Launch
Seth Sivak (Proletariat Inc.)
World Zombination, an Editor's Choice strategy game on iOS, spent nine months in soft launch before going live worldwide. During that time the game tripled day seven retention and was able to quintuple lifetime value. This talk recounts the features added and the experience of the team going through the geolocked beta process leading up to a worldwide launch.
The Impact of Open Development on Unreal Tournament
Jim Brown (Epic Games)
Unreal Tournament is an experiment in open development; the game was available from the very first line of code and is being built as a collaboration between Epic Games and the gaming community. With a team of experienced developers and an established franchise, we thought that it would be a relatively straightforward process, but we quickly learned that our preconceived notions of community and shared development left a lot of room for interpretation. This unexpectedly resulted in an exploration of new design processes that were radically different than our traditional methods, and left us all as better developers.
Fear, Love and Great Big Ideas
Jonathan Evans (Lumo Developments Ltd)
How do you keep players playing in an insanely busy world, full of distractions and entertainment? The answer lies in clever game design that satisfies, short, medium and long term play experience. By creating short, medium and long term game loops, your game can satisfy far more players, and keep them playing longer. Drawing together game design theory, player psychology and years of experience, this talk will examine game loops paying particular attention to the long term "meta-game loop" and how using an emotional connection can be your most powerful design feature.
Cities: Skylines, a Case Study
Karoliina Korppoo (Colossal Order Ltd)
A city-builder, made by a team of thirteen people from Finland, is hailed as better than the new SimCity. How is this possible with such a small team and limited resources? What features make Cities: Skylines such a popular game? What sort of unique design challenges does a project of this magnitude have? Cities: Skylines is a classic city-builder, following in the footsteps of SimCity 4. It was published in March 2015. It has sold over a million copies and continues to draw in interested players from all over the world.
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