Ever wanted to design a game but didnâ€™t know the best ways to do it? Well, this isnâ€™t your panel. Designing games is as much about what NOT to do, as it is what you should do. In this panel, we'll review different mistakes new (and experienced) game designers make.
Join Guests of Honor Larry Elmore and Aaron Williams along with other artists working in the industry creating the visual personification of your favorite written characters. They will talk about the collaborative process working with writers, designers and producers to bring the imaginative into reality.
There are many challenges that face a game designer when converting a popular license (movie, book, television program, etc.) into a game. The first challenge is the ability to make a game that "feels" like the license it is paying homage to. The second challenge is making sure the game is directed toward the publisher's target audience. The greatest failure involves feeling like the license is simply "tacked on." This seminar will discuss these challenges and ways that designers overcome them.
How many years have you been running your gaming sessions with the same players? Â Have things become routine, predictable, even old? Are your players less enamoured with playing than they use to?Â Then maybe itâ€™s time to reinvent your campaign?Â With years of experience in game design and running their own worlds, our panelists will offer ideas about how to improve your existing campaigns and how to brief new life into old story lines.
Each game designer develops his or her own method of bringing an initial game design concept to life. Topics covered include concept development, prototype creation, playtesting sessions, pitching games to publishers, and doing everything that's necessary to help move the process forward. Panelists will also discuss ways for new game designers to approach publishers and get their games noticed.
There are varied opinions on what constitutes American game mechanics vs. European game mechanics. The next generation of game design involves marrying the two concepts: seizing upon what makes both types of games great and avoiding the pitfalls that can accompany each game style. This panel will discuss what elements are typical of American games and which are typical of European games, and how designers can attempt to marry the two comfortably together.
Explore the cosmology of Eberron with setting creator Keith Baker. Topics include the ways in which the planes impinge on the material world, how to use the planes in a low level campaign, and the nature of the planes themselves.