The 2008 Project Horseshoe reports are up! We wrote about how to diagram multiplayer games using skill atoms. Truly a brilliant weekend. The discussion was quite wide ranging and as a result the write up became a bit…long. However, the results should spark a few brain cells. Let me know what you think! 🙂 https://www.projecthorseshoe.com/reports/ph08/ph08r5.htm Best wishes, Danc. PS: There are some great reports up this year so be sure to browse around a bit.
I’m writing this on the long flight back from Project Horseshoe 2008. The last bittersweet night, we stayed up till five AM playing games and talking about games. The conversation shifted from the slow death of games as we knew them, to fresh games that will change the world, to the little tips we use to thrive each day. There is something distinctly surreal about chatting quietly with such an intimate knowledgeable group during the […]
Gamasutra was kind enough to post the report our group produced this year at Project Horseshoe. If you are interested in a brief glimpse into the thoughts of veteran game designers, it is worth a read. The topic our group chose was roughly related to ‘story in games’. However, it became quite clear that the group was more interested in discussing how games are able to support powerful new experiences. Story, in the traditional sense, […]
Here are my slides (with talking notes) from Project Horseshoe. I blazed through this in about 30 minutes since dinner was waiting and there is nothing more ornery than a crew of wild haired game designers in complete glucose crash. See if you can spot the source of the infamous ‘8mm’ meme that stalked the conference. Since it was Halloween yesterday, let’s start with a tale of horror. Not so long ago there was an […]
Hola. Amigo. First, isolate the group I just stumbled back from Project Horseshoe, the amazingly intense game design think tank set in the deep wilderness of Texas. Ah, Texas. Armadillos sporting leprosy and overhanging trees dangling with dozens of wiggling arachnids were amongst the more colorful wildlife lurking on the isolated ranch where we stayed. There is nothing more endearing than having a conversation about virtual gods interrupted by a friendly eight-legged fiend swaying two […]
The further I dig into new product development practices the more I crave a simple way of helping folks new to the concepts visualize them quickly. In that spirit, I’ve assembled a little pictorial journey through the intriguing landscapes of waterfall, agile, portfolio management and stage gate. For fun, there is also a description of how you can apply portfolio management techniques to individual agile project as a technique for additionally reducing the design risk. […]
The 2006 Project Horseshoe reports are out! In the place of my irregularly scheduled essay, I’d like to point you toward the collaborative report that I’ve been working on with our appropriately named “PlayDough.” We dug deeply into the issues around funding innovative games and ended up producing 18 pages of revolutionary white paper goodness. Click here to read the report. Now for a bit of commentary on the topic of innovation and business. We […]
I attended a unicorn convention in Texas this past weekend. I always tell people that the role of ‘game designer’ is really a mirage left over from the days when there were one person teams and we needed a term to described the person who mashed together the messy creative gunk inside a game. Nowadays, we have specialists: Level designers, producers, creative directors, AI programmers, UI coders, writers, artists and more. Few companies seem to […]