Soren Johnson (Design Director, Mohawk Games)
Pass Type:
All Access Pass, Core Pass
Topic:
Design
Format:
Lecture
Vault Recording: TBD
Audience Level: All
Can games teach us about our ourselves? Can a game be a statement about the world? Do we design games intentionally or accidentally? This talk addresses these question and much more, including Voros McCracken, Ottoman fratricide, fancy hats, Le Corbusier, nuclear holocaust, Mt. Rushmore, and the 1994 Caribbean Cup. Come to find out how hard it is to run a sweatstop. Stay for a hopeful and skeptical look at how to make games that say what we want them to say.
Takeaway
Our players understand our games better than we do, and if want to know what our games mean, we should ask them.
Intended Audience
Game developers who care what meaning their players take from their games.