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Expressive Design Tools
Abstract: Game
design requires an interdisciplinary team, with engineers, artists,
designers, musicians, marketers, and many others working together. At the
core of this process for digital games sits technology: games are shaped by
the tools we use to make them and our ability to model the concepts they
address. AI researchers are always coming up with new
technologies in the service of existing games; this talk encourages
questioning how these technologies could be used to make new kinds of games
or new kinds of design experiences. Specifically, this talk calls for the
creation of what I call "expressive design tools": systems imbued
with an understanding of a game's design that are
sufficiently controllable and expressive for use in the design process. I
describe my experience creating such a tool and how it enabled the creation
of a completely new kind of game, and close with a discussion of open
research problems in procedural content generation and expressive design tools. ______ Gillian Smith is Assistant Professor at
Northeastern University, with a joint position in the College of
Computer and Information Science and the College of Arts, Media, and
Design. She received
her PhD in Computer Science from UC Santa Cruz. Host:
Prof. Kathi Fisler Refreshments will be served. |
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