To my knowledge I was the first person in the NC Community College system to teach game design (Fall '04 at CCCC, a year before CPCC and Wake began their programs).
See my blog about teaching game design.
Online classes are at http://courses.pulsiphergames.com.
Slides and audios of talks are here:
Audio from GenCon will be posted here. Slides below:
Introduction to Strategic Wargame Design slides
Multi-sided Multiplayer Game Design slides
How to Write Clear Rules slides
Multi-sided Multiplayer Game Design slides.
Slides for "On the horns of a dilemma". PDF of slides. Audio recording (later)
Links from my flyer:
Strategic Wargame Design slides (Powerpoint). 128K audio MP3. 86MB, hour and a half. The comments from the audience are sometimes difficult to hear. I've cut out the least audible.
These are slides for my seminars at GenCon this August. They are made to provide notes for listeners, or for those who cannot attend. They will not be shown at the convention. Consequently they are very wordy, but that's what you have to do. Each is followed by a recording of the seminar.
Business of Game Design: Getting the Attention of Publishers. Attention MP3 file.
Business of Game Design: Protecting your Intellectual Property. IP MP3 file.
Business of Game Design: Funding and Self-publishing. Publishing MP3 file.
Audio Of course you can design a game, but can you design a good one? (Earlier versions of slides are below.)
This mp3 file is 111 MB, nearly two hours. Much of the talk is about wargame design and about protecting intellectual property. It begins after some comments in the audience about college, hence my reference to college.
This file is a 106MB mp3, nearly two hours long. There are long silences when someone in the audience is speaking.
Version of the slides, revised after the talk.
A one hour audio recording (mp3, 57MB) is here. It was recorded on a Sansa e250 mp3 player/recorder sitting in my shirt pocket as I talked, so it's not professional quality, but it is understandable despite the occasional blip. My prepared talk ended at 47 minutes, the remainder is questions and comments and you'll rarely hear the questioner, who is far from the recorder. I wasn't very good about repeating the question, unfortunately.
Powerpoint slides:
The slides for the next two are somewhat disorganized, as I separated one talk into two. If/when I revise them I'll take out this statement:
Of course you can design a game, but can you design a good one?
MP3s. These are quite large MP3s (high quality from WAV files), upwards of 50MB each. Each of these is less than an hour (except perhaps the last). You probably won't be able to hear remarks of the presenter (in the fourth one) or questions asked by the audience in the audio below; generally I've stopped the recording at the point of audience questions.
Starting (This one starts a minute or two after I began the talk. I've left some question-answers at the end.)
Of course you can design... (I didn't record this at Origins, this is the same file as linked from Birmingham below.)
Of course you can design a game, but can you design a good one? (Powerpoint slides)
MP3 of the talk. You probably won't be able to hear remarks of the presenter or questions asked by the audience in the audio below.
What video game designers can learn from 50 years of tabletop games. Powerpoint slides. Audio MP3.
Careers in the game and simulation industry.
Careers in the game and simulation industry.
"Getting Started in the Industry" Powerpoint slides.
"How to Design Games" Powerpoint slides.
"How 'hard core' attitudes hold back the video game industry"
"Getting Started in the Industry" Powerpoint slides. Revised 5 July 08.
MP3 (podcast) of this talk (32Mbps, 24.5MB). The questions and comments from the audience are likely inaudible. Recorded with a Sansa E250 MP3 player. As the 128Mbps version of this is nearly 100MB, I think I'll stick with the 32Mbps to conserve bandwidth.
"How to Design Games" Powerpoint slides. Revised 5 July 08.
MP3 (podcast) of this talk (32Mbps, 20MB). The questions and comments from the audience are likely inaudible. Recorded with a Sansa E250 MP3 player. My recorder unaccountably stopped several minutes before *I* stopped (the 18 questions were the last thing before question time). Sorry.
Breaking into the non-electronic game industry. PDF format. One page summary of what you need to do and think.
I'm including here Ian Schreiber's talk "Game Design for Teachers". Ian is a brilliant young man who has come from the video game industry into teaching. Unlike most teachers, he researches the underpinnings of teaching and of games, and talks about some of this here. His blog about teaching game design is at http://teachingdesign.blogspot.com/.
This is available for download in two formats: 128 Mbps (44 MB in size) 32 Mbps (11 MB in size)
Slides for Ian's talk (Powerpoint). Supplementary information (brief Word document).
"The Iterative and Incremental nature of game design" Powerpoint slides
"Getting Started in Game Design" Powerpoint slides.
"The Process of Designing a Game" Powerpoint slides.
Podcast (26 MB). This is a recording (via MP3 player) of a talk at Origins 2007 "Getting Started in Game Design". Matt Forbeck, one of the Guests of Honor, volunteered a few days before the talk to participate, but he was further from the recorder. (He had to leave after the first hour.) The recording method limited the quality. Moreover, questions from the audience are not audible, though my answers are. A set of slides that I used (though I didn't pass out, too much expense!) is available above.
Podcast (23 MB). This is a recording (via MP3 player) of my talk at Origins 2007 "The Process of Designing a Game". The recording method limited the quality. Also, I missed the first couple minutes before I remember to turn on the recorder! Finally, questions from the audience are not audible, though my answers are. A set of slides that I used (though I didn't pass out, too much expense!) is available above. I also used a diagram of the process that is available at http://pulsiphergames.com/gamedesign/GameCreationProcess.htm.
Student Retention Powerpoint slides.
"How to Design Games" Powerpoint slides.
"How to Design Games" Powerpoint is here. If I can find a publisher, I intend to write a book along the same lines, but specifically aimed at novice designers (whether of boardgames or video games).
My topic was "Teaching Game Design in Community Colleges," June 24 at 4:15. I was also on the discussion panel late Saturday afternoon (25th). http://dgxpo.com
Slides for my talk are here. (Powerpoint: when printing, be sure to choose "Black and White" to avoid a black background.)
See below for more information.
Download Dr. P's NCCIA slides. (Powerpoint: when printing, be sure to choose "Black and White" to avoid a black background.)
Course Outline (now out of date) for "Intro to Gaming" (Word document)
Web sites: Tom Sloper, Chris Crawford. Ernest Adams
Prensky "Digital Immigrants" article (PDF): part 1, part 2