Open Source Game Design
summary
Designer describes building six documentary board games about historical traumas, one project reaching 50,000 handmade pieces (at 35,000 in progress), publishes full build notes and paint recipes, and refuses to sell prototypes while teaching others to recreate them for free. Publicity from Wired and Wall Street Journal leads to workshops, internships and a BAFTA, proving that open-source design patterns and sharing level curves, loot tables and processes grow communities. Examples include using Twine and Fungus and releasing parts of commercial projects as reusable assets.
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chapters (10)
- 0:00Introduction and background
- 1:18Early game design experiences
- 3:45Joining the industry
- 6:05A pivotal moment
- 9:28Documentary game design
- 11:28Sharing games and feedback
- 13:59The power of open ideas
- 15:48Reinventing the wheel
- 17:37Open source game design
- 20:06Conclusion and call to action
related talks
32mDesigning with Heart and Head
21mKeynote: Game Design Thinking + Social Justice
03mCool Little Playable Things - Supporting Transformational Games Outside Formal Contexts
42mPanel - The Many Faces of Game Development
43mGame Design lessons from designing Football, Tactics & Glory
45mGame Design War Stories: Tales from the Trenches
09mLessons from Homebrewed Hybridity: Designing hybrid digital boardgames for distanced play
15m"It Started as a Joke": On the Design of Idle Games
