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PechaKucha Presentation

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Peter Meldahl

in Bergen

What went wrong with success?

PRESENTED ON OCT 23, 2015
IN BERGEN @ VOL 4

Peter Meldal presents Teslagrad, a breakout success for Rain games. However, just because a project went well doesn't mean some parts of it did not go terribly wrong as well. This is a look at 2 things that the team wish we got right the first time around.

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Everything You Know About Video Games Is Wrong

BY COLIN HARVEY
@ VOL 1 ON MAY 03, 2012

The title of writer and academic Colin Harvey's presentation pretty much says it all: "Everything You Know About Video Games Is Wrong." Colin goes through the history of video games -- from Pong all the way to current dog raising simulations -- and reveals a lot of unlikely truths. (in English)

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The Olympic Games and Derbyshire

BY RORY SLATER
@ VOL 6 ON JUL 25, 2012

Rory Slater's presentation reveals what role the county of Derbyshire played in this year's Olympic Games. (in English)

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Interactive Art Through Video Games

BY GREG WHISTANCE-SMITH
@ VOL 15 ON MAR 07, 2013

Greg Whistance-Smith examines what a video game is, and looks at the variety of expressions possible within interactive arts as a whole. He gives several examples of games which he believes have in some way transcended simply being fun, turning into interactive arts or experiences.

"Presentation of the Day" on April 1, 2013.

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The Indie Game Revolution

BY MAX TEMKIN
@ VOL 29 ON MAR 04, 2014

Max Temkin talks about the revolutionary change in the computer gaming industry from publisher and distributor producted games to independent games that could be sold directly to the customer. Temkin gives an overview of independenly created games, like minecraft, fez, and spleunky, in order to show what great games (and great art forms) could be created outside publisher and distributor influences. 

"Presentation of the Day" on April 2, 2014.

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Games as Interactive Art

BY CHRIS SOLARSKI
@ VOL 114 ON MAY 28, 2014

Artist, game designer, and author Chris Solarski speaks on the points where video games intersect with classical art, film, and animation. He discusses the interactive aspect of games, and how this element fundamentally changes the way we engage with images. 

"Presentation of the Day" on July 11, 2014.

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Life as a Digital Designer

BY HAZEL SAVAGE
@ VOL 6 ON SEP 19, 2014

Hazel Savage is a Nottingham-based digital designer, who builds various games, physical games, silly games and silly physical games. You can play the games mentioned in her presentation here. Hazel is also a part of GameCity - The world’s friendliest videogame festival.

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Pacing in Games

BY PETE ELLIS
@ VOL 1 ON AUG 25, 2015

Why does pacing in storytelling matter and in particular, pacing in games. Pete Ellis uses classic scenes from films and one of his favourite video RPGs to show us how great pacing supercharges those emotional cliffhangers.  

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Evolution of Love and Sexuality in Games

BY HANNAH BEUGER
@ VOL 13 ON FEB 24, 2015

Hannah Beuger is student game design en deed onderzoek naar de ontwikkeling van sexualiteit in games. Ze laat zien hoe dit vanaf 1979 tot nu ontwikkelde.

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How to Sell Video Games to Schools

BY BRANDON PITTSER
@ VOL 22 ON APR 13, 2017

Filament Games has been exclusively focused on developing learning games for over 10 years, and They've recently cracked the code of selling learning games to schools. The want to share their secrets with you! From district administrators to rockstar teachers, they uncover how they use their allies in the field to evangelize for this important pedagogical movement. Brandon Pittser gives a high-level overview of what it takes to make it in the challenging, exciting world of K-12 educational games sales.