Lecturer, University of East London
Undergraduate teaching across BSc (Hons) Computer Games Development and BA (Hons) Computer Games Design – Story Development, with a focus on creative practice, experimentation, soft-skills, and narrative design.
- Creative Practice – Tutor
- Dissertation – Project Supervisor
- Dynamic Gameplay – Module Leader
- Game Development – Tutor
- Game Programming 1 – Tutor
- Game Programming 2 – Tutor
- Game Studio – Module Leader
- Games Analysis and Research – Tutor
- Games Design – Tutor
- Narrative and Gameplay Design – Module Leader
- Professional Games Writing – Module Leader
Storytelling & Archetypes
Workshop exploring the role of storytelling and its relationship to cultural organisations and events, and at how archetypes of protagonists, antagonists, helpers, and tricksters can help to think through communicating organisation values & activities
Animation & Illustration
Three workshops on Games as Moving Image, Psychogeography, and System Design
Playing Systems Workshop
Join Coney to discover how the tools of game design can be applied to the real world. We’ll see if we can recognise how everyday systems around us play as games, then how we might hack and rewire them to play better. It’s not about gamification but perhaps its very opposite.
The workshop, facilitated by Paul Callaghan and Tassos Stevens, is an exploration of practice, with the aim of creating a toolbox and guidance that can be documented and shared later. It’s open to anyone but places are limited; please send an expression of interest to firstname.lastname@example.org.
Digital Writing Seminar
A look at the essential skills for games writing and design for traditional narrative writers.
Big Splash Workshop
In the first Big Splash event for 2011, join ABC Open’s Ann Chesterman, Freeplay Independent Games Festival Co-Director Paul Callaghan and creator of mystoryworld.com.au Matt Blackwood as they talk about innovative ways to share your story, from using new media to writing for video games.
Business of Being a Writer
Finding work, filing tax, managing deadlines, sending invoices… welcome to the life of a writer. We know how confusing it can be trying to navigate the business side of creativity so we’ve designed this special masterclass to give you the tools and confidence to work as a writer.
With five sessions, two inspiring keynote addresses, handouts, and plenty of time for questions, we’ll help you navigate the business of being a writer. Sessions will cover:
- Business & legals – from getting an ABN to sorting out tax and insurance
- Getting the money in – setting rates, how to invoice and managing tax flow
- Process & organisation – juggling projects, time management and good work practices
- Relationships – maintaining good relationships, finding work and support networks
- Marketing & self-promotion – how to get your name out there and keep it out there
Design and delivery of the game development strand of the 2011 Innovating with Technology (IWT) Games-based Learning program.
Writing for Games Workshop
Games, like all mediums, have their own strengths and weaknesses as a storytelling medium. This workshop takes a look at what makes games tick, what you can learn from traditional forms, and what you should know about the expressive power of mechanics.
Games Writing Workshop
The gaming market continues to grow, and concepts and stories are becoming more sophisticated in structure and style.
AFTRS introductory workshop is designed to give aspiring game writers the fundamental skills, knowledge and techniques required to write successfully for the games industry. It will explore the interactive strength of the medium and outline and explain the avenues and technologies available that game writers can utilise. This course will get you started and refine your technique.
Aims and Objectives
By the end of this workshop, participants will be able to:
- Outline stories for games using traditional storytelling and structural techniques
- Understand how games integrate mechanics, rewards, and non-linear elements
- Write game-specific scenes, including conversations and characters
- Deconstruct existing games to better understand their storytelling techniques, including plot, character, dialogue, and theme
- Use available technology to write for specific game engines