RMIT Game Design

Interactive Digital Media Project – July 2009 – October 2013

Supervision of final year game projects.

Narrative and Communication – July 2012 – October 2013

Course design, delivery, and assessment covering story structure, craft, and game design.

Game Connect Asia Pacific

Games Literacy

Today’s students have never seen a world without video games.  They’re an integral part of life now, becoming a new cultural artifact, a new entertainment medium, and bringing with them a whole slew of new employment opportunities.

But how do they work?  And what are the parameters for having a meaningful dialog about them with our students?

In this session, Paul Callaghan, a veteran game developer, will explore the elements that contribute to games literacy and how that can be applied to traditional literacy and numeracy skills.

What does a writer do anyway?

Telling stories is an essential part of our cultural fabric, but in the face of a new medium, one in which mechanics, rules, and play are at the heart of the audience experience, we’re still learning how to work the thousands of years of accumulated knowledge in writing and storytelling to our best advantage.

An often-neglected discipline in video games, this session will look at the skills and craft that writers use when approaching storytelling, dialogue, structure, and characterisation, and how to apply those to video games without losing the particular strengths of the medium.  By dissecting the craft of writing, it will demonstrate the thought processes behind story creation, what does and doesn’t work within the medium of games, and why some of those boundaries exist.  It will also show how some of those core concepts are applicable to games without stories, informing mechanic, level, and systems design.

Looking to the future, the session will lastly speculate on the marriage of traditional narrative and mechanics, and the sorts of stories that can only be told in the medium of games by exploiting the fundamental gameplay forces of agency, choice, rules, and goals.

World Congress of Science and Factual Producers

Collaborate to Innovate: A Networking Opportunity for Producers to Meet Digital Media and Gaming Experts

Taking linear broadcast projects to online and gaming platforms can present new possibilities in creativity, finance and audience reach. The key to a successful transition lies in the collaboration of teams with multi-disciplinary expertise. This session gives the opportunity to a limited number of experienced filmmakers interested in convergence to meet one-on-one with Australia’s leading digital media and gaming experts. The morning will provide an overview of techniques and possibilities followed by 15-minute one-on-one sessions for targeted advice and potential collaboration with any or all of the digital specialists.

IGDA Melbourne

Trends for local indies 

An overview of local industry trends since 2000 and options for independent development.  More detail on the numbers can be found in the blog posts The State of Things and Collated data.

iDef

Do you have a game plan?

The state of the industry worldwide by Tony Reed from Reed Interactive followed by an overview of the roles and career paths in development.

Take me by the hand

Join game developers Craig Duturbure and Paul Callaghan as they walk you through their favourite games and reveal the highlights and hiccups of game development.

Game Connect: Asia Pacific 2009

Details of the 2009 GCAP program are now up on the website.

My session, What Does a Writer Do Anyway?, is on Tuesday December 8th at 3:35 as part of the Art / Design / Audio stream.

What does a writer do anyway?

Telling stories is an essential part of our cultural fabric, but in the face of a new medium, one in which mechanics, rules, and play are at the heart of the audience experience, we’re still learning how to work the thousands of years of accumulated knowledge in writing and storytelling to our best advantage.

An often-neglected discipline in video games, this session will look at the skills and craft that writers use when approaching storytelling, dialogue, structure, and characterisation, and how to apply those to video games without losing the particular strengths of the medium.  By dissecting the craft of writing, it will demonstrate the thought processes behind story creation, what does and doesn’t work within the medium of games, and why some of those boundaries exist.  It will also show how some of those core concepts are applicable to games without stories, informing mechanic, level, and systems design.

Looking to the future, the session will lastly speculate on the marriage of traditional narrative and mechanics, and the sorts of stories that can only be told in the medium of games by exploiting the fundamental gameplay forces of agency, choice, rules, and goals.

Academy of Interactive Entertainment

Guest Lecture: Independent Development

The shape of the local industry and opportunities for indie developers, including what to focus on, experimental gameplay models, and options for funding and distribution.

Screen Australia

Innovation Session

An overview of games as an industry and medium, their relationship to film, and their relative strengths and weaknesses.