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Project Horseshoe

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About Project Horseshoe 2008      proposed topics
The Business of Horseshoe: 

Profitability
Benefit from extended discussions on what's been, what is and what will be. 

Competitive Edge
Explore new and emerging techniques, methodologies, and technologies. 

Information Access
Examine the issues; find the answers you need. 

Networking
Go one-on-one with the best brains in the business. 

Participate In:
Group Discussions
Group Roundtables
Small Group Sessions
Facilitated
   Brainstorming
Open Debates

Who Should Attend?
Game Designers
Game Producers
Middleware
   Developers
Game Industry
   Futurists
Game Writers
Game Design
   Consultants


What attendees have said about Project Horseshoe

Read comments from some of the folks who have attended Project Horseshoe.


Executive Chairs:
George Sanger,
President
The Fat Man

Linda Law,
Vice President
The Fat Man

Executive Director:
Teresa Avallone,
CEO
Avallone Media Group


Technical Advisors:

Patricia A. Pizer,
Senior Designer, Online
Disney Interactive Studios

Nicole Lazzaro,
President
XEODesign, Inc.

Mike Steele,
Vice President
C3L3B Digital

Bob Bates,
Game Designer and Writer
www.bobbates.com

Mark Terrano,
Design Director
Hidden Path Entertainment

Project Horseshoe
A Conference Hosted by The Fat Man
Developed by The Avallone Media Group

Contact:  Teresa Avallone
25550 Boerne Stage Rd. #73, San Antonio, TX 78255
Phone:  (512) 689-5486, Fax: (512) 454-8999
E-mail:
 

Announcing Project Horseshoe:
The Third Annual Game Design Think Tank
Novem
ber 6-9, 2008, Canyon of the Eagles
Lake Buchanan, Texas

Solutions to some problems require the efforts of more than one person. Some problems are simply too big to be fully understood by an individual working alone.

Project Horseshoe is a conference to bring together a group of smart people (The Horseshoe Group), solidify their opinions, and put to good use the combined skills of those people to positively influence the art and science of game design.

Conference attendees will:

1. Identify the biggest issues/problems in the area of game design.
2. Attack 3-6 of those issues/problems in facilitated workgroups.
3. Create reports including action items.
4. Take accountability for those action items.
5. Follow up on action items after the conference.

Because of the dynamic nature of this industry, workgroup topics are discussed on the Project Horseshoe e-mail reflector just prior to the conference and chosen by a unique brainstorming session on the conference's first day. This gives all present a chance to steer the direction of the powerful Horseshoe Group, and to simultaneously benefit from immediate feedback and input from the other remarkable attendees.

Your conference fee will cover everything from your arrival at the Austin airport to your return there: shuttle, meals, lodging, drinks, games, jam sessions, toys, notepads, snacks, bandannas and surprises: everything needed to create the perfect atmosphere for productive brainstorming.

For the 2008 conference, come well-rested. You will spend from 8:00 AM to 7:00 PM formally discussing and directing the future of game design via speaker sessions, roundtables, and breakout groups. Discussions will continue, informally, around dinner and the campfire well into the night.

Please get your registration forms in early. For productivity's sake we limit the conference to a maximum of 50 attendees. We are looking forward to seeing you at this year's conference!

The Conference Structure:

Thursday: With our heads full of misconceptions, we arrive at a beautiful canyon in Texas. Maybe see a Bald Eagle.

Thursday afternoon: Everybody begins to glow with excitement as they realize the scope of what they might be discussing and achieving with these diverse and brilliant people in this beautiful place.

Thursday night: Short inspirational speeches, and one of those parties that you know is a good party from half a mile away, because of the delightful tone of the laughter.

Friday morning: Now, with all this excitement built up, everybody is just dying to share the important message or agenda that they brought in their mind--but they are having a little trouble remembering what it is.

What's worse, we have three talks, each only 20-30 minutes, that are designed to introduce thoughts or points-of-view so new and disorienting that we all completely drop the ideas and personal agendas that we came with. By now, we are bursting with creative energy, and we lack only a direction in which to channel it.

Late Friday Morning: Roundtable discussion, free-form, in which we finally get to discuss the most exciting and frustrating things on our mind, in light of what we remember, what we imagine, what we are inspired about, and what we foresee. This only goes on an hour or so, so it is kept at a very "high-concept" level. Everybody is encouraged to speak, and people are discouraged from monopolizing the airwaves.

Friday around Noon: We begin to take requests for topics that might be worked on in the breakout groups. We write those topics on the walls. After we run out of time or topics, we look for patterns in the topics posted on the walls, and try to see if they can "clump" together in a symbiotic way with other topics.

Things usually work out so that there are about four areas, with a fairly even number of attendees interested in each.

Friday after lunch: Workgroup efforts commence. Each workgroup has a facilitator to help them stay focused and on track. The task is daunting, but not impossible. Each group will spend the rest of that day and all day Saturday addressing the topic they have selected.

People may visit other groups or switch groups if they want to, or, if the Muse tells them that no group is right for them, they can spin off with some new friends and form a "rogue group." Or they can go off by themselves and talk to the Eagles.

Friday evening: Dinner under the stars, a hayride to the observatory, a campfire jam session, games, continued discussion of workgroup topics, friendly conversation, and philosophical rants into the wee hours of the morning.

Saturday: Workgroups kick into high gear. An early morning epiphany is typical, especially within groups that had struggled the day before. A report and presentation from each group is due late in the afternoon.

Saturday night: Relief, release, and pride in a difficult job well done. The room glows with love and appreciation for the efforts of those around you. A feast, a celebration, and more games and music with your friends.

Sunday morning: At breakfast we have an informal and optional town hall meeting to discuss what went well and what could be better. Then fond farewells.

 


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Last update 4/18/2008