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| Project Horseshoe Reports | |
| 2009 | ENTIRE PROJECT HORSESHOE 2009 REPORT |
| Choosing Between Right and Right: Creating Meaningful Ethical Dilemmas in Games | |
| Providing a framework to understand and implement ethical dilemmas in games. | |
| How to make Social Games Better | |
| A discussion of the current state and future possibilties in the social games arena. | |
| Free Your Inner Suit: A Capitalist's Guide to Survival in 21st Century Game | |
| An examination of community as product in the games industry. | |
| 2008 | ENTIRE PROJECT HORSESHOE 2008 REPORT |
| Concept Sketches for Game Design: Best Practices for Prototyping within the Game Industry | |
| Explores the process and benefits of using a prototyping process throughout development, as it relates to everyone who has a stake in the game's success. | |
| Multiplayer Game Atoms | |
Addresses the following questions: Can game grammar be extended to the rich universe of multiplayer games? Are skill atoms a pragmatic tool for working designers? |
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| Game Designer as Artist | |
| Discusses the transformation of game design into an art form, including problems and solutions involved in that transformation. | |
| Please, Let Me Play the Game I Bought | |
| A discussion of players' inability to experience all of the product they have paid for due to their own deficiencies in either skill, time or ability. | |
| The Gaming Date | |
| An examination of video gaming's general exclusion from the culture of courtship and dating, including the issues that prevent this and how they can be addressed. | |
| Dramatic Choices | |
| A discussion of how a sandbox virtual world system for story construction with semiautonomous avatars might be enhanced to cater for dramatic choices. | |
| Game Designer's Bookshelf | |
| Proposes the creation of a website which lists, categorizes, reviews and provides basic publishing information on resources for game designers. | |
| Project Unity | |
| Proposes the creation of an online social site to address real world humanitarian needs. | |
| 2007 | ENTIRE PROJECT HORSESHOE 2007 REPORT |
| FabulaRasa: Story in Games | |
| Looks at ways to mediate meaningful experiences that lead to a player’s story. | |
| Games that Encompass a Diverse and Unusual Range of Emotions | |
| An examination of emotions not typically used in modern game designs and examples of game ideas for these emotions. | |
| Interactive Natural Language Artistic Experiences | |
| Presents two case studies of games that use interactive natural language artistic experiences. | |
| Professionalizing Game Design | |
| Looks at how we can define the designer’s role, standardize the expectations and necessary skill sets, and provide a framework for developing future designers to a professional standard. | |
| 2006 | ENTIRE PROJECT HORSESHOE 2006 REPORT |
| Online People's Revolutionary Army of Horseshoe | |
| Addresses the current deficiencies in online game design, technology, business models, social management and customer service. | |
| Building Innovative Games That Sell | |
| A discussion of business practices that prohibit innovative game designs and a study of methodologies to support financially responsible design creativity & experimentation. | |
| The Legitimacy of Games | |
| An examination of the legitimacy of games as a form of art and creative expression. | |
| The Creation of Radically New Game Experiences | |
| Presents new game design approaches in an effort to bring experiences generated by games much further then they have gone to date. | |
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