Richard DurhamÂ
Blending game design and academic rigor.
Rich has had diverse game design work over the last two decades. From digital audio adventures, transformational games for social good organisations, games for street festivals, museum activations, large events, TTRPGs, and hobbyist strategy games for tabletop.
Rich is a regular speaker and workshop-runner at games, academic, and learning industry conferences, in New Zealand and abroad (and online—that's a thing that happens).
Finally, in his role at the University of Auckland, Rich works in the leadership of the faculty of Creative Arts and Industries to shape teaching and learning improvement and—yes—smoosh in playful design and games. Oh, and game design research.
Know Your Fundamentals! The Cohesion of Game Experience Elements
What's the worst aligned game experience you've had? A deadly serious doctor simulation with cute animal graphics and a matching mechanic? A trivia game with stock photos and harpsichord music about choosing good corporate strategies?
Foremost, games are interactive experiences, and if you have something to say with your game (it's a serious game, after all), then it's essential you consider the coherence (or intentional incoherence) of all elements in your experience. Â
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In this session, you will work through a game element framework to develop an abstract game with a clear "serious" message.
By the end, you'll have:
- Acquired the language of the game elements framework
- Applied the framework to an abstract game
- Modified your game based on a "twist"
- Shared your game concept and reflected on onboarding heuristics.