Jeff Watson: USC research associate, game designer, and media artist.

jeff watson / tag archive

game design


Infinite Ammo


Alec Holowka is a game designer, programmer and composer from Winnipeg, Manitoba. Infinite Ammo is home to…

Podcast 19 – Greg Lobanov
Posted 12 May 2013 | 9:54 pm

Podcast 18 – Sara Gross
Posted 11 December 2012 | 9:31 pm

Podcast 17 – Shane Neville, Nick Waanders and Jesse Turner
Posted 23 August 2012 | 8:29 pm

Podcast 16 – Calvin French
Posted 14 August 2012 | 9:13 pm

Podcast 15 – IndieHouse Arizona
Posted 26 March 2012 | 4:49 pm

The Ingenious Gentleman


Chris Whitman is a Vancouver resident who uses the power of his squishy brain to create various things, mostly…

Don’t
Posted 4 May 2013 | 6:48 am

Cities & The Dead
Posted 27 April 2013 | 5:10 am

Reflection
Posted 7 February 2013 | 8:15 am

The Undeath of the Author
Posted 27 January 2013 | 12:38 am

What is Indie?
Posted 30 November 2012 | 5:07 pm

Zen of Game Design


A Game Design tumblr edited, organized and curated by Bruno Patatas, Senior Game Designer at Outplay Entertainment…

[Cancelled] Monster Knight
Posted 19 February 2013 | 8:31 pm

[Multiple Platforms] Tomb Raider
Posted 29 December 2012 | 7:11 pm

[PC] Diablo 3
Posted 2 June 2012 | 10:18 am

[PS3, NDS, PSP, XBOX360, WII, PS2] The Simpsons™ Game
Posted 2 June 2012 | 10:16 am

[PC] Spore
Posted 2 June 2012 | 10:11 am

Sam Lavigne on designing real-world games that “open up new possibilities [and] new ways of interacting with the world and each other”

Sam Lavigne is the co-founder (with Ian Kizu-Blair) of Situate, a design and consulting studio that produces “games that inspire people to create, explore and connect online and in the real world.”

Being Playful


This is the project blog of Eric Zimmerman, a game designer working in New York City.…

One of Nineteen “greatest game scholars”
Posted 6 November 2012 | 4:27 pm

Armada d6 review in PlayThisThing
Posted 25 October 2012 | 7:16 pm

Report from IndieCade
Posted 15 October 2012 | 4:01 am

Foreword in Characteristics of Games
Posted 12 October 2012 | 8:18 pm

Armada d6 in the Huffington Post
Posted 12 October 2012 | 7:36 pm

Tiltfactor


The Tiltfactor™ Laboratory is a conceptual design lab that researches, designs, launches, and publishes…

Dartmouth at Play 2013!
Posted 14 May 2013 | 6:40 pm

AERA 2013!
Posted 13 May 2013 | 4:56 pm

DAX v.2 – Digital Arts Exhibition this week!
Posted 8 May 2013 | 4:35 pm

Celebrating Different Games
Posted 30 April 2013 | 3:04 am

SGIM, AERA, and more!
Posted 17 April 2013 | 6:44 pm

Reality Ends Here

Reality Ends Here is a pervasive media-making game designed to increase serendipity, social discovery, and collaboration among students in the disparate divisions of the USC School of Cinematic Arts.

Kill Screen


Kill Screen is a videogame arts and culture company dedicated to bringing culture to games and games to culture.…

Games @ Parsons


Here, Parsons students and faculty blog about their game design research. The New School Games Club also holds…

Code Play Final: Game Fair Feat. Kurt Bieg and Chris Makris
Posted 12 May 2012 | 3:13 am

Thesis 2012: Deautomatized
Posted 5 May 2012 | 11:01 pm

The Narrative of Numbers
Posted 28 April 2012 | 1:52 pm

Thesis 2012: SimpleTones
Posted 27 April 2012 | 7:51 pm

Thesis 2012: Guardians of the City
Posted 26 April 2012 | 2:00 pm

Play, writing, and the pleasures of complex dynamic systems

Writer and game designer Andrea Phillips, who I interviewed in this space a few years back, recently wrote a…

Clean Up Wall Street

Clean Up Wall Street is a pervasive game inspired by the global financial crisis. The game explores how the financial services industry endangers the health of the global economy.

Collective

Distributed art exhibitions offer an enormous opportunity to build multi-sited mobile experiences. In conjunction…

When games break (beautifully): the 1994 Caribbean Cup anomaly

One little change in a complex system can lead to a cascade of unpredictable outcomes. This is why play testing…

Applied Game Design


Applied Game Design is primarily the blog of Brenda Brathwaite, but features several other authors who also…

TED Talk now live on TED.com
Posted 4 May 2012 | 6:07 am

Your Questions on Game Balance Wanted
Posted 4 May 2012 | 2:23 am

Caine’s Arcade
Posted 16 April 2012 | 6:56 am

Mexican Restaurants
Posted 16 April 2012 | 6:52 am

I Have an Idea for a Game
Posted 21 November 2011 | 6:08 pm

Game Design Advance


GAME DESIGN ADVANCE is a blog that centers around development, culture, and scholarship as it relates to games…

The Voting Problem
Posted 10 May 2013 | 6:27 pm

The Procession of the Line
Posted 23 March 2013 | 5:52 pm

Super Hexagon and Games of Shallow Focus
Posted 4 February 2013 | 4:12 am

Keep Games Weird
Posted 18 May 2012 | 4:24 am

Raymond Smullyan
Posted 25 February 2012 | 8:46 pm

Content management and delivery tools for indie ARG producers

By using and mashing-up freely-available social media, mobile technology, and web publishing tools, ARG producers with shoestring budgets can roll their own custom ARG management and delivery systems.

Viz

Viz is a casual augmented reality game that enables players to discover and embed virtual objects in physical space by looking through the camera viewfinders of their mobile phones.

Sid Sackson’s Acquire

Since its release in the early 1960s, Acquire has inspired generations of game designers and enthusiasts with its elegant and replayable design. Many game designers, including Ticket to Ride designer Alan R. Moon, cite Acquire as a seminal work in the evoution of tabletop gaming. This post provides designer-centric coverage of the game.