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Game Jamming into Production,
Game Developers of Wellington and Dunedin Developers Meetup, July 2016
Brainstorm-Pitch-Prototype: A Practical Process for Embracing Constraints, GCAP 2015 (presentation to come)
Modernizing Splinter Cell’s Gunplay, GDC 2014. Reading Player Intent: Context Sensitivity in Splinter Cell,
CHI PLAY 2014, Toronto The Evolution of Sam Fisher, MIGS 2013
Portraits of Movember, PechaKucha Toronto vol 21, 2013 Points Don’t Make it a Game
notes and slides from NXNEi 2011, Toronto.
Playful design at Ignite Wellington 01, 2010. Shatter, the people and process 20×20 at PKN Tokyo vol 65, Pecha Kucha Wellington vol. 06 2009. (No recording unfortunately,
but this nice shot from Tokyo shows a corner of it and here’s one from the Wellington reprise.)
Game Design 20×20 at Pecha Kucha Wellington – A 6:40 crash course in What is Game Design for a non industry audience.
10 Tips for a Successful Wiki – Presented as a poster session at GDC 2008.
Off the Shelf Tools for Game Designers – (Microsoft PPT link!) on using UML to communicate Game Design. Presented at Montreal International Game Summit 2006.