Pinboard (robertogreco)
https://pinboard.in/u:robertogreco/public/
recent bookmarks from robertogreco4 years "real" — Funomena2017-04-23T18:18:56+00:00
http://www.funomena.com/blog/2017/2/4-years-real
robertogrecofunomena robinhunicke teams collaboration 2017 discovery creativity empathy games gaming videogames problemsolving community personhood uncertainty mistakes process howwelearn learninghttps://pinboard.in/https://pinboard.in/u:robertogreco/b:1aaccad745eb/Robin Hunicke Wants to Change Video Games, But She Can’t Do It Alone | VICE | United Kingdom2016-08-14T02:28:15+00:00
http://www.vice.com/en_uk/read/robin-hunicke-wants-to-change-video-games-but-she-cant-do-it-alone-108
robertogrecorobinhunicke games gaming videogames gamedev 2016 funomena thatgamecompany jenovachen keitatakahashi computers compsci education learning play genderhttps://pinboard.in/https://pinboard.in/u:robertogreco/b:ce3c29bc173b/Robin Hunicke's extraordinary journey • Eurogamer.net2016-08-14T02:24:57+00:00
http://www.eurogamer.net/articles/2016-08-10-robin-hunickes-extraordinary-journey
robertogrecorobinhunicke games gaming videogames gamedev 2016 funomena thatgamecompany jenovachen keitatakahashi childhood computers compsci education learning playhttps://pinboard.in/https://pinboard.in/u:robertogreco/b:2ebc5f7e5f12/11 video game trends that will change the future of the industry | Technology | The Guardian2016-07-23T01:00:28+00:00
https://www.theguardian.com/technology/2016/jul/21/11-video-game-trends-that-will-change-the-future-of-the-industry
robertogrecodata>space, noted in her talk on virtual reality and the “internet of bodies”, the hope for the future is in recognising and augmenting physical bodies in games and play. She offers technologies like programmable gels used with the body in more intimate ways, such as rubbing “gels on to erogenous zones”, allowing partners to “connect together at a distance”.
Boddington also noted the future of physically collaborative and increasingly social spaces in AR, as seen in the very popular Pokémon Go: “Pokémon Go is definitely a collaborative share space. The Pokémon Go site, along with many others, allow the individual to join with the group into the middle, both in a physical and a virtual way.”
Implications of the physical are vast, as Robin Hunicke, co-founder and creative director of Funomena (Woorld, Luna) and previously of thatgamecompany (Journey), noted on the psychological impact of VR brought about by gestural controls, and recognising the capacity of range of movement from players. What does it mean for a player, psychologically, to encourage them to stand tall and strike a powerful pose? What might it mean to force them into a crouched position, to feel small? The necessity of an embodied experience in VR also brings up new questions, such as what the platform offers by way of accessibility.
3. The future of augmented reality
Pokémon Go came to the UK on the third and last day of the conference, and it felt like everyone in Brighton was catching Magikarp and Shellder and Seel and all the other water Pokémon the seaside town had to offer. Had this international hit been available a little earlier, the conference schedule would surely have contained a few more panels about augmented reality. Whether we can expect to see an AR-heavy Develop 2017 will depend on whether Pokémon Go represents the start of a new trend, or if it’s simply a one-off success carried by an already successful brand.
Ismail thinks the latter. When asked what he would do with Pokémon Go, he said that he would sell it, and that it hasn’t proven anything about AR itself. “We’re seeing a lot of discussion right now about whether AR just beat VR, and I think that would be a very wrong statement. Like, Pokémon beat VR, that’s for sure, but I guess Pokémon beat everything at the moment. Pokémon beat Tinder and Twitter, which is a big deal.”
Hunicke might not be looking to make the next Pokémon Go, but she’s still interested in the potential of augmented-reality games that “make the world more silly and joyful, and less logical”. One of Funomena’s upcoming games, Woorld, is described as “a hand-held Alternative Reality experience”, a “whimsical, exploratory application” that lets you place virtual objects against the backdrop of your physical environment. Created in collaboration with Google, with art from Keita Takahashi (Katamari Damacy, Noby Noby Boy), this colourful augmented-reality game and sandbox will be available on devices that include Google’s new AR-enabling platform Tango, like the upcoming Lenovo Phab2 Pro.
4. Incremental console updates …
5. The next step for mobile: TV …
6. Sayonara, Steam: the rise of specialised stores
The number of games on Steam is on the rise, and with it, the number of games that go unplayed or unnoticed. Nearly 37% of all registered Steam games go unplayed , and it’s no secret that many indie games – even good, critically acclaimed games – get lost amid a sea of other green lit games.
In light of this, smaller more specialised distribution services are becoming more important. Itch.io, an “indie game marketplace and DIY game jam host” is already hugely popular in the indie scene, offering pay-what-you-want and minimum-pricing models. Just last year, Itch’s co-founder Leaf Corcoran revealed in a blog post about the site’s finances that they had paid out $393,000 to developers. Since then, the platform has only grown and it’s likely that we’ll see more specialised distributors following Itch’s model.
7. The rise of indie studios …
8. Rejecting crunch
Crunch, ie mandatory (and often unpaid) overtime in the weeks or months leading to a game’s release, has long been an issue for this industry. More than a decade since Erin Hoffman wrote about her husband’s experiences of unpaid overtime when working for EA, in an originally anonymous blog post known at the time as “EA Spouse”, crunch is still commonplace in studios of all sizes, and people are still fighting it.
At this year’s Develop, Machine Studios (Maia) founder Simon Roth gave a talk called “Killing the Indie Crunch Myth: Shipping Games Alive”, which began tweet:
People who support crunch are going against 100+ years of data and science. They are the flat earthers of software development.
9. Design that puts feelings first
The design practice underlying Hunicke’s studio Funomena, and the focus of her keynote, is one she calls “feel engineering”. As Hunicke describes it: “Feel engineering is the process by which you create a game backwards from the feeling you want to create in a person forward towards the mechanics and the dynamics of the game itself.” She notes that while feel engineering isn’t easy, due to its time commitment, high cost, and level of emotional investment asked from development teams, it’s worth it. Hunicke speaks to the positive studio culture of feeling-focused engineering, and its contrast to the toxicity of crunch is evident. “The process of making it is so delightful,” she adds. “It’s so much better than anything I’ve ever done.”
We’ve already seen aspects of feel engineering in the mobile market, with games looking to reverse-engineer social situations people already find fun. Haslam outlines how the design of “co-operative shouting game” Spaceteam was inspired by the social experience of playing a board game with friends, an experience its lead designer Henry Smith already enjoyed.
10. Trying – and failing …
11. Feeling twitchy about YouTube and Twitch"]]>games gaming videogames future 2016 vr virtualreality ar augmentedreality youtube twitch funomena kickstarter crowdfunding indiegames design gamedesign spaceteam social collaboration braid worldofgoo steam itch.io mobile phones smartphones pokemongo keitatakahashi robinhunicke thatgamecompany ghislaineboddington body>data>space bodies play physical oculusrift ramiismail jordanericaebber katbrewster pokémongo bodyhttps://pinboard.in/https://pinboard.in/u:robertogreco/b:0b1aca2a338a/Gamasutra - Robin Hunicke's idealistic, silly, wonderful view of video games2014-04-09T18:00:13+00:00
http://www.gamasutra.com/view/news/211401/Robin_Hunickes_idealistic_silly_wonderful_view_of_video_games.php
robertogrecogames gaming gamedesign gamedev robinhunicke funomena play empathy slow attention relationships videogameshttps://pinboard.in/https://pinboard.in/u:robertogreco/b:af78fd0fd60b/Funomena2013-07-03T23:14:48+00:00
http://www.funomena.com/
robertogrecofunomena games gaming gamedesign robinhunicke keitatakahashi sanfrancisco martinmiddleton vikramsubramanian chelseahowe charliehuguenard bencerveny austinwintory kelleesantiago videogameshttps://pinboard.in/https://pinboard.in/u:robertogreco/b:bbf37484d3d1/