Loading Events

Event Navigation

« All Events

  • This event has passed.

Accelerometers, How Do They F*cking Work?

December 12, 2013 @ 7:00 PM - 9:00 PM

Event Navigation

Speaker: Douglas Wilson

 

Absract:

In 2009-10 Douglas Wilson worked on a failed, motion-controlled Wii game about dueling wizards. In this talk, he'll share the tech and design lessons he learned along the way – lessons that served him well when he developed subsequent physical game projects like Johann Sebastian Joust, Tower No Tumble, and a crazy trampoline-controlled version of Bennett Foddy's Get On Top. (Spoiler: gesture detection is the worst)
 
Bio:

Douglas Wilson is co-owner of Die Gute Fabrik, a small game studio based in Copenhagen and New York City. Last year he completed a PhD at IT University of Copenhagen, where he wrote about designing digital games that embrace an aesthetic of confrontation, silliness, and brokenness. Doug has developed a number of physical and installation games including Johann Sebastian Joust, which received the Innovation Award at the 2012 Game Developers Choice Awards. He is currently producing two commercial games projects, Sportsfriends and Mutazione.

 

Where:

For a change, this event is going to be helf in Pfizer Auditiorium, which is right next to the Game Innovation Lab.  You can also view the talk live at livestream.com/poly . Doors open at 6:30, the Indie Tech Talk starts at 7PM.

web.poster15_v1


Published on : December 3, 2013

Details

Start:
December 12, 2013 7:00 PM
End:
December 12, 2013 9:00 PM
Event Category:

Organizer

Chris DiMauro
Email:

Venue

NYU-Poly Game Innovation Lab
5 Metrotech Center Brooklyn, NY 11201
+ Google Map
Website:
gil.poly.edu

Events

m11_Mar14_ss_4_2 April 9 @ 7:00 PM - 9:00 PM

Teaching with Puzzles: Tutorial Design in Mushroom 11 Description: Making the tutorial for mushroom 11 was a challenging task. With its new mechanics and controls, the game had to teach players the basics, such as… Read More…

ff-fb-title April 23 @ 7:00 PM - 9:00 PM

Preserving a Sense of Discovery in the Age of Spoilers Description: For a child in the 1980s, playing a video game meant entering a world operating under confusing and effectively unknowable rules, in which anything… Read More…