At the end of next July, the HCI (Human Computer Interface) international conference will take place in Orlando, FL.
This conference aims to discuss the intersections between culture, technology, behavior and society. The "games" subject will, surely, be one of the main discussions in the event, and I'll be in HCI presenting my paper "The Strategic Use of Smartphone Features to Create a Gaming Experience of Mystery: The Mind Alone Case".
Below, you can check the abstract of my article that will be published in a book, which will be sold at the conference:
After the conference, in August, I intend to share the PDF file with my complete article and the presentation as well.
For this trip I had the sponsorship of ON e-stadium (a Brazilian eSports arena from São Paulo) and ESPM (the college I work at) IT course.
Wait for news, pics and good content next month.
#GoGamers
This conference aims to discuss the intersections between culture, technology, behavior and society. The "games" subject will, surely, be one of the main discussions in the event, and I'll be in HCI presenting my paper "The Strategic Use of Smartphone Features to Create a Gaming Experience of Mystery: The Mind Alone Case".
Below, you can check the abstract of my article that will be published in a book, which will be sold at the conference:
In the present work, we discuss the creative process behind the Brazilian mobile game Mind Alone (Sioux Games, 2018). We start our discussion with a brief overview of mobile media and the Brazilian gaming market, in order to clarify why mobile games are a rich field to explore in this country, and to assess some aspects of the Brazilian gamer audience. After this introduction, we proceed to expound the main features of the game Mind Alone, aiming to finally put forward some ideas about strategic thinking in game design, game writing, and puzzle design, emphasizing the need of multidisciplinary thinking. This article recounts the whole creative process behind Mind Alone, highlighting some main phases: (1) brainstorming, including interviews with the production team at the Sioux company; (2) documentation, analyzing the "high concept template"; (3) production, elucidating the interface between art and coding (and how to merge smartphone features to create the game experience); and (4) beta-testing, comprising guidelines for a qualitative session. With this work, we intend to depict the full development of a mobile game, from brainstorming to publishing and documentation. It is important to highlight, in this context, that the author of this article was the game designer responsible for Mind Alone's mechanics and narrative.
After the conference, in August, I intend to share the PDF file with my complete article and the presentation as well.
For this trip I had the sponsorship of ON e-stadium (a Brazilian eSports arena from São Paulo) and ESPM (the college I work at) IT course.
Wait for news, pics and good content next month.
#GoGamers
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