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Workshop [clear filter]
Monday, August 14

9:00am EDT

Advancing STEM Creation Through Game Creation
This interdisciplinary workshop will focus on the potential of, and opportunities for, game development, game design, and game creation more broadly as a means of engaging young learners in Science, Technology, Engineering and Mathematics (STEM) subjects. This workshop will bring together an interdisciplinary collective of academics and industry representatives to discuss potential avenues for innovation in games and STEM learning. In addition to discussing opportunities and technologies that may help in creating positive perceptions and increase persistence in learning STEM subjects, we aim to discuss how games can provide opportunities for STEM education as both playful environments and as simulation environments. With the goal of building on existing work, a key goal for the workshop is to highlight new directions and chart new courses in STEM learning and games.
Website: https://sites.google.com/view/educationworkshop2017

Monday August 14, 2017 9:00am - 12:15pm EDT
Hyannisport East

9:00am EDT

Non-Player Characters and Social Believability in Games
The Non-Player Characters and Social Believability in Games Workshop is a point of interaction for researchers and game developers interested in different aspects of modeling, discussing, and developing believable social game agents and Non-Player Characters (NPC). This includes discussions around behavior based on social and behavioral science theories and models, social affordances when interacting with and in game worlds and more. The purpose of this workshop is to facilitate discussion on the theories and models for NPC social behavior and social affordances in industry as well as between different but related academic disciplines. We expect this workshop to result in a clearer vision of what NPC studies is as a field, and how this workshop should develop in the future. Additionally, we hope to foster collaboration between different research groups, in particular of an interdisciplinary nature. 
Website: http://www.npc-workshop.org/

Monday August 14, 2017 9:00am - 12:15pm EDT

9:00am EDT

Procedural Content Generation
Our workshop aims to advance knowledge in the field of procedural content generation (PCG) by bringing together leading PCG researchers and facilitating discussion on practices, principles and challenges faced in the field. In keeping with the previous years workshops, we provide multiple avenues for the submission of work depending on your interests: including dissemination of completed research, position papers for challenges faced by the community and demonstrations of ongoing projects. This year’s workshop is adopting a theme to our paper proceedings: PCG in context. What do our generators say about the underlying systems we have designed and the designers who create them? Our theme aims to explore the biases inherent in PCG and the potential with which to subvert it.
Website: https://www.pcgworkshop.com/

Monday August 14, 2017 9:00am - 4:30pm EDT

9:00am EDT

Rational Game Design Tutorial
Limited Capacity seats available

A full day crash course in Rational Game Design (RGD) and the rational conception process to learn the Ubisoft Way from Game Director Alexis Jolis-Desautels. RGD is a way of objectively quantifying elements of user experience in order to create a consistent game play experience. RGD is most commonly used to understand how various game elements impact on difficulty. As difficulty plays such a significant role in determining user experience (a precarious balance between rage and boredom!), we can use the objective, number driven system of RGD to craft user experience. Although RGD is now used to create much more than just game levels, the RGD tag has stuck and is now used to describe design activities using this data driven approach. For more on rational game design, see an introduction Gamasutra article and a Gamasutra article applying it to Rayman.

avatar for Alexis Jolis-Desautels

Alexis Jolis-Desautels

Alexis started in games in 2004 with Ubisoft Montreal and now is a Design Director at Lucky Hammers. He has worked, among others, on Splinter Cell: Double Agent, TMNT, Lost: Via Domus, Shaun White Skateboarding and on the Assassin’s Creed brand. He is mostly interested in new applications... Read More →

Monday August 14, 2017 9:00am - 4:30pm EDT
Cape Cod

1:15pm EDT

Tracing the Boundaries of Games as Research Environments
Across disciplines, games are being increasingly used as research environments for experimentation and empirical study. This includes enlisting the use of games to explore human behavior and decision making, validate algorithms, consistently improve AI, collect player data, inform game design and more. However, the cost, complexity and rigor needed to produce these types of games is high and not enough is known about how games could be fully utilized in service as rigorous research environments. This workshop aims to bring together the game design and research community who have used games as research environments or those interested in building or enlisting games for this purpose, for a discussion on this topic and to share lessons learned from their work. 

The workshop will have two parts. The first part will be brainstorming and group discussion where participants will explore core topics and lay the groundwork for tracing the boundaries of games as research environments. The second part will be a hands-on session with the game research environment Mad Science, developed in the PLAIT lab at Northeastern University. The workshop will conclude with group discussion.

Participants will require a laptop for participation in the hands-on session. 

Website: https://gamesasresearchenvironments.wordpress.com/

Monday August 14, 2017 1:15pm - 4:30pm EDT
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