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developing new audience by kellee santiago if you miss talk 3,4 and \n6 a brief description will follow later
2011-08-15 16:17:15 if you want to make something \ndifferent
something new

history of that game company.
founded \n2006
game as an emotional medium
look beyond feature innovation
love & \ntake care of your car instead another racing game.
discover it's actually \npretty hard.

avoid the traps and sharks dicover europe if you come from \nusa
how to bring taht new experiences to market?

unattainable \ncrush
disstress hope dispear
music, image, any reference \nmatrial

story arc
arrange emotions
does not neccessarilly mean \nliterally story arc
visual story

together we can move the \nmountain
changed to
we all walk the path. Each journey is \ndifferent

minimize total time through the loop

ideas -build -code- \nmeasure-.. -..-

test your vocabulary

don't be afraid to do things \ndifferent
but think about your process(es)

q&a
how do you \ncomunicate with.. if you do not have market data #

some prototype of the \nemotional experience
its cool to see that thing in action

before you \nhave a prottype
articulate the process and tools that you use to develop \nthat
experience

more question ... that I was not able to \ncapture

please donate to \nthe hogventure card game
Help to make it real. Great rewards are waiting \nfor you!


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Chris Bateman

Chris Bateman

Born 1 January 1972 (age 44) Bishop's Stortford, United Kingdom Website onlyagame.typepad.com Era Contemporary philosophy Region Western philosophy School Fictionalism Main interests Game Design, Ethics, Metaphysics, Philosophy of Language, Philosophy of Religion, Philosophy of Science Notable ideas avatar doll, demographic game design, funnelling, breadcrumbing, orthodox science fiction, moral chaos Influences Ludwig Wittgenstein, Immanuel Kant, Søren Kierkegaard, Mary Midgley, Kendall Walton, Michael Moorcock