| MIGS2011 and Prince of Arcade |
[Nov. 28th, 2011|11:43 pm] |

Slightly overdue, but I’ve posted a bunch of pictures from MIGS 2011. Though most of these took place at Prince of Arcade, which was good fun. It was fantastic to reconnect with so many of my old colleagues from Montreal, and meet a bunch of the Ubisoft Montreal crew!
One of the pictures has also been used in an interesting article at the excellent Kill Screen Daily, What Do You Call It? by Lana Polansky. Weaving a common thread through the various highlights of MIGS is quite a feat, I highly recommend her piece.
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| Points don’t make it a game! The Slides. |
[Oct. 10th, 2011|12:48 pm] |
Points don’t make it a game! </p> I’ve put the slides up from my NXNEi talk back in June. Although lots has happened in the gamification world since ( see my previous post), I think there’s some value in getting this on the record. It’s best viewed with the speaker’s notes for info and context, unfortunately you’ll have to go over to the slideshare page for that. Quesitons and comments very welcome!
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| Stellar Gamification Criticism |
[Sep. 20th, 2011|08:24 am] |
My slides from NXNEi are woefully overdue for posting, but in the meantime I highly recommend the following:
I must admit that after NXNEi I’ve been very busy at UbiTO and haven’t paid nearly as much attention to the ongoing gamification debate as I’d like. If you’re joining the fray and wondering what the ruckus is all about read Deterding’s review to get a jump start.
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| NXNEi References |
[Jun. 17th, 2011|02:11 pm] |
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I just had the privilege of speaking about game design and gamification at North by Northeast Interactive. While I want to clean up my slides to be useful to a new reader, I’ve collected a few links and resources either mentioned in my talk or directly relevant to the subject at hand. I’ll add more soon, but this should get you started!
Presentations/Papers
Discussions/Blogs
Books
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| Back across the world |
[Nov. 8th, 2010|11:36 am] |
 CN Tower on a sunny Saturday
After more than two and a half years in New Zealand I have returned to Canada. The distance traveled has been a few thousand kilometres more, and it’s another city I’ve never visited and have no roots in. (Or so I thought, a few old friends have been appearing!) Toronto is more than six times the size of Wellington and it’s going to take some serious getting used to.
New Zealand and Sidhe were incredibly good to me. We shipped Shatter, built some great entertainment, learned heaps, and had lots of good times. Many great friendships were started and will continue regardless of distance and time zone differences. (Skype multi-user video conferencing is brilliant!) I met my love Luba, and I can barely wait the few months until she moves up here. As an attendee and a (minor) contributor I can attest that Webstock is one of the finest conferences in the world.
So what could possibly draw me away from all of that? Particularly to return to Canada just in time for winter?
A shot at one of the biggest games in the world with one of the creative powerhouses of our industry. Ubisoft Toronto is brand new, its staff measure their time with the studio in months, not years, and the push is on to hire senior developers from around the world. From landing on Thursday night, to hanging out over the weekend with some of my new coworkers, to wrapping up my first day today it’s clear that they’re out to conquer the world. Nothing will be done by half measures, the resources are behind us, and the excitement is infectious.
To top it off the chance to work with, and learn from, designers like Maxime Béland and Pat Redding is something I could not possibly pass up. So here I am in Toronto.
I can’t wait to get back to work tomorrow.
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| Trent Reznor is my hero of moment |
[Sep. 14th, 2007|09:05 pm] |
http://www.news.com.au/heraldsun/story/0,21985,21741980-5006024,00.html
When your US label, Interscope, discovered the web-based alternate reality game (ARG) you'd built around Year Zero, were they happy for the free marketing or angry you hadn't let them in on it? I chose to do this on my own, at great financial expense to myself, because I knew they wouldn't understand what it is, for one. And secondly, I didn't want it coming from a place of marketing, I wanted it coming from a place that was pure to the project. It's a way to present the story and the backdrop, something I would be excited to find as a fan. I knew the minute I talked to someone at the record label about it, they would be looking at it in terms of "How can we tie this in with a mobile provider?" That's what they do. If something lent itself to that, OK, I'm not opposed to the idea of not losing a lot of money (laughs). But it would only be if it made sense. I've had to position myself as the irrational, stubborn, crazy artist. At the end of the day, I'm not out to sabotage my career, but quality matters, and integrity matters. Jumping through any hoop or taking advantage of any desperate situation that comes up just to sell a product is harmful. It is. I need to remember: not every license/property/IP I work with is faceless, some of them have real people behind them that care about the work in ways I might not. |
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| Finally finished uploading... |
[Jan. 28th, 2007|06:26 pm] |
The final selection of photos from my trip to Japan are now on Flickr. About time.
Stats: -3,836 photos taken -300 put in Flickr set James in Japan 2006 -First upload to set, Oct 23 2006 -Last upload, January 28 2007 -Annoyance at self for time taken, immeasurable
I wonder how long it will take me to finish tagging and adding comments?
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