Probable Cause: Using Random Chance in Games (CANCELLED)

Probable Cause: Using Random Chance in Games

Predictability in game AI has often been cited as a drawback to gameplay and especially replayability. In some genres sports games, for example randomness is a necessary component to generate believable results. Often, it simply provides needed variety. Sometimes, however, randomness in game behavior can cause problems if it fails to align with the player’s expectations. This lecture will show examples of the sometimes quirky ways that people perceive randomness, show the pros and cons of using randomness in game systems, and give concrete techniques for mitigating some of the problems that truly random sequences can generate.

It is almost equally a design talk as it is a programming talk.

Brian Schwab (Blizzard Entertainment)

VII Dama Workshop, June 6-15

Gotland University is hosting the seventh DAMA (Dance and Media Art) workshop. Through the DAMA network, this workshop is open to the participating institutions. The workshop takes place in Visby in June 06-15, and students will work together in groups, leading to a final performance/presentation.

Time: 06.6.2011 – 15.6.2011
Place: Visby. Gotland. Sweden. Gotland University. Institution of Game Design, Technology and Learning. GAME Department.
Duration: 10 days
Level: Intermediate/advanced
Working language: English
Recognition: 5 ECTS. Students should confirm that the course can be accepted into their studies at their home university.

Course description

Course goal:
The 10 days intensive Course provides students with knowledge about the common ground between dance, games and media, and encourages to learn more about other students’ disciplines. The students work together in groups, creating an game based performance or interactive experience as the final work.

Content and methods:
The course will focus on the space between dance/theatre and games: where games become art and dance/theatre becomes interactive. Techniques from the dance/theatre will be used to design new games and interactive (game) techniques will be used to make dance/theatre. The student will research and develop a cross-over between games and performance. S/he will learn to deal with different soft- and hardware and theatrical techniques. S/he will learn to work in a team or as a collective on artistic and innovative concepts and how to adjust them to an artistic context. The development of and experimenting with innovative concepts of virtual theatre and games is a central issue here. Dance students will benefit both by using theatre techniques as well as game development theories for choreography exercises. It will extend the issue of connectivity between movement and content in the choreographic dance work.

All information, application procedure and contacts are available in this PDF.
Preliminary course plan for the workshop.

Ernest Adams – “Ghost in the Machine”

Adams is back for lectures, workshops and feedback on your Gotland Game Conference projects. First up is a wednesday lecture titled Ghost in the Machine:

Just as poetry is the art of language, interactive entertainment is the art of artificial intelligence. One of our core goals is to create the impression that the player is competing with an intelligent opponent. AI is incredibly hard to do, so we cheat in a number of ways, taking advantage of the player’s suspension of disbelief. I looked at some of the ways we can cheat, and suggested a number of models for behavior from the animal kingdom.

Time: Wednesday, April 6th, 13:00
Location: B51

On thursday he’s doing a workshop called Accessibility in Games. There are two opportunities:

Time: Thursday, 7th April:
Pass 1 | 10:00 – 14:00 (30 students)
Pass 2 | 14:20 – 17:20 (30 students)
Location: B25+B27

Sign up in the student forums.

And on friday Ernest has a workshop in Character Design. It’s limited to 40 heads and primarily for 2nd and 3rd year students. Sign up in the forums!

Time: Friday, April 8th, 13:00
Location: B25+B27

What happened to the GGA?

Gotland Game Awards has been re-fashioned as the Gotland Game Conference.

What has changed? The short story is that the amazingly extravagant awards ceremony of the past couple of years has been replaced with more meaningful content; lectures, discussion panels and industry collaborations. We’re modelling the event closer to the international Game Developers Conferences, rather than the Oscars. 😀 Our goal is to create a better space to learn, find inspiration, connect and network.

We still have a huge public exhibition of games and animations. We still bring in experts from all over the world to play, examine and give feedback to the students. We still have a great party planned for the last evening. But we’re also opening the exhibition floor to sponsors, partners and industry. We’re having jurors perform double duty – both spending quality time with our students and giving public talks and hosting discussion panels. The focus is no longer handing out awards but rather to talk, listen and learn.

Expect a more diverse jury than ever – more journalists, more publishers, more moving pictures people, more researchers and more diversity. It is still too early to start dropping names of all attending talent, the list is still very much in flux but we’re making good progress. The website is a timeline (scroll left to go back in time), publishing names and faces as we confirm speakers, exhibitors, partners and jurors.

Stay tuned and get in touch!