Making Games as Fast as You Can Think of Them

A session at GDC Game Developers Conference 2012

Monday 5th March, 2012

11:50am to 12:15pm (PST)

One of the greatest challenges for making and using games in the enterprise is creating games in the first place. Games are not only complex and expensive, but the tools created by the "traditional" game industry for making them may not match the uses or authoring needs of other sorts of industries. In particular, current methods for making games rely on authoring behaviors and mechanics, which is still an expertise native to game development.

This talk presents a new game authoring tool that creates small, simple games in seconds based on a concept-map based authoring paradigm and a game generation artificial intelligence. The system was created to service journalists and the news media (thanks to funding from the Knight Foundation), but it can also be used in other sectors--or just as an inspiration for thinking about how to make new game authoring tools.

TAKEAWAY: Identifying strategies to help organizations drive down the costs of producing useful games is a critical need to achieve improved the promise of games for organizations big and small. Attendees to this session will come away with a better understanding of the issues involved with making truly quick and easy game development tools.

About the speaker

This person is speaking at this event.
Ian Bogost

Professor (Georgia Tech), Game Designer (Persuasive Games), Author (most recently, of How to Do Things with Videogames, http://bogo.st/w6) bio from Twitter

Next session in 2009

1:45pm Entertaining the Enterprise: Helping You Level Up & Conquer Work by Alex Moore, Ian Bogost, Li-Te Cheng and Jennifer Michelstein

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Time 11:50am12:15pm PST

Date Mon 5th March 2012


2009, Moscone Center

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Books by speaker

  • How to Do Things with Videogames
  • Newsgames

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