Learning from the Space Between Digital & Paper
What’s it like to develop both digital and paper-based games and what does each have to teach you about the other? Designing interactions and creating rich game spaces is a complicated affair. This panel of indie game developers will discuss effective game design and explain how understanding materials, constraints, and having a solid design philosophy enhances a designer’s ability to create compelling experiences.
This SXSW Gaming Session at the Long Center is FREE and open to the public. However SXSW Interactive, Film, Gold and Platinum badges gain priority seating.
Adam 'Atomic' Saltsman is the founder and studio director of Finji, creators of Canabalt, Old Spice: Dikembe Mutumbo's 4 1/2 Weeks to Save the World, Indie Game: The Movie for Steam, The Hunger Games: Girl on Fire, Breakdancing Superspy, Cubic Space and Capsule. In 2012, the Museum of Modern Art in New York City acquired Canabalt alongside Tetris, Pac-Man, SimCity and other classics as part of their permanent collection. Adam also co-founded the independent iOS studio Semi Secret Software in 2008, where he art directed Wurdle and co-designed Hundreds with Greg Wohlwend.
Besides serving on the GDC advisory board and maintaining and distributing Flixel, a Flash game development library, Adam also works with IGF Chairman Brandon Boyer to organize Juegos Rancheros, an indie gaming collective, as well as the annual Fantastic Arcade festival. Adam lives and works in Austin, Texas with his wife, sons and pug dogs.
Lead Designer & Co-Founder
White Whale Games
George Royer was the lead designer on indie developer White Whale's debut videogame "God of Blades." Released to broad critical acclaim, "God of Blades" featured unique design interventions encouraging players to go to real-world libraries.
He is also doctoral student at the University of Texas at Austin in the School of Information. His research has been published by MIT Press, Springer, and featured in the IEEE Annals of the History of Computing.