TICKETS ON SALE: GIMMICK WITH A PLATFORMER

Experimenting through the lens of The Platformer, an enduring & familiar genre.

Droqen: “I’ve been making platformers for years upon years, and I’ve built a handy tool for building basic platformers in Unity. It should be just enough to sidestep the structural work involved of making the basic framework of a game so that we can focus on experimental design.

You’ll be learning how to devise a valuable core game mechanic (a “gimmick”), how to prototype it, and how to develop it further without succumbing to listlessness or feature creep.

Finally, this workshop is not about learning how to make platformers — it’s about how to make gimmicks (platformers are just the vehicle I’m most comfortable with personally). You should be able to apply these skills to any genre of your choice… even one that doesn’t exist yet.”

This workshop is inspired by games such as: Asphyx, Corrypt, La-Mulana.

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Event Details

Sat, March 31
1 to 4 PM
Electric Perfume, 805 Danforth Ave.
Facebook Event Page

Requirements

  • Basic game design understanding and strong game literacy are required
  • 1 Computer
  • Unity and some programming experience

Pricing

  • $25+HST for HES members (Monthly, Annual, Student, Studio, Volunteer)
  • $40+HST for non-members (Not a member? Sign up here!)

Workshop size is 12 participants maximum. If you are in financial need or have accessibility requirements, please contact info@handeyesociety.com and we will try our best to make alternate arrangements.


About the Instructor

 

 

 

 

 

 

 

Droqen@droqen

I think about games too much. I also make them. I never want to stop growing alongside the games I make.

Notes on this workshop:

Asphyx; Corrypt; La-Mulana; these games adhere to simple, known forms but explore concepts beyond their genre. For example: at its heart, Asphyx could have been any sort of game (a game that asks you to hold your breath in circumstances only partially under your control), but it utilizes elements of the nature of platformers to drive that home: e.g. when it drops the player into the water suddenly (surprise!). /// I think games are really guilty of doing a lot of predictable genre-serving stuff. I can’t think of any standout examples outside games, I think because outside games this is sort of more normal…


More Experimental Game Design Workshops!

The Hand Eye Society is proud to present a series of workshops that encourages participants to create games in a new light. Coordinated by game-makers known for their thoughtful and innovative approaches to playful media, these workshops attempt to educate from more experimental, alternative perspectives. Participants will be able to take home useful technical skills, while being encouraged to explore unique game mechanics and meaningful themes in their own practice. This program is made possible by the generous support of the Ontario Arts Council.

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This workshop was made possible by the Ontario Arts Council.