Sep 252016
 

slide1Here it is, in all its mathy glory: Gritty Systems Design for Retention.

I barely pulled off getting this one done in time. I knew what I wanted the shape of it to be, largely prompted by some of the design choices I saw in Pokemon Go. But I also knew it would involve an awful lot of spreadsheet work and an awful lot of graphs. And I wanted to make those graphs real, not just sketches, so that people could walk through the math and see how it worked.

So — I had notes, but then worked from 10pm to 3am the night before, and then from 9am to 2pm the day it was supposed to be delivered. I don’t recommend cutting it quite this close (the talk was at 4:45, so I finished with not quite three hours to spare).

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Aug 152016
 

agc2016logo-547x286I’ve mentioned it a fair amount of Twitter and Facebook, but I wanted to call attention to it here again, for those who still follow such antiquated things as blogs! I’ll be speaking at the newly revived Austin Game Conference, taking place in Austin of course, on Sept. 21 and 22.

For those of you who fondly remember the various incarnations of game conferences in Austin — this event is going to recapture that vibe, I think. The advisory board is pretty much the same crew of folks who curated all those excellent conferences for a decade, starting back in 2003.

My topic:

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