Designing from the Heart
summary
Argues that inserting personal identity into games yields more meaningful design and gives concrete examples: a Dungeon Hunter 4 narrative arc reframes the enemy as relatable, a Twitter poll nets 300 replies about personal content, and hands-on family projects produce a playable card game of 36 character cards whose stats sum to seven. Describes rapid prototyping (hand-drawn art, printed prototypes, Scratch, simple code), an unexpected asymmetrical competitive game emerging from kid-chosen verbs, and warns that personal content can be cut or altered in production.
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chapters (11)
- 0:00Introduction
- 0:43Background
- 6:22Dungeon Hunter
- 11:00Identity
- 12:56Personal struggles
- 14:34Source content
- 18:16Risks
- 19:32My Journey
- 23:40My Kids
- 30:59Board Games
- 35:50Making a Movie
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