Game design is the collision of art and technology. The methods, patterns, and practices we use in software development do not handle well the fuzzy edges of art yet the volumes of art critique fail to account for the technology of a video game. A a video game designer we should study both sides of the equation but ultimately know we have to forge our own path.
This session is the next step in my "Quest for Fun" - my long journey toward understanding game design. I will present a framework that is has both abstract and concrete components, that is to say both concept and code. It is not a complete step-by-step formula, but rather a set of tools than can be used in your own game design efforts. My hope is that this talk will be useful to any level of game design and development experience.