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Alessandro Canossa
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Alessandro Canossa  - comes from a humanistic background (MA in Science of Communication, University of Turin, Italy), quickly appearing as Art Director on the decadent stage of advertisement in the late nineties and finally finding his vocation-obsession in game development (ITE, NDS, LEGO, Tabula Rasa Games).

In September 2006 he started a Ph.D. project in cooperation with IO Interactive and Denmark's School of Design. The object of his research is the definition of guidelines and procedures for the creation of gameworlds for single-player action games. (Photo courtesy of Suvi Helminen) 


An accountant's perspective on gamedesign
(Click on the title to view the pdf of the presentation)

Play personas are mental constructs that allow designers to "imply" players in the process of creating game worlds. The same construct is also used by players to identify their behaviour with prototypical profiles and to make sense of them.
Metrics are sets of techniques for inferring higher-order concepts from the large quantity of information generated when a computer game is played.
Using play-personas as masks to filter the raw data gathered by metrics, it is possible to observe how different users of a game, cluster in large groups. The end result is a map of the experiential flow of the game world in exam, beyond simple heat maps.
My presentation aims to showcase this "open framework" drawing mostly from IO-Interactive's Hitman:Blood Money.
 

design.gif  The design of games
research.gif  The research on games

 
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