Dr. Mata Haggis-Burridge

Professor of Creative and Entertainment Games at NHTV

Dr. Mata Haggis-Burridge photo

Dr. Mata Haggis-Burridge (née Haggis) is an award-winning game designer and writer with experience of both AAA and indie development, including ‘Burnout Paradise’ and ‘Aliens Versus Predator’ (2010). He is the Professor of Creative and Entertainment Games at NHTV: Breda University of Applied Sciences, as well as the owner of the narrative and game design consultancy Copper Stone Sea. He has spoken regarding game design, diversity, and narrative design at numerous international events, including multiple GDC conferences and TEDxDelft. Mata has been developing games for over 15 years and recently released ‘Fragments of Him’, People's Choice winner at Develop: Brighton in 2016. He is working on a new unannounced commercial title and several international research projects.

Dr. Mata Haggis-Burridge is speaking at the following session/s

Design Workshop: Advanced Paper Prototyping

Wednesday 11th July: 16.00 - 17.45 : Room 6

In this 2 hour workshop, attendees will make a paper prototype of an action-based combat game. After a short introduction, they will develop their own twist on an urban zombie shooter. Their prototype will allow them to balance movement and combat rule-sets, as well as gain insight into potential AI behaviours and weapon systems, all without a single line of code. Ideas will be shared for prototyping time-sensitive reactions, tracking statistics, and other fast methods of finding the fun in a concept.

Takeaway:

Game designers will learn practical methods for rapid prototyping of game systems. These will help you improve your designs, and increase your ability to communicate them to your team.

Putting Your Borg Hat On: A Procedural Approach to Game Design

Thursday 12th July: 11.15 - 12.00 : Room 2

How does a designer know that an idea is going to work? Our ideas are always going to be coloured by personal biases, which can help or hinder our concepts. In this talk, Thomas and Mata discuss the limits of human creativity and how a generative method can help us overcome our biases. The talk contains a practical example of game concept generation through simple tools that are available to all. These generative approaches won’t replace human skills of imagination and artistic expression, but they will have an impact on the future of game design roles. By embracing them now, we can learn to use them to enhance our games and stay competitive in our skill sets.

Takeaway:
Game designers will assimilate a practical technique, including simple tools, for creating new game designs through procedural concept development.

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