Thomas Buijtenweg

Breda University of Applied Sciences (BUas)

Thomas Buijtenweg photo

Thomas Buijtenweg is games developer and researcher for the Academy of Digital Entertainment at Breda University of Applied Sciences (BUas). After decades of running role-playing sessions, he moved into digital development eight years ago and was an IGF Student Finalist in 2013 with ‘Atum’. Since then he has worked on multiple games in both the commercial entertainment and policy/applied games sectors. His focus is on player personality profiling and the impact of mechanics systems integration on player experiences.

Thomas Buijtenweg is speaking at the following session/s

Showing the Fun: Simple Checks for World Readability

Tuesday 9th July: 15.00 - 15.45 : Room 6

 

When a player asks "What am I supposed to do next?" they've often lost their sense of engagement. Flawed use of signposting means that players can struggle in the wrong direction or miss great opportunities to play. When we see this happening during testing, we need to fix the problem... But where do we start? 
 

This talk explains the factors that influence how players 'read' a game's world, and provides a simple checklist of elements of that can improve the readability of our games. It also features a lot of cartoons of hammers, for reasons that will become clear if you come along!

You'll leave with a greater understanding of the elements of building a readable world, and a checklist for improving your own games.

Additional speakers

Unicorns and Dead Ducks: A Practical Workshop in Accelerating Game Design Concepting

Wednesday 10th July: 16.00 - 17.45 : Room 6

This workshop gives you hands-on experience of developing gameplay concepts with a practical tool that will challenge you to see your ideas in a new light. We will reveal unconscious biases, and help you to be both creative and pragmatic with your early designs.

Mata and Thomas, who ran 2018’s paper prototyping workshop, are back to help you explore ‘ideation systems’: what they are, why they feel good to use, and why they often don’t fulfil the needs of individuals or companies. At the end of the session you will have learnt and used a new method for stimulating your own creativity, and a way to sanity-check your ideas before you commit to an expensive path of exploration. The workshop will help anyone involved with game concepting and early prototype development – from large companies to indie teams.

At the end of the session you will have learnt and used a new method for stimulating your own creativity, and a way to sanity-check your ideas before you commit to an expensive path of development. You’ll be able to take this method back to your studio and use it with the rest of your team to create new concepts for your projects and enhance both morale and collaboration.

Additional speakers

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