Revisiting the Culture of Critique

by PJ Cignarella on May 19, 2020

in Uncategorized

BPM3

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DESCRIPTION
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In this adaptation of his classic talk, Jeff Hesser will revisit the challenges that arise when game professionals give each other feedback across disciplinary lines. How can artists effectively give and receive feedback with designers, engineers, producers, musicians and QA testers in ways that maximize value and minimize miscommunication and friction? Through the analysis of multiple real-world examples, specific strategies will be described that can improve the effectiveness of interdisciplinary communication. When people are given tools to share ideas, feelings and concerns about each other’s work in helpful and effective ways, the resulting increase in communication can build relationships, strengthen team cohesion and improve overall morale. As teams get smaller and more agile, the need to improve conversations across disciplinary lines increases.

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ABOUT THE SPEAKER
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Jeff Hesser is a senior artist at Harmonix and a sculptor with expertise in both traditional and digital techniques. At Harmonix, Jeff is the current Art Lead on Rock Band 4. He recently completed work as the UI artist on SingSpace and was the Lead Environment Artist on Disney Fantasia: Music Evolved. He has 15 years of teaching experience at the college level and received the Frazier Award for Excellence in Teaching at the Rhode Island School of Design in 2006. Jeff is a cofounder of Secret Portal, a collective of artists, designers, musicians and engineers dedicated to exploring the use of VR in public spaces. Jeff’s sculpture was recently featured in a solo exhibition at the Pennsylvania College of Art and Design and has been included in exhibitions at the Dahesh Museum, the National Sculpture Society and the Parrish Art Museum. Jeff studied literature and philosophy at the University of Chicago before attending art school at the Pennsylvania Academy of the Fine Arts, the New York Academy of Art and the University at Buffalo.

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DEMO SIGNUPS
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Want to show off a project you or your team have been working on? Apply here to demo it for the group!
https://forms.gle/PqJt8x5QmTduHVFN7

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HOW TO JOIN
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Just follow this Zoom Link!
https://zoom.us/j/93771832188?pwd=a3gyZzdEbDE5MEJEYW9memVMazEzUT09

Meeting ID: 937 7183 2188
Password: 562790
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Meeting ID: 937 7183 2188
Password: 562790
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UX Practices For Mobile Games

by PJ Cignarella on March 23, 2020

in Uncategorized

BPM_Colleen - Copy

ANNOUNCEMENT: BPM is committed to the health and safety of its attendees. Due to concerns about the spread of COVID-19, the March Meetup will be hosted online over Zoom.

Here’s how you can join:

1. First, Sign up for Zoom right here https://zoom.us/signup, then download the desktop app, mobile app, or the online browser add-on.

2. Open the calendar invite to the Zoom meeting posted in the event description on Meetup or Facebook, using the included meeting ID number.

3. You’re in! We recommend setting up Zoom before the meeting just so everyone can join and listen to the talk on schedule.

Meeting link: https://zoom.us/j/934862848
Meeting ID: 934 862 848

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DESCRIPTION
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Ever wondered how to build a menu so players don’t get lost? Confused about how to make a menu for your game?

Join us as Colleen takes us through best practices in mobile UX design. Drawing from her background of building UI for titles like Star Trek Timelines, Game of Thrones Ascent, and many other titles, she will walk us through how you can apply UX design principles to your current or next title.

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ABOUT THE SPEAKER
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Colleen Nachtrieb is the UX Manager at WB Games. In addition to WB, she has brought games based on IPs like Game of Thrones, Star Trek, and The Walking Dead to life while working at Disruptor Beam as Creative Director, and in her 14 years of game development experience she has worked on titles at 38 Studios, Lego, NetDevil, and other studios.

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DEMO SIGNUPS
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Want to show off a project you or your team have been working on? Apply here to demo it for the group! https://forms.gle/PqJt8x5QmTduHVFN7

Logistics:

Tuesday, March 24th

7:30 pm-10:00 pm
ONLINE via Zoom

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The ‘Kine’ Postmortem

January 27, 2020

Join us on Tuesday, Feb. 18th at 7 pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: ~~~~~~~~~~~ DESCRIPTION ~~~~~~~~~~~ In this example-heavy talk, Gwen Frey will discuss her journey of taking her recent indie release, Kine, from an after-work passion project […]

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January Meeting: Behind the Assets – Shader Tricks and Optimizations

January 4, 2020

                  Join us on Tuesday, Jan. 14th at 7 pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: DESCRIPTION: Ever wondered what it takes to make a Unity asset? How about how […]

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November Meeting: UX Practices for Mobile Games

November 14, 2019

          Join us on Tuesday, Nov. 19th at 7 pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: DESCRIPTION: Ever wondered how to build a menu so players don’t get lost? Confused about how to make […]

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Boston Local Spotlight: An Interview with Gwen Frey

October 18, 2019
Thumbnail image for Boston Local Spotlight: An Interview with Gwen Frey

Gwen Frey is the Boston-local founder of indie studio Chump Squad and co-founder of The Molasses Flood. Her work as a technical artist includes credits on Bioshock Infinite, Marvel Heroes Online, and the recently-released Kine. ________________________________________________________ You’ve had a pretty storied history as a technical animator in a variety of different environments. How has your […]

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October Meeting: Light Up Your World

October 8, 2019

  Join us on Wednesday, Oct. 16th at 7 pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: Talk Summary: Have you ever wondered how to make games that both look and run great? Riley will be going over lessons learned working […]

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Sept. Meeting: Work/Game Balance

September 11, 2019

                          Join us on Tuesday, Sept 24th at 7 pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: Talk Summary Petricore was founded in 2015 by a group of recent […]

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July Meeting: Improving the Culture of Critique: Communicating Across Disciplines

July 30, 2019

                  Join us on Tuesday, July 30th at 7 pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: Talk Summary This talk will dive into the challenges that arise when game professionals give each other feedback […]

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April Meeting: Using AR technology to preserve History

April 4, 2019

Join us on Tuesday, April 9th at 7 pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: Talk Summary  This month Jon Amakawa, Assistant Professor in the Game Design Major at Fitchburg State University and Educational Media Designer, discusses his work in creating Augmented Reality […]

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