|Why Math Education Needs Puzzles. Gathering 4 Gardner, April 2012.|
|Experiencing Symmetry: Geometric Transformations in Art, Music and Dance. National Council of Teachers of Mathematics national meeting, Apr 15, 2011. And at the Museum of Mathematics, Apr 7, 2011.|
|How to Invent Mathematical Puzzles. Nueva School, Hillsborough CA, Mar 11, 2011. And at the Stanford Math Cricle, Mar 10, 2011|
|Mathematics as a Creative Art. Iolani School, 2008
Math is usually taught as a rote subject. If English were taught that way, students would learn grammar, but not how to write original work. This talk shows how students of all ages can create original mathematical puzzles using the ThinkFun Game Club Sets, and present them in math fairs.
|Thinking Upside Down. Iolani School, 2008
A broad-ranging talk that connects my upside down ambigram lettering art to my other pursuits in mathematics, art, puzzles, dance.
|Art for Games. Iolani School, 2008
An introduction to how art is produced for computer games, divided into 3d art for action games, and 2d art for casual web games.
|Geometric Transformations in Music. Iolani School, 2008
This talk shows parallels between transformations in geometry, music, and art, culminating in visual animated canons by Norman McLaren (Canon) and Michel Gondry (Come into my World).
|Logo Design for a Digital World. Iolani School, 2008
An overview of what goes into designing a logo for a company. Types of logos, what makes a good logo, case study of my logo for Silicon Graphics (SGI), trends in logo design for new media.
|Teaching Students to Invent Puzzles. Math Fair conference, 2007
Schools have science fairs. What about math fairs? SNAP is a new organization that has come up with a wonderful math fair format: kids choose puzzles they like, make them as physical exhibits, then present them for other students, parents and teachers to solve.
|How to Invent Puzzles. Exploratorium Puzzle Party 2006
Behind the scenes glimpse into the process of designing a puzzle. Includes crossword puzzles, Sudoku and puzzles for the science magazine Discover.
|The Science of Sudoku. Exploratorium Puzzle Party 2006
The history, science, and art behind the game.
|Putting the Fun in Functional. Game Developers Conference 2006
How principles from computer game design can improve the quality of nongame software, including web and mobile services.
|Tales of a Mathematical Puzzle Designer. Bay Area Math Alliance 2006
A talk for mathematics students. How designing a puzzles is like creating new mathematics.
|Creative Plagiarism. Casual Games Conference 2005
The dangers and delights of making a new game based on an old game
|Rethinking our Tools: Game Design. Image and Meaning 2, 2005
A look at the tools I use to build puzzle games. Intended to stimulate discussion at an interdisciplinary conference on visualization of scientific ideas.
|Lost in Translation. Interaction Design and Children 2005
The perils and pitfalls of translating a game from one medium to another. With examples chosen from game design for children.
|2005 Trends in Casual Game Design: Sequels and Multiplatform? Game Developers Conference 2005
Sequels are good business. But how can you improve on a good game? Let's look at sequels and variants of the hit web game Bejeweled.
Like sequels, porting a hit game to a new platform is good business. For instance many mobile games are ports of web games. But how do you adapt a game to the limitations of the new platform, while expanding the game to take advantage of new capabilities?
|Paper, Plastic or Playstation? Stanford University 2004
Talk at the People, Computers, and Design seminar at Stanford University. Discusses how games mutate when moved from one medium to another, and how to take advantage of the unique capabilities of each medium while working within its limitations.
|The Puzzlemakers Survival Kit 2003
Powerpoint slides from a one-hour talk at the 2003 Game Developers Conference. Similar to my Art of Puzzle Design Tutorials, but with more examples and design tips for each of the five major genres of puzzle games.
|Daily Puzzles: My Strategy for Casual Gaming 2002
Paper distributed at the 2002 Game Developers Conference. Daily crossword puzzles are already popular in newspapers. What sorts of daily puzzles will work on the web and mobile phones?
|Web Games that make Business Sense 2001
Notes from a talk at the 2001 Game Developers Conference. For game developers building games for nongame web sites, for instance to increase traffic.
|The Art of Puzzle Design 2000
Notes from an all-day tutorial given by Alexey Pajitnov of Microsoft and myself, with guest talks by Gary Rosenzweig (Clevermedia), Bob Bates (Legend) and Michael Wyman (Lucas Learning), at the 2000 Game Developers Conference.
|The Art of Puzzle Game Design 1999
Slides from an all-day tutorial given by Alexey Pajitnov of Microsoft, inventor of Tetris, and myself at the 1999 Game Developers Conference (the Conference changed its name this year).
|Games for the Rest of Us: Puzzles, Board Games & Game Shows 1998
A talk presented at the 1998 Computer Game Developers Conference.
|Designing Online Puzzle Games, GDC 1997
Notes from the 3-day roundtable discussion on designing online puzzle games at the 1997 Computer Game Developers Conference.
|Designing Online Puzzle Games, GDC San Francisco 1997
September 11, 1997. Notes from a roundtable discussion on "Designing Online Puzzle Games" at an evening event at Post Linear in San Francisco.
|Designing Puzzle Games, Seattle 1997
November 3, 1997. Slides from a talk on "Designing Puzzle Games" at an all-day event at the Seattle Convention Center.
|G A M E D E S I G N A R T I C L E S|
|What is a Puzzle?
My favorite definition of "puzzle" came out of a conversation with puzzle collector and longtime friend Stan Isaacs: a puzzle is fun, and it has a right answer. In this article we analyze the implications of this definition.
|From Physical Game to Computer Game
Many computer games are based on existing physical games. Here are some of the opportunities and pitfalls in translating a game from the physical realm into the computer realm.
Unlike board games, most puzzles are solitary pursuits. Nevertheless, it is possible to create multiplayer games based on puzzles. Here are eight ways to do it.
|Copyright 2000 Scott Kim.
All rights reserved.