USC GamePipe Laboratory Seminar Series

Title: Designing Without A GDD - How to Use Prototyping to Define Your Design
Wednesday, 17 October 2018, 6:00pm
Speaker: Sean Kearney, Game Designer, EA/Industrial Toys
Location: USC GamePipe Laboratory, EGG-108

Abstract
In this talk, I’ll share some of my experiences using rapid prototyping and playtesting in order to identify (and sometimes re-identify) the core pillars of a game, and how being able to iterate concepts and ideas in a prototype can help you test your design assumptions efficiently, and along with playtesting, can help refine the “X” of your game.

Bio

Sean Kearney is a Game Designer and Prototyper, and alumni of USC (class of 2007). He began his career in Creative Development at Disney Interactive, where he managed a team tasked with creating unique and forward thinking gameplay prototypes based on new technologies and play patterns. He moved over to Disney Mobile in 2011, and worked as a Lead Game Designer on a number of casual mobile games, including, “Where’s My Water?” and “Where’s My Perry” two titles that, between them, have over 100 million downloads (to be fair, about 50 million of those were pirated on Android, but still). He left Disney in 2014 and joined Nexon, where he served as the Head of Design for a studio based on Seoul Korea for a few years, before leaving to spend a year consulting on small game prototypes and writing for clients before joining Industrial Toys (an EA studio) in 2017. As far as what he’s working on at Industrial Toys, Sean has been told he legally can’t talk about. Sorry about that. I’m afraid of being sued.