October 2018

USC GamePipe Laboratory Seminar Series

Title: Automated Game Generation via Machine Learning
Wednesday, 24 October 2018, 6:00pm
Speaker: Matthew Guzdial, Georgia Tech
Location: USC GamePipe Laboratory, EGG-108

Abstract
Automated game design has remained an open question in the field of Game AI. Prior automated game design approaches have relied on hand-authored or crowd-sourced knowledge, which limits scope and application. Our approach instead relies on machine learning to derive approximate representations of games, in terms of level design and mechanics, from gameplay video. Our approach recombines knowledge from these learned representations to create new games via conceptual expansion, a novel algorithm inspired by human creativity.

Bio

Matthew Guzdial is a Computer Science PhD candidate in the School of Interactive Computing within the College of Computing at Georgia Tech. His research focuses on the intersection of machine learning and creativity, with the majority of his thesis work devoted to the automated generation of games. He is the recipient of a Unity Graduate Fellowship and invitee to the 2018 Heidelberg Laureate Forum. His work has been featured in BBC, WIRED, and Popular Science.


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.