• Who Am I?

  • Why Games

  • What do I do?

  • Notes on the game industry

  • Ethics

  • The future

  • Who Am I?

  • Why Games

  • What do I do?

  • Notes on the game industry

  • Ethics

  • The future

Why games?

Design

Design

Music

Design

Music

Writing

ART

Design

Music

Writing

ART

Design

Music

Writing

Technology

ART

Design

Music

Interactivity

Writing

Technology

  • Who Am I?

  • Why Games

  • What do I do?

  • Notes on the game industry

  • Ethics

  • The future

World building

Mechanics

Trying to run a small studio

Pitching on indie projects

Pitching on client projects

Designing

Coding

HR

Finance

Networking

Giving talks

Videos / gifs / images / website / collateral

Platform hold admin (...good god no)

Games Jams / Prototyping

(constant) learning

https://bristol.games

https://bristolgameshub.com

  • Who Am I?

  • Why Games

  • What do I do?

  • Notes on the game industry

  • Ethics

  • The future

  • Higher wages (around the world people cost)

  • Diversity (people / world building)

  • More publishers in different places (not just around London)

  • Access to funding

  • Platform holders (tech / docs)

  • Sustainable business practises

  • Environment / ethics

The Market

 has changed

Marketing

 has changed

  • Who Am I?

  • Why Games

  • What do I do?

  • Notes on the game industry

  • Ethics

  • The future

Ethics

Labour practises: wages, work hours, equal opportunities, mis-conduct, sharing in the fruits of labour, quality. Publishings: ownership, creative vision, contracts. Environment impact: file size / bandwidth, NFTs, hardware. Dark patterns: personalised pricing, profiling, pay to win, PII data, advertising, aggressive subscription. Addiction / nudging: notifications, limited time offers / events, habit forming, gamification (streaks), gambling, loot boxes / gacha (skinny boxes), Age restrictions: content responsibility, access / filtering, purchases. Disability / accessability: skill level / difficulty, epilepsy, legibility, game mecahanic legibility, gameplay (e.g. QTEs). Commerce: markets (sellable items, weapons, hats costumes etc) NFTs, secondary markets. PvP interactions: chat, personal space, bullying, VR personal space. Game content and values: story, gameplay, games about ethics / philosophy / education, ethical reasoning, critical thinking, desensitisation, harmful or inappropriate experiences, diversity of gameplay, representations of gender / race etc, games as therapy / escape / flow state. Community: backlash, cancel culture, toxicity. Security: bad actors (cryptojacking, keyhacking, PPI stealing). AI: content generation, IP (training & product), unintended outcomes, bias, automated manipulation, personalised experiences, nudging.

World building

World building

What world do we want to live in?

World building

World building

World building

World building
Game worlds

Not every video game needs to be a mediation on Kant or Nietzsche

 

... but every game can help
create worlds

  • Who Am I?

  • Why Games

  • What do I do?

  • Notes on the game industry

  • Ethics

  • The future

Tomorrow and

Tomorrow and

Tomorrow

Tomorrow and

Tomorrow and

Tomorrow

Tomorrow and

Tomorrow and

TODAY

VR sickness

Personal space

Toxic behaviour / bullying

Freedoms of expression

Inacting Gameplay mechanism

Personal Identifible Information

Organising, traditions / cultures

Commerce

What about
AI?

representation / bias / Dogma

unintended outcomes

Personalised experiences

automated manipulation

training data IP

product IP

YOUR JOB

"Let's all engage iN
thoughtful CREATIVE engineering.”


Ben Byford

Thank you

 

@BenByford

www.benbyford.com

slides.com/benbyford/ben-in-games

Talk on games industry and my journey

By Ben Byford

Talk on games industry and my journey

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