Several presentations from speeches I've made.
Natural Game Design: How to Birth Games Without Cloning. A video of my talk.
Evil Game Design Challenge: Along with two other designers, I participated in the "evil game design challenge;" we were asked to retrofit Super Mario Brothers, one of the most beloved games in the world, as a free-to-play online game. After we each did so, the audience agreed that might version was indeed the most evil of the three.
Save the Whales: At the same conference, I have a talk in which I argued that the free-to-play industry's practice of shutting down games when they no longer are profitable enough to support a live team is short-sighted, and likely to lead players to cease paying for free-to-play game content in future.
Why Jam?: I was keynote speaker at the 2011 Nordic Game Jam; this was my presentation.
Games are Uncertain: Argues that player uncertainty is core to the appeal of games, and analyzes several games for their sources of uncertainty.
Randomness: Blight or Bane?: Analyzes how games use randomness in different ways, and argues that randomness is often useful in designing games, and should not always be eschewed.
Design for Serious Games: Why so many suck and how to design ones that don't.
Designing Games for Process Intensity, or, Why Content Creation is Sucking Us Dry
Wireless Game Design: An overview of the strenghts and weaknesses of the medium.
Game Design Theory: A discussion of game design theory, referring but not limited to wireless games.
SMS Game Design: Designing games for SMS technology.
WAP Game Design: Designing games for WAP technology.
J2ME & BREW Game Design: Designing games for J2ME and BREW technology.
Wireless Games: Mass-market gaming through Internet-enabled mobile devices.
Online Games: The past through the future.
Making the Case: Business models for online games (with Jessica Mulligan).