Upcoming events…

Flurry of activity before I disappear into a Freeplay wrangling flurry.

I’ll be running a session at the Emerging Writers’ Festival as part of their Business of Being a Writer Masterclass on Process and Organisation. This event has sold out (hurrah), but there are still tickets available for their myriad other events.

I’ll also be running on of their TwitterFEST sessions on play and the creative process, building on and discussing my piece in The Reader that you can read online here.

Through Freeplay, we’ve also organised a few playful storytelling things with them. Head over to the event on their website or Freeplay to learn more.

Early June, I’ll be up in Brisbane to talk at the IGDA / Creative Industry Precinct’s Game On program. There isn’t much detail on the site, but this is what I’ll be talking about:

The words we use to describe the space we work in – development, industry, culture, community – all describe structures built, either deliberately or as a byproduct of other processes, by people. In the face of a shifting industrial landscape, how can we build new structures that might better reflect how we’d like to live and work, what would the values of such a community look like, and what does it mean to connect with a wider creative, critical, and artistic culture? This year’s Freeplay will explore these ideas – along with many others – but before it does, co-director Paul Callaghan will talk about some of the history and philosophy behind Freeplay, what to expect from this year’s event, and what to think about into 2012 and beyond.

After that,  I’m going to be at the Continuum Speculative Fiction and Pop Culture Convention talking games and storytelling. Look out for the launch of their full program here.

And lastly, I’ll be running a workshop with ExpressMedia on Innovative Storytelling as part of their Big Splash series.

Play is the Wrong Word

This is a piece that originally appeared in the Emerging Writers’ Festival Reader.

Every piece of writing – in fact every act of creation – is an exploration, a mapping of elusive contours of thought, a process of divination and excavation. At the other end, every experience of a piece of writing – or every creative work – is the same: a scrabble through uncharted caves, a handheld guide through an unknown city, a slow resonant unveiling of how things are and how they came to be.

But mention the word play in association with either of these processes and the arguments come at you hard and fast. We are serious writers and thinkers, they say, explorers of uncharted territory. We stalk the wilderness and return with wisdom, heroes of our own creative journey. We are adults struggling against the dark, and we have no time for such trivial things.

Perhaps play is the wrong word then? Or perhaps it’s something that needs reclaiming through reflection and re-examination of how creativity works.

Continue reading

2010

VITTA Annual Conference

Career Forum – 29/11/10

Representatives from University, TAFE and industry will speak about new opportunities for people to access a range of cutting-edge careers. To better inform young people about the wide range of options available to them in ICT, course information for students will be explored as well as future pathways in the study of IT where jobs are growing rapidly in the ICT sector. ICT skills now are required by the full spectrum of private and public sectors, from banking, healthcare, law, telecommunications, education, transport, manufacturing, tourism, mining, environmental management, digital media to fashion design.

Keynote Presentation: Looking beyond the Digital – 30/11/10

Presentation – .mov

The most exciting thing about the emergence of video games isn’t the advances in technology or the establishment of a new art-form, it’s the simple fact that more people than at any other time in our history are thinking about the fundamentals of play and how to apply that to the world that we live in.

Starting from traditional literacy and numeracy, this session will take a meandering tour through how games and play are influencing city-planning, household chores, exploration, community, art, culture, social change, and of course learning and teaching – with the aim of hopefully showing that rather than destroying the world, games are helping to make it a better place.

Open Channel / Film Victoria Multiplatform Workshop

Keynote Presentation: ‘Of Myths and Metaphors’ – 24/11/10

Presentation – .mov

This talk explores the defining metaphors of Screen, Technology, Digital, and Storytelling, and how they apply to both game development and multiplatform projects, with a focus on the strengths and weaknesses of interactivity and how that compares to more traditional storytelling forms.

One-on-One workshops – 26/11/10

Game Connect Asia Pacific

Government Round Table – 14/10/10

Presentation – blog post

According to iGEA research, 68% of Australian’s play video games, but despite this number, there is still a disconnect in how they are viewed as part of the broader culture – a disconnect that in turn affects how they are viewed by governments both economically and culturally.

This presentation outlines the cultural place of video games, and attempts to reframe the thinking around their future support.

Chair: The Take Home – 15/10/10

After two days of talks, panels, workshops, and networking it can be hard to see the forest for the trees. This final session brings together some of the key speakers from GCAP and examines the threads and trends that have dominated the discussion before taking a look towards the future of our industry, our business, and our craft.

RMIT Games Program

Ludo-narrative Dissonance – 8/10/10

Presentation – .mov

Games have always had their ludic & narrative elements in tension, but as technology has become more sophisticated and as the grammar of video games has extended beyond the constraints of the non-digital, new forms of bringing the two together have emerged.

This talk looks at the intersection of the ludic & the narrative, at where dissonance occurs, and at where the two are thematically & practically in balance.

Cornwall Stodart Young Business People Program

Social Media & Events – 7/10/10

Link

SLV Social Entrepreneurship Forum

Opening Presentation & MC – 7/9/10

The Making a small world smaller forum builds on a proposal jointly developed by the State Library and RMIT University. The proposal explored how a new centre at the State Library could use elements of social enterprise, community development and social media to increase Victoria’s intellectual and social capital.

The proposal would bring together RMIT students, industry partners and staff from the Library to develop programs that focus on the socialisation of international students, facilitate entrepreneurship among young leaders in regional Victoria and engage local secondary students in innovative activities.

Xperience Xpo

Getting a job making games – 10/8/10

Presentation – .mov

This short talk takes a look at how video games have evolved in the 20 years I’ve been playing them and the current games developed in Australia.

RMIT Games Program

Moment to Moment gameplay – 2/8/10

Presentation – .mov

Designing a game is more about what the player does than what the player is. This session takes a look at some of the fundamentals in designing what the game’s verbs are, creating sequences of action and reaction, facilitating player choice, handling feedback, and providing audio-visual stimuli – all in the service of gameplay over story.

School Library Association of Victoria

Deconstructing games -30/7/10

Presentation – .mov

Today’s students have never seen a world without video games.  They’re an integral part of life now, becoming a new cultural artifact, a new entertainment medium, and bringing with them a whole slew of new employment opportunities.

But how do they work?  And what are the parameters for having a meaningful dialog about them with our students?

In this session, Paul Callaghan, a veteran game developer, will explore the elements that contribute to games literacy and how that can be applied to traditional literacy and numeracy skills.

VITTA ICT Week

Getting a job making games – 29/7/10

Presentation – .mov

In a very short amount of time, video games have become an incredible force both culturally and economically.  This session looks at the opportunities and skills required to work in games development and the games recently developed in Australia.

Monash Computer Games Boot Camp

Writing & Designing – 6/7/10

Presentation – .mov

While there is some overlap, the skills that a writer and a designer bring to games development are very different.  This session takes a look at a winding career and shines a light on what it takes to be a games designer and writer.

Deconstructing games – 6/7/10

Presentation – .mov

Today’s students have never seen a world without video games.  They’re an integral part of life now, becoming a new cultural artifact, a new entertainment medium, and bringing with them a whole slew of new employment opportunities.

But how do they work?  And what are the parameters for having a meaningful dialog about them with our students?

In this session, Paul Callaghan, a veteran game developer, will explore the elements that contribute to games literacy and how that can be applied to traditional literacy and numeracy skills.

University of New South Wales

What does a writer do anyway? – 2/7/10; 21/9/10

Presentation – .mov

Telling stories is an essential part of our cultural fabric, but in the face of a new medium, one in which mechanics, rules, and play are at the heart of the audience experience, we’re still learning how to work the thousands of years of accumulated knowledge in writing and storytelling to our best advantage.

An often-neglected discipline in video games, this session will look at the skills and craft that writers use when approaching storytelling, dialogue, structure, and characterisation, and how to apply those to video games without losing the particular strengths of the medium.  By dissecting the craft of writing, it will demonstrate the thought processes behind story creation, what does and doesn’t work within the medium of games, and why some of those boundaries exist.  It will also show how some of those core concepts are applicable to games without stories, informing mechanic, level, and systems design.

Looking to the future, the session will lastly speculate on the marriage of traditional narrative and mechanics, and the sorts of stories that can only be told in the medium of games by exploiting the fundamental gameplay forces of agency, choice, rules, and goals.

Emerging Writers’ Festival

Never Surrender -29/5/10

Writing isn’t all about success stories! Join our writers as they speak candidly about rejection, creative risk-taking and projects that took ten years from creation to publication. Why do they stick with it, and is it all worth it in the end?

With — Paul Callaghan, Elizabeth Campbell, Sean Condon and Dee White. Hosted by Stu Hatton.

Express Media

Writing for Games Workshop – 22/5/10

Presentation – .mov; .pdf; ArtsHub review

Games, like all mediums, have their own strengths and weaknesses as a storytelling medium.  This workshop takes a look at what makes games tick, what you can learn from traditional forms, and what you should know about the expressive power of mechanics.

Meanland

Reading in a time of Technology – 19/5/10

Presentation – .mov; blog; video

Multimedia books and academic wikis, music and sound publishing, and the world of computer games: technological change has extended reading and writing well beyond the book.

Chris Meade, the author of an Arts Council England report on the technological possibilities of literature, discusses his own experiments with musical, graphical and digital fiction; the ANU’s Adrienne Nicotra explains how educational wikis might replace text books; novelist and programmer Paul Callaghan demonstrates the role narrative plays in today’s computer games; and the poet/composer Klare Lanson explores the intersection of music and text.

AFTRS

Game Writing Workshop – 3/5/10

The gaming market continues to grow, and concepts and stories are becoming more sophisticated in structure and style.

AFTRS introductory workshop is designed to give aspiring game writers the fundamental skills, knowledge and techniques required to write successfully for the games industry. It will explore the interactive strength of the medium and outline and explain the avenues and technologies available that game writers can utilise. This course will get you started and refine your technique.

Aims and Objectives
By the end of this workshop, participants will be able to:

  • Outline stories for games using traditional storytelling and structural techniques
  • Understand how games integrate mechanics, rewards, and non-linear elements
  • Write game-specific scenes, including conversations and characters
  • Deconstruct existing games to better understand their storytelling techniques, including plot, character, dialogue, and theme
  • Use available technology to write for specific game engines

Format Academy of Words

Mining the personal – 13/3/10

They say write what you know, but how easy is it to write about yourself or draw material from your life? Do you feel exposed when people read your words, and how do you deal with the fallout? And what happens when people mistake your characters for you?

Non-paper publishing – 13/3/10

Books are great, but what are other avenues for writers to be heard and distributed? What are the challenges of writing for digital, audio and live audiences? Is it all about the words or is it all in the delivery?

CAE Melbourne

Industry Overview – 3/2/10

Presentation – .mov

As part of the PWE Industry Overview subject, an outline of what writing for games involves, how I found myself doing it, and the storytelling strengths of the medium.

2009

17th Annual World Congress of Science & Factual Producers

Collaborate to Innovate: A Networking Opportunity for Producers to Meet Digital Media and Gaming Experts – Friday 4th Dec

Taking linear broadcast projects to online and gaming platforms can present new possibilities in creativity, finance and audience reach. The key to a successful transition lies in the collaboration of teams with multi-disciplinary expertise. This session gives the opportunity to a limited number of experienced filmmakers interested in convergence to meet one-on-one with Australia’s leading digital media and gaming experts. The morning will provide an overview of techniques and possibilities followed by 15-minute one-on-one sessions for targeted advice and potential collaboration with any or all of the digital specialists.

Game Connect Asia Pacific 2009

Games Literacy – Sunday 6th December

Presentation – .mov

Today’s students have never seen a world without video games.  They’re an integral part of life now, becoming a new cultural artifact, a new entertainment medium, and bringing with them a whole slew of new employment opportunities.

But how do they work?  And what are the parameters for having a meaningful dialog about them with our students?

In this session, Paul Callaghan, a veteran game developer, will explore the elements that contribute to games literacy and how that can be applied to traditional literacy and numeracy skills.

What does a writer do anyway? – 3:35, Tuesday 8th December

Presentation – Google Presentation

Telling stories is an essential part of our cultural fabric, but in the face of a new medium, one in which mechanics, rules, and play are at the heart of the audience experience, we’re still learning how to work the thousands of years of accumulated knowledge in writing and storytelling to our best advantage.

An often-neglected discipline in video games, this session will look at the skills and craft that writers use when approaching storytelling, dialogue, structure, and characterisation, and how to apply those to video games without losing the particular strengths of the medium.  By dissecting the craft of writing, it will demonstrate the thought processes behind story creation, what does and doesn’t work within the medium of games, and why some of those boundaries exist.  It will also show how some of those core concepts are applicable to games without stories, informing mechanic, level, and systems design.

Looking to the future, the session will lastly speculate on the marriage of traditional narrative and mechanics, and the sorts of stories that can only be told in the medium of games by exploiting the fundamental gameplay forces of agency, choice, rules, and goals.

IGDA Melbourne

Trends for local indies – 10/11/09

Presentation – Google Presentation

An overview of local industry trends since 2000 and options for independent development.  More detail on the numbers can be found in the blog posts The State of Things and Collated data.

iDef 2009

Do you have a game plan? – 30/10/09

Presentation – .mov

The state of the industry worldwide by Tony Reed from Reed Interactive followed by an overview of the roles and career paths in development.

Take me by the hand – 31/10/09

Presentation – .mov

Join game developers Craig Duturbure and Paul Callaghan as they walk you through their favourite games and reveal the highlights and hiccups of game development.

Academy of Interactive Entertainment

Guest Lecture: Independent Development – 14/10/09

Presentation – .mov

The shape of the local industry and opportunities for indie developers, including what to focus on, experimental gameplay models, and options for funding and distribution.

Screen Australia

Innovation Session – 1/10/09

Presentation – .mov

An overview of games as an industry and medium, their relationship to film, and their relative strengths and weaknesses.

RMIT Games Program

Mechanics and Narrative – 8/09/09

Presentation – .mov

Lecture on symbolism and grammar and how that can be applied to traditional media and games.

SYN Media Learning Week 2009

Gaming and Learning: Panel Discussion and Play – 28/8/09

Games Industry and IT experts will help you learn and experience the educational potential of video games and gaming culture. Starting with a panel discussion on how games help students learn useful skills and ending with a chance to get your hands on some gaming consoles and play!

With Vincent Trundle and Michael Woods

Freeplay 2009

Where to from here? – 15/8/09

At the first Freeplay in 2004, there was no steam, no App store, no XNA, no Xbox Live Arcade, no PSN, and no WiiWare.

This panel looks at where we might be in another 5 years.

VITTA ICT Career Expo 2009

How I got a job playing games for a living – 1/8/09

Presentation – .mov

An updated version of my talk from 2008

Video games don’t just appear from nowhere.  Somewhere, right now, there are people writing code, making art, designing levels and putting the finishing touches on games that will eventually find their way into PCs and consoles all over the world.  In Australia, there are around 2500 people doing just that and this number is expected to grow dramatically over the next 5 years.  In this presentation, Paul Callaghan, who has worked as a programmer, a game designer, and now a games teacher, will talk about how he found his way into the industry, how things have changed since then, how it’s possible to earn a living from it, and how it’s not all just sitting around playing games all day.

Emerging Writers’ Festival 2009


I can say yes now but in the end it will be no – 31/5/09

You spend hours deliberating over your punctuation, only to have actors, artists, directors and all and sundry throw out semi colons with barely a thought! This panel looks at maintaining ownership over your own words.

With Liz Argall, Angela Bentzien, Paul Callaghan and Luke Devenish

Hosted by Andrew Horabain

Doctor Who – Computer Game Storylining  – 31/5/09

In late 2005 Paul Callaghan found himself unsuccessfully pitching to the BBC for the new Doctor Who computer game. Eventually, he worked with them on developing the game – and what followed was a writer’s dream in aligning with the revamped TV show, and a nightmare of restrictions due to the differing viewpoints of the BBC.

In conversation with Daniel Ducrou

CAE Melbourne

Industry Overview – 13/5/09

As part of the PWE Industry Overview subject, an outline of what writing for games involves and how I found myself doing it.

National Screenwriters Conference 2009

Writing – It’s More Than A Game – 26/2/09

Presentation – .mov

Games On Net Article

Presentation Footage

Panel Discussion Footage

The differentiation between games and films is blurring rapidly. As game graphics and other technical innovations reach a highpoint, games are depending more and more on character, story and plot… and traditional screenwriters are becoming a valuable resource for the games industry.

The major global film market (15-30yo) is spending more time and money on games than cinema – and the trend isn’t slowing. So is there a place for you in game writing? Do you have to be a user to appreciate the form? How do your skills translate to this exciting field? And is the sky really the limit? Find out how you can tap into this exciting writing opportunity from three internationally respected games writers.