All right since we’re running a little bit late first of all thank you so much for coming to this session I know it’s the it’s near the end of the sessions there’s a lot of really great stuff going on so I’m very honored I’m at wanted to say thank you because this is my first scratch conference and I’ve.

Been so happy with it it’s been really great getting to meet some of you it’s really fantastic community and I’m excited about coming back next next time even if I’m not talking to.

Check it out and a so just wanted to say one thing compared to some of the talks I’ve seen this one might be a bit technical because I’m a programmer and you know I was taking on this project from a very technical angle so excuse me if it gets too.

Technical at moments and hopefully I can maybe we can find some way to go through.

It despite that and save some time at questions think some save some time for questions at the end if you want more technical detail which I’ll be happy to give you all right so this this talk is called lessons learned making a visual programming language to remix open-source games.

And the project is called red wire so in the game development community there’s this type of talk that people give called a post-mortem or sometimes it’s a it’s not a talk it can be also be an article and basically they kind of take apart the creation of a game and I sort of modeled this talk on that set of ideas so I’m going to be kind of try to be brutally honest about what worked and what didn’t in this project so I’ll be.

Probably a little more self-critical than you normally be in if I was trying to like sell you on this on this project just like that so I’m going to start by talking about what we built and why we did it the design behind it and basically what we learned when we when we tried it out and finally.

Some kind of you know ideas for what a future version might look like okay so before we go further so my name is Jesse Himmelstein I’m a researcher at the Cree in Paris so it’s a center for interest interdisciplinary research we do a lot of things involving kind of exploring new pedagogical techniques trying to find new ways to teach teaching through research teaching through play and I run the.

Game lab there and so at the game lab we create games usually with researchers or teachers we also we teach as well game design and we finally have this whole kind of community angle we.

Have a club called the game EDA that’s based in Paris where we kind of get speakers to come in and talk.

About video game development and we also run a game fair all of game festival all about scientific games called the AI gamer and finally I run the the vision there’s a.

Really great open-source conference that’s in Brussels called foz dem and if you’re into open-source I highly recommend you go there it’s really great with with the yen’s earlier we were kind of comparing it to the Bordeaux to the scratch conference in some ways.
It’s kind of in very informal a lot of fun a lot of people who are really.

Passionate about open-source so that’s usually every year around in February in Brussels and I run kind of the there’s one room dedicated to game development alright so into the into.

Jesse Himmelstein Lessons Learned Making A Visual Programming Language To Remix Open Source Games

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