Guglielmo De Gregori
Studio V / VIGAMUS Foundation

De Otio: How an Ancient Roman philosopher can improve your craft as a Game Designer

I work inside VIGAMUS Foundation, the organization behind the Video Game Museum of Rome, as the Head of Development. Currently serving as Lead Designer and game writer in the game development company Studio V, working on a yet to be disclosed narrative, roleplaying title based on Italian cultural heritage.

A game jam and indie development enthusiast, I regularly take part in the events of the makers community, such as Global Game Jam, Labour Games, and after taking part in 2017 in European Culture Forum Game Jam I’ve had the occasion to showcase the game made by me and my colleagues inside the European Youth Event 2018 at The European Parliament in Strasbourg.

I started working in the field of video games in 2008, as the Preview Editor of Game Pro, Italian edition of the British game critics outlet Edge. I took a diploma in Illustration and Animation at the European Institute of Design and graduated in VIGAMUS Academy’s Gaming course (inside Link Campus University), with a thesis on the identity of video games.

 

Speech description

While becoming a good Game Designer is indeed a never fully achieved goal that needs discipline and dedication to the craft, the “no pain, no gain” mindset has generated monsters.

How can we create something meaningful if we forget to take care of ourselves and our loved ones, not being afraid to “waste” some time in the process?

How can we imagine meaningful stories and compelling characters, if we don’t live our personal stories and become the heroes of our very own adventure?

If we truly mean to consider games as a full-fledged form of art, we should also defy the technicalities of the creative process and embrace the joy of happy accidents bound to occur while being away from the game engine.

Choosing Roman philosopher Lucio Anneo Seneca’s writings as the starting point for this talk, I’ll offer you my perspective on creativity and fabricating ideas, deeply conscious of how sometimes “less is more”. In the same vein as Ancient Roman thinkers and artists, I want to expose a serendipitous, sustainable approach to creative process in game design and development.

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