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Sean Heron

A graduate from University of Central Florida's Game Design program, with a minor in Creative Writing. In equal parts a writer, a game designer, a game player, and an eternal student of how to make better games.

Why are you studying games?
I've wanted to be involved in making games since some time in middle school. The older I got, the more I understood the depth of what goes into designing and creating quality game experiences, and the more I became excited by how I could embody my best self in the games that I make.
Describe your favorite project made by a classmate.
Cyclops Look Away! by Noca Wu and Alexander King is probably one of the standout projects I can think of--it's a really quick and simple game idea but it works so well. I was especially impressed to see it at PRACTICE 2016 on an arcade cabinet with trackball--perfect marriage of controller and mechanic.
Describe one memorable lecture, assignment, or exercise you've had at the Game Center.
During Game Design 2, we had a lecture about verbs in digital games and how there are ways to link them to both the physical motion that the player is using to execute them and the thematic elements in the game. That entire idea has been a huge influence on my thesis.
How has the Game Center changed your thinking about games?
Prior to coming to the Game Center, my experience with game creation felt more like I was feeling out design choices largely by instinct. Being here has helped open my mind to the idea of being more deliberate about how things are designed, especially in terms of what actions are most congruent with how you want players playing your games.
What do you hope to accomplish after school?
I really want to be an independent game developer--the AAA space feels kind of impenetrable to me and I want ownership of what I make, a direct say in how I spend my time and what I spend it on.