Tag Archives: Kellee Santiago
Sat, May 18, 2013 | 21:51 BST
Ouya to host public booth in a parking lot down the road from E3
Those who aren’t attending E3 this year and will be in the LA area, can still get their hands on Ouya as the team is hosting a public event for the console down the road from the Los Angeles Convention Center.
Sat, Apr 20, 2013 | 17:24 BST
Ouya has over 10,000 registered developers on board
Ouya now has over 10,000 registered developers, according to the firm’s head of developer relations, Kellee Santiago. Speaking with Joystiq, she said to expect announcements regarding the console to occur in the next “few weeks.” The latest we’ve heard on the development end, is that Minority Media’s Silent Enemy is in the works for the console, among other high profile development teams.
Thu, Feb 28, 2013 | 17:31 GMT
OUYA shipping to Kickstarter backers on March 28, Kellee Santiago joins firm
OUYA will start shipping to Kickstarter backers on March 28, the firm has announced on Kickstarter. Also announced was that thatgamecompany’s Kellee Santiago has joined as head of developer relations.
Wed, Nov 28, 2012 | 16:58 GMT
Indie Speed Run judges announced for world’s first online game jam
Indie Speed Run judges have been announced for the “world’s first online game jam,” and the list reads like a who’s who of indie development.
Fri, Aug 03, 2012 | 16:01 BST
Sony details plans for gamescom panel
Sony has provided more details on its gamescom presence, starting with its press conference which kicks off at 7.00pm CET/6.00pm BST on August 14. It will be streamed live from the PlayStation Blog. A panel discussion will also take place, the topic being “games as art”, and it will include: SCWW president Shuhei Yoshida, Ian Dallas, co-founder of Giant Sparrow, Kellee Santiago, co-founder of thatgamecompany, Alex Evans, co-founder of Media Molecule, Adam Volker from Moonbot Studio, and a special guest “working on a currently unannounced project.” The panel will be streamed live as well. Gamescom runs August 15-19.
Mon, Dec 12, 2011 | 03:22 GMT
Thatgamecompany’s flOw and Flower both topped annual PSN charts
Sony’s investment in thatgamecompany really paid off, producing two of the PlayStation Network’s top performers.
Thu, Sep 29, 2011 | 08:27 BST
Thatgamecompany: “Gamers are not stupid”
Thatgamecompany’s Kellee Santiago has said the industry underrates gamers intelligence by pumping out identical games all the time.
Tue, Feb 19, 2008 | 19:18 GMT
GDC: Make games memorable as opposed to long, says flOw dev
Offbeat theories kicked off the sessions at the Independent Games Summit in San Francisco today, as the first keynote was delivered by That Game Company’s Kellee Santiago, Everyday Shooter developer Jon Mak, and academic developer Pekko Koskinen. The three-person presentation focused on provoking thinking about the relationship between games and gamers.
Santiago, the developer of flOw, argued that the personal value of games to players is something that needs to be better quantified if both developers and publishers are to get a better grasp of the importance of the medium. She argued that a focus on longevity and content was to the detriment of games being memorable and therefore valuable to players.
Mak looked at how the attitude of gamers towards a game changes depending on how a game looks, and whether we get to “own” the output we see on the screen, citing Guitar Hero as an example of how remarkably basic systems enthral gamers by producing output in direct response to their actions.
But it was Koskinen who had the most interesting and complex take of the session. He argued that while other media was tied to particular physical formats, games could be made out of anything at all. He cited the fact that chess could be played with physical pieces, on a screen, or even mentally. This, claimed Koskinen, means that games are all about how a player behaves, and his or her behaviour is the medium in which game designers work. Game design “is the art of fictional behaviour”, said Koskinen.
The Finnish developer suggested that game designers could “design players in the same way that we design games”, and that behavioural aspect of games would become a great tool in shaping how people live in the years to come.




Microsoft’s focus will remain away from PC games