George Kalmpourtzis

George is a UX & product designer and studio director, working in the industry and academia. He is the founder of two indie studios: Playcompass Entertainment and GK Studios. Coming from a diverse background, including both arts, education and engineering, George has been interested in creating intrinsically motivating experiences that have impact on their users. He has worked as game designer, UX designer, producer and studio manager in various indie European studios and has worked with ivy league institutions and international corporations for the design of native apps, games and learning platforms. George focuses on teaching experience design to teachers and students and the cognitive development benefits that arise from this process. Through an experimental procedure, he has formed several multi-disciplinary teams that are currently working on designing games that have an impact to local societies.

Creativity Education Games

Game Design Education Workshops

By on December 6, 2016

During the last month, I was asked to organize and facilitate some game design workshops for educators in the area of Thessaloniki. The workshops focused on the area of educational games and their impact on learning and student engagement in curricular activities.
The workshops focused on a diverse set of elements and perspectives necessary for aspiring educational game designers. Those aspects included the perspective of games as systems, games as learning environments, feedback, mechanics, aesthetics, learning objectives and balancing. The workshops included collaborative and individual working sessions, where participants could interact and come up with joint game ideas on educational topics of their preference.

I am always amazed by the creativity and potential of such workshops, since they are amazing opportunities for people to unleash their creativity, talk about topics they like and find other peers that are interested in the same topic, co-creating new gaming ideas. The produced game projects included areas like STEM, literacy, arts and physical education.