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CONFERENCE  

|    Production
    PRODUCTION

In recent years, game industry production challenges have been split between massive budgets for AAA console games, and significant new production challenges from social, online, smartphone and other emerging types of game. The goal of the Production Track is to provide developers with concrete tactics for managing game production, no matter what size or scope your game is.

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2015 HIGHLIGHTED SESSIONS

Igniting the Shared Experience with Cinematics In Assassin's Creed Unity
David Footman (Ubisoft)
Ubisoft Montreal and its Assassin's Creed Unity team challenged the Toronto Studio to come up with a compelling narrative for the shared experience missions for the game a new, and much-requested feature by fans of the franchise that would make its debut in the latest iteration of the game. However, they gave the team the caveat that the shared experience could be played in any order. The shared experience gameplay arena is a crowded place to introduce story and characters - but both elements were essential to the Assassin's Creed brand and what fans would expect from the game. We knew the single player campaign narrative would be massive, and for the shared experience to be successful, our stories needed their own space to breathe, but feel connected to main campaign. This presentation is the story of that Journey.
Get Ready for Launch: How AAA Titles Do It
Ashley Bennett (Electronic Arts)
Your game launches tomorrow, but there are issues being reported already! How can that be and how are you going to react? Learn how some of EA's biggest titles plan their projects out, with this session focusing on recommended materials to prepare, (to avoid the situation above,) best practices to adopt, (to mitigate issues that may come up,) and how to best setup your team for triaging issues in the live launch window, (so everyone can stay informed of the current status.)These are scalable, adaptable solutions that should work for game teams of all sizes, working with their partners in Marketing, Customer Support, QA, Web, etc. Learn how games like Plants vs. Zombies: Garden Warfare and Battlefield: Hardline structured their team for project planning and live issue triaging, along with the tools they used.
Manifest Destiny: Localizing Bungie's Destiny for the World
Tom Slattery (Bungie)
Sim-shipping in seven languages on four consoles and supported by a robust companion on three additional platforms, Destiny posed daunting challenges for localization. Learn why Bungie took the path less traveled, assembling its own internal localization team, and how this--along with adherence to a strict set of guiding principles for crafting a localization-friendly shared world--allowed it to overcome those challenges efficiently while holding the quality of this nascent global brand to an uncompromisingly high bar.
Five Things You Can Do Today to Be a Bit More Agile
Nathalie Goh-Livorness (Microsoft)
We all want to be more agile. We want a process that helps us deliver an awesome game without getting in our way, but need to drag the rest of IT and the business along with us. Changing to an agile process is an intensive cultural change. How do you stop the nightmare of yesteryear and sneak agile into your shop, right under the noses of the waterfall guardian trolls? We have five ways to be more agile without officially changing your process, or getting forced to respawn.