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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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HIGHLIGHTED SESSIONS

Naughty Dog
The Last 10, Going From Good To Awesome
Benson Russell (Naughty Dog)
Naughty Dog is known for the level of polish that we apply to our shipping titles. We believe it is one of the most important aspects of the game development cycle, yet it also seems to be one of the most marginalized in our industry. This talk will go over the approach and principles that we use to make our games as polished as possible. We'll go over the methods we use internally, the approach to scheduling that we take, the level of detail that we look for, and how we strike the balance of making the game awesome while still shipping on time.
Dragon Age II
Ownership - Dragon Age Style
Adriana Lopez (BioWare)
True Ownership, at all levels in a game company, is one of the main ingredients for making AAA titles. Most managers understand this. That's why the term is so widely used across all levels and disciplines. Especially since the introduction of Agile made "Product Owner" part of a project's vocabulary. That said, Ownership is also one of the most misused terms in the industry. If you are calling someone an "owner" or if you are being called one, this talk is intended to clarify what that means. We will discuss what is expected of our owners within the Dragon Age Franchise, what true Ownership looks like and what are some of the common problems facing Owners that we have found. The result, a fully engaged team that is able to deliver.
Gears of War 3
Production Culture: How Two and a Half Artists Completed the FX for Gears of War 3
Francois Antoine (Epic Games, Inc)
In an time of ever-growing development teams, Epic Games prides itself on keeping its dev team a small as possible. In this presentation we will look at how two and a half artists managed to create FX for an entire AAA game, including cinematics. This presentation's focus will be on how Epic Game's 'production culture' made this possible, and how deeply it reaches into all aspects of the company, from the hiring process to the software tools.
Forza Motorsport 4
Racing to the Finish: Content Production on Forza Motorsport 4
Arthur Shek (Microsoft Studios (Turn 10)) and Tatyana Dyshlova (Microsoft Studios)
Producing content can be challenging, even on a small scale project. Managing production of over 500 cars and 26 unique tracks in less than 2 years, while working with studios across 4 countries, is a downright scary and daunting task. How did Turn 10 Studio manage this complexity for "Forza Motorsport 4" without getting buried in the overwhelming day-to-day details? This presentation covers the content production challenges encountered on a large-scale AAA title and how Turn 10 used new processes and technology to manage, schedule and scope our project to nail our ship date.

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