Far from remaining idle, GDC officials are working hard to line up great talks for the big GDC Europe conference this August in Cologne, Germany. Today, they’re excited to debut another exciting session taking place at the show that will dig into the heart of an under-explored genre.
In “Idle Chatter: What We Can Learn From Self-Playing Games” Kongregate’s Anthony Pecorella will look at how the “idle game” genre has evolved — and what lessons game developers can take from it.
Attendees will learn the core mechanics behind idle games, see how they have lead to success for even small, indie developers, and hopefully gain insight and ideas about making your own idle games or implementing these ideas into non-idle games. Prepare to get bizarrely, inexplicably excited about watching numbers go up!
GDC officials are lining up some smart talks for this year’s big GDC Europe event in Cologne, Germany, and today they’re happy to announce another cutting-edge session taking place at the August conference.
Antoine Cohade helps developers optimize their games as part of Intel’s Developer Relations Division, and at GDC Europe he’ll be sharing his expertise in “You’ve Got the Power: Your Game Running Better on Portable Devices.”
Check it out to learn how to efficiently reduce a game’s power consumption by performing simple modifications such as capping the frame rate, reducing AI threads, changing the rendering resolution, and choosing the right algorithm. Developers will leave the presentation with an increased understanding of key power optimizations to take back and use in their next games.
Great news, VR enthusiasts: GDC organizers are proud to announce that the first ever standalone Virtual Reality Developers Conference, the premier event for creators of immersive VR (and AR) experiences, will be held this November 2-3 in San Francisco.
This will be the second edition of VRDC, following the strikingly successful debut of VRDC as a sibling conference to GDC 2016 earlier this year. Bringing an expanded focus overseen by a new advisory board, the two‐day event will bring together VR/AR experts from multiple industries to share best practices, demo new technology, create new business partnerships, and exchange ideas with innovators shaping the industry.
To meet the growing demand for high‐quality content in the space, VRDC’s second edition will expand to cover virtual and augmented reality in games, entertainment, and beyond into subjects such as healthcare, journalism, travel, manufacturing, retail, live events, real estate, training, so much more.
What comes first in game design: fun or functionality?
There are a lot of moving pieces to account for when designing a video game, and it’s easy to focus only on getting things working before they’re actually fun.
At this year’s big GDC Europe conference in Germany, GDC organizers are excited to announce that Boss Key Productions’ lead designer Dan Nanni will be delivering an expert talk on how to design a game that’s both fun and functional, using the studio’s work on the upcoming multiplayer shooter LawBreakers as a prime example.
In “Following the Fun — How We Designed Gameplay for LawBreakers“, Nanni will detail design considerations that should allow attendees to evaluate their own designs and make more innovative choices based on mistakes Boss Key has made, past experiences the team has worked through and conclusions they’ve come to while developing LawBreakers.
The days between here and the big GDC Europe conference this August are dwindling, and today GDC organizers are proud to announce another excellent, expert talk that will be taking place at the renowned event in Cologne, Germany.
Joost Van Dreunen is the chief of video game market research firm SuperData Research, and as such he has direct access to a wealth of fascinating data about the trends and tendencies of the game industry. At GDC Europe he’s going to share some of that wealth in a session simply titled “All the Insights, Data, and Trends” that promises to be a fascinating talk.
GDC officials are organizing some great talks for this year’s big GDC Europe event in Cologne, Germany, and today they’re happy to announce another exciting session taking place at the August conference.
Brian Davis has been balancing games and game economies for years, from FarmVille to CityVille to Tiny Monsters. He’s currently working on a new project at Wooga, and at GDC Europe he’ll be talking frankly about “Balancing Your Game: A Formula-Driven Approach.”
Game balancing can be an esoteric art form, and there are few resources available to learn about it. How long should this quest take? How much should a sword cost? In his talk Davis will share the methods used to balance dozens of games and show you how to apply these methods to your game. He will cover the set up, process and share the exercises he’s done to prepare for balancing even the most intricate game systems.
Mark your calendars: GDC Europe organizers are pleased to announce that they’re continuing their partnership with gamescom to help put on the second annual Women in Tech Day in Cologne, Germany.
The limited-capacity event will once again take place immediately after the close of GDC Europe, on Wednesday, August 17th — the first day of gamescom.
As always, the Women in Tech Day is meant to be a common space and forum for women working in all areas of technology, including the game industry, IT, digital and other fields. Prominent leaders from the video game industry and other areas of tech will come together to speak, network and share their unique experiences.
Goals include inspiring women to collaborate on innovative solutions by providing opportunities for learning and networking, promoting diversity in technology industries, advocating technology and celebrating women role models who have chosen a career in tech and who inspire others to do the same.
The big GDC Europe conference in Germany is just months away, and today GDC organizers are happy to announce a popular talk that will be taking place at the August conference from the developers of the critically acclaimed Limbo.
Playdead visual effects artist Mikkel Svendsen and graphics programmer Mikkel Gjoel will speak at GDC Europe about techniques you can use to achieve striking, high-fidelity visuals in your next game.
Their talk, “Low Complexity, High Fidelity – Inside Rendering,” will describe the variety of effects used to achieve an atmospheric look, including local shadowed volumetrics and a robust water-rendering system, in their upcoming game Inside (pictured.)
To explore how a unique art style is created technically they’ll also show you how they authored lighting as entirely separate diffuse, specular and bounce-light entities, while focusing on artist-approachable tools meant utilizing analytic primitive-based ambient occlusion and screenspace reflections.
This year’s GDC Europe conference in Germany is coming up quick, and today event organizers like to tip you off to a great talk about strategy game design that will take place at the summer conference.
Come August, GDC Europe 2016 attendees will have an opportunity to attend the “Strategy Game Design and the Operational Level of War” talk from Plarium’s Guy Ulmer.
The one-time Red Alert modder now serves as an expert on optimizing mobile games, and during his presentation he’ll show you how a better understanding of some basic military discipline when building a strategy game will help designers better define their niche in the crowded strategy/RTS game markets.
The popular GDC Europe conference in Cologne, Germany is coming up fast, and as organizers continue to line up great talks for the show they’re excited to announce that Activision Blizzard is backing a talk on the art production process behind the hit Call of Duty games.
Check out the “Art Production for ‘Call of Duty‘” talk to hear Activision Blizzard’s Carlos Garcia and Red Hot CG’s Claas Grimm take you behind the scenes of AAA game production.
From setup to planning to execution, the pair will afford attendees detailed insight into the inner workings of a large-scale art production process. They’ll also offer advice and lessons learned about resource management, tools selection, creative challenges, and ongoing trends in the game industry.