As the schedule for the 2017 Game Developers Conference comes together, organizers are excited to announce that members of Job Simulator studio Owlchemy Labs will be speaking at the show about a cutting-edge topic: spatial storytelling in virtual reality.
Owlchemy’s Alex Schwartz and Devin Reimer (CEO and CTO, respectively) will be delivering a talk at GDC 2017 on “Spatial Storytelling Lessons from ‘Job Simulator‘ and ‘Rick and Morty VR‘“, and you won’t want to miss it if you have even a passing interest in VR or storytelling in games.
Devs know that telling stories and interacting with characters in VR is a deep challenge, one with little precedent and many ways to ruin the illusion for players. Characters need to be able to interrupt one another seamlessly, avoid staring and awkward expressions, and character interactions need to work properly for players of any height, to name just a few.
The end of the year is drawing nigh, and that means the 2017 Independent Games Festival is about to enter its jurying phase — the period in which discipline-specific experts play, evaluate and discuss the 650+ games entered in the 2017 Festival Competition, all of which continue to push the boundaries of video game development and design.
As always, a remarkable group of game development notables are evaluating IGF 2017’s most promising entries. After first-round IGF judging from hundreds of evaluators, these expert juries will ultimately determine the finalists and winners of the various IGF 2017 awards at the 2017 Game Developers Conference.
In recognition of their service, today we’d like to celebrate those who have volunteered their time and talent to take part in judging the Excellence in Visual Arts Award, the Best Student Game Award, and the Nuovo Award.
Getting members of the media to cover your game is harder than ever, which is why organizers of the 2017 Game Developers Conference have lined up a great talk from a video game PR veteran about how to do just that.
ICO Partners’ Thomas Reisenegger has done PR for games like League of Legends, Smite, Paladins, and Endless Space 2. In his GDC 2017 talk “Get Journalists to Cover Your Game: Lessons from Online Dating, Praying and ‘No Man’s Sky‘” will deconstruct why why some games get more time in the spotlight while most struggle to get noticed.
What does good media coverage even look like and why do certain stories start spreading automatically? Reisenegger will show you, and share his own 5 “golden rules” on how to get your game covered.
The 2017 Game Developers Conference is just month away, and today organizers are proud to announce that for the fifth year running, 30 GDC Indie Games Summit tickets will be donated to the 2017 Indie Giving initiative in partnership with the Indie Giving charity.
As always, the purpose of this partnership with Indie Giving, which continues to be overseen by FGL chief and indie community veteran Chris Hughes, is to give back to people in need — and give indie game makers who are generous with their time an opportunity to attend GDC at an affordable rate.
With that in mind, GDC officials have reserved 30 of the sold-out IGS Summit passes for purchase through the Indie Giving package program. To purchase these $329 packages, you must agree to give back to the local community by volunteering to participate in an onsite project before GDC 2017.
The schedule for the 2017 Game Developers Conference is coming together nicely, and today organizers are excited to announce a useful talk that will help you prepare for launching for game on Steam’s Early Access service.
Bohemia Interactive’s Brian Hicks is creative director on the mega-popular DayZ, and in his GDC 2017 talk on “Early Access: Are You Prepared?” he plans to go over the top (and sometimes most painful) lessons learned from DayZ‘s transition through Early Access.
Covering everything from if Early Access is right for your project, avoiding mistakes that can impact development down the road, and leveraging the rewards players can offer in shaping a better experience, this talk promises to be packed with useful insights. Make time to check it out and you’ll likely better understand the risks — such as tech debt, managing consumer expectations, and the stresses of development while operating a live game — and rewards of the Early Access development model.
Mysteries have always been an important part of games, from finding that first Easter Egg in Adventure through ARGs like Ilovebees, all the way up to recent, mysterious video game hits like The Witness & The Room.
In the spirit of such mysteries, the 2017 Game Developers Conference is kicking off its inaugural Movie Nights with two evening showings for GDC passholders that delve into the unknown.
If you’d like to attend and discover hidden secrets & amazing truths, screenings will be in a regular GDC conference room, but with free popcorn and (not free, but you can buy beer!) cash bar, on the Monday and Tuesday evenings of GDC 2017. Attendance is first-come, first-served, and any GDC badge holder is welcome.
The two movies we’re showing as part of the first ever GDC Movie Night series, ‘Mysterious Game Mysteries’, are:
As the year winds down around us, organizers of the 2017 Game Developers Conference would like to highlight an important panel taking place at the show next year that seeks to measure the impact 2016 had on the mobile game industry.
As part of the GDC 2017 Mobile Summit, experts Steve Meretzky (Vice President, Design, King), Dave Rohrl (Founder, Mobile Game Doctor) and Juan Gril (Founder + Studio Manager, Joju Games) will reflect on 2016 in a panel on “The Year in Mobile Games.”
The latest in a long-running and popular series of talks, this session aims to offer a detailed look at the year’s developments in mobile gaming. Panelists will dive into the most interesting games, the hottest trends, the most unusual new features, and the most surprising numbers. It’s a great way to kick off your GDC, and to get up to speed on the current state of mobile games!
The Game Developers Conference is partnering with creative production company iam8bit to present the first annual Art Boss, a new art showcase taking place during the GDC 2017 conference February 27 through March 3rd at San Francisco’s Moscone Center.
Art Boss aims to be the definitive annual showcase for artists working in the games industry and highlights all forms of artwork created during the production of a game, from concept to release.
All videogame art, including, but not limited to, pre-production concept art, production art, and in-game assets can be submitted online with no entry fee required. Artists can submit their work for consideration via the official website.
Art Boss is dedicated to honoring excellence in games industry art in all forms. Through its partnership with GDC, the Art Boss exhibit will be displayed in the Moscone Center during the largest professional game industry gathering in the world, which is expected to see more than 27,000 attendees this year.
Artists who have their work selected by a panel of artists and influencers on the Art Boss jury, will each be rewarded with one complimentary GDC All Access pass. Submissions of all types of video game art are being accepted now through January 6th, 2017.
Organizers of the 2017 Game Developers Conference are lining up lots of great talks for the show, and among them is a really promising session from the folks at Butterscotch Shenanigans about how they achieved cross-platform success with their kooky game Crashlands.
In “Butterscotch Shenanigans: From Early Failures to Cross-Platform Success,” studio cofounder Samuel Coster will walk through the four-year history of independent studio Butterscotch Shenanigans, providing an in-depth, occasionally funny, data-backed story for how a fledgling studio pivoted from failures and setbacks to ultimately become successful.
Over its first year in operation the studio launched a critically acclaimed financial failure, followed by a barely successful free-to-play title. With a modicum of success under the belt, the studio pivoted toward cross-platform development for mobile and PC, embarking on a 2-year dev cycle that culminated in the successful release of Crashlands in January of 2016.
Through 5 games and 5 million players the studio has faced the usual industry trials of discoverability, monetization, and retention, and has met each problem with failures and successes all its own. Come hear the story for yourself… and maybe avoid the mistakes this studio made!
Organizers of the Game Developers Conference have once again donated a number of complimentary GDC 2017 passes that will be given away (via lottery) as part of a special low-income GDC pass program.
Part of organizers’ ongoing efforts to attract a diverse array of the game industry’s best and brightest, the complimentary Expo Passes awarded via the Low Income Pass Lottery are intended for participants who would otherwise not be able to attend GDC without considerable financial assistance.
The guidelines for applying are relatively straightforward: