With weeks to go until San Francisco plays host to the 2018 Game Developers Conference, we want to make sure you know about a great talk the folks at Guerrilla Games are presenting on the AI systems driving their 2017 hit Horizon Zero Dawn.
As part of the GDC 2018 AI Summit, Guerrilla’s own Julian Berteling will be delivering “Beyond ‘Killzone‘: Creating New AI Systems for ‘Horizon Zero Dawn‘“, a session that aims to show you exactly what changes the veteran triple-A studio made to switch from having to support a single human enemy in closed corridor spaces to a game with more than 25 wildly different characters in a large open world.
Specifically, Berteling hopes to explain how Guerrilla changed the navigation and animation systems that made the characters in Horizon Zero Dawn move realistically. Additionally, this session will offer useful details on how these changes impacted Guerilla’s workflow throughout the project, so you can get a better sense of how similar work might affect your own projects.
As game development teams achieve veteran status working on project after project, questions begin to arise about formally documenting what were once improvised solutions to commonplace problems. But how should developers, especially technical artists, go about formalizing these processes?
At GDC 2018, Creative Assembly lead technical artist Jodie Azhar wants to help developers solve that problem. As part of the technical artist bootcamp, she’ll be giving a talk on what happens when tech art teams need to stabilize workflows in order to save time in the long run during development. To learn more about Azhar’s talk, we’ve reached out to her for a quick Q&A which you can read in full below!
It’s nearly here: the 2018 Game Developers Conference! As you prepare yourself accordingly, organizers want to make sure you don’t overlook a great talk about the unique production of indie hit What Remains of Edith Finch.
Dallas will thus talk about how he and his team approached prototyping where the goal was for each mechanic to be something players had never seen before, but also intuitive enough to grasp without tutorials. He’ll also discuss the challenge of blending these radically different mechanics into a cohesive experience along with the production process his team evolved to try and keep the whole team informed in the face of nearly constant, frustrating, exhilarating change.
One of the big challenges in any medium, but especially VR, is the challenge of creating authentic, likable characters for an audience to interact with. It’s a task that involves artists, writers, and engineers coming together to hopefully create a fictional entity that will win the hearts and minds of people everywhere…but when you’ve got a whole new medium on your hands, how do you do that?
At GDC 2018, Polyarc engineer Brendan Walker hopes to answer that question in a session about the studio’s debut game Moss. To help attendees get introduced to one of the people who brought the charismatic mouse Quill to life, we’ve reached out to Walker for a quick Q&A about his work, which you can read below!
When you get to the Game Developers Conference in San Francisco later this month you’re going to have a ton of cool stuff to choose from — including an intriguing talk from the devs behind last year’s sleeper hit Friday the 13th: The Game.
It’s an interesting game because it asks players to engage in asymmetrical multiplayer matches — one player takes on the role of the iconic Jason villain, and the others play camp counselors seeking to thwart him. In his Design track talk “‘Friday the 13th‘: Design and Balance for Asymmetrical Horror” game director David Langeliers will explain how the team designed and tuned that asymmetrical balance.
He’ll dig into how the team worked to make a Jason player feel extremely overpowered, and the large team of counselors feel very under-powered, while still having the experience feel fair for both teams, and scary for the counselors while staying true to the source IP. You won’t want to skip it!
Today they share the full list of games that will be playable by all GDC passholders throughout the conference (which is taking place the week of March 19th through the 23rd) at the MEGABOOTH, which will be on the third floor of the Moscone Convention Center’s West Hall.
However, since, this year’s MEGABOOTH at GDC will feature double the amount of indie dev teams from previous years, organizers have implemented a mid-show refresh: Monday and Tuesday will host a dozen games, and then a fresh set of curated games will be close out the showcase Wednesday through Friday.
When you’re an independent game developer, you often don’t have the luxury of just sticking to your art and craft, you have to go out and build a business for yourself as well. It’s an experience a lot of developers can relate to, but at GDC 2018, you’re going to hear from speakers like Tanya X. Short, who not only makes games at her company Kitfox Games, but helped co-found Pixelles, a non-profit dedicated to helping women make games in Montreal!
To get a sense for what Short will be talking about at GDC, we reached out to her for a quick Q&A about what it’s like being an indie with an interest in procedural game design and running her own company. You can read all of her answers below!
Perhaps you’ve heard the news: GDC 2018 is just a few weeks away!
As you’re looking over the session schedule and figuring out what to see and do, organizers want to quickly remind you that for the third year running, a bunch of GDC speakers have put together 60-second (ish) pitch videos for their talks!
These “Flash Forward” videos are always perfect summations of what makes GDC sessions great: they’re fun, charming, and surprisingly informative. What’s more, they couldn’t be more convenient to watch! Just head over to the official GDC YouTube channel, which is now packed with pithy videos submitted by a diverse group of GDC 2018 speakers.
It’s one of many Bootcamps and Tutorials that take place during the first two days of GDC (Monday and Tuesday, March 19th and 20th this year) and offer attendees the chance to dive deep and explore focused topics like level design, game production, art direction and animation.
Of course, in the game industry a producer’s role often varies from team to team and differs across studios. Good (or bad) production practices and methodologies can make or break a game’s overall quality, the team’s health, and even define studio culture. The Producer Bootcamp brings together experts and colleagues for a day to discuss best practices in production and team management, as well as share their career experiences.
Each of their creators have been awarded All Access Passes to GDC 2018, where their winning entries will be displayed in a special lounge that will be open to all GDC passholders during the conference.
The games will be playable in the special 3D Game Art Challenge lounge on the ground floor of Moscone West, close to main registration, from Monday, March 19th to Friday, March 23rd.
As judged by key Unity staff, GDC contributors and third-party experts, each of these entries was selected because of its standout aesthetics – including use of modeling, animation, and special effects – to create a stylish and unique visual experience.
Without further ado, here are the winning entries you’ll see at GDC 2018 in the 3D Game Art Challenge showcase area:
Play as Jettomero, a giant, indestructible, and incredibly clumsy robot determined to save the human race. Explore a procedurally generated universe by flying through space and landing on planets while trying not to destroy everything in your path. Relax as you blast through the cosmos on a hero’s uncertain quest.
Pode is a co-op puzzle exploration game about two unlikely travel companions going on an exploratory adventure within a mysterious and magical mountain. Through their unique individual talents they reveal a magical world within the mountain by working together to solve the puzzles. Pode is visually inspired by Norwegian art and culture resulting in a stunning exploration game.
Riverbond is a voxel style dungeon crawler, set in a charmingly destructible world. Embark on a heroic campaign to rid the evil that has befallen the land, solo or together with friends, with drop-in, drop-out couch co-op gameplay for 1-4 players. Hack and slash enemies into tiny cubes, defeat deadly bosses and uncover secrets and treasures. Will you and your friends be the legendary heroes of Riverbond?
Figment is an action-adventure game that invites you to explore a unique surreal universe filled with music, humor and multi layered narrative. Join Dusty and his ever-optimistic friend, Piper, on an adventure through the different sides of the mind seeking to restore the courage that’s been lost.
Beacon is a sci-fi action roguelike that plays like a twin stick shooter. With the help of your Clone Bay and DNA collected from defeated enemies, mutate yourself to victory. Fight through a randomly generated alien world you’ve crash landed on to locate your Beacon and signal for rescue.
AER is a violence free exploration adventure among the clouds. Transform into a bird and fly to explore and experience a vibrant world of floating islands in the sky. Venture down into lost ancient ruins where each step leads you closer to the end of the world.
Airheart is a dieselpunk airplane game, telling the tale of young fisherwoman Amelia on her quest to find the legendary skywhale in the stratosphere. But the way to the top is a dangerous one, filled with merciless pirates, mechanical security drones and powerful bosses. You will have to be cunning and resourceful as you ascend and dive through a world of colourful skylayers by hunting for flying fish, searching hidden secrets and using scrap to tinker on your airplane, all the while the ecosystem changes as a result of your actions.
Will you be the one to ascend to the edge of the horizon? Try it when Airheart will be coming to PS4, Xbox One and PC in early summer 2018.
Manifold Garden is a first-person exploration game. Rediscover gravity and explore an Escher-esque world of impossible architecture. Witness infinity in first-person, and master its rules to solve physics-defying puzzles. Cultivate a garden to open new paths forward, where an eternal expanse awaits.
Description: You are a traveling painter, exploring the island of Eastshade. Capture the world on canvas using your artist’s easel. Talk to the inhabitants to learn about their lives. Make friends and help those in need. Discover mysteries and uncover secrets about the land. Surmount natural impasses to reach forgotten places. Experience how your actions impact the world around you.
In the year 2210, racing has evolved far beyond its expected limits. New terraforming capabilities paired with scientific breakthroughs in the field of antigravity have given birth to a new spectacle: the Antigraviator tournament. In Antigraviator, players will race on exquisitely detailed stages, full of light-speed danger, chaos and mayhem. Gamers will guide their Grav in three gameplay modes across four different worlds with three tracks each. These dynamic courses come to life, while pushing the power of Unity to the limit.