Learn from cutting-edge VR/AR entertainment devs at GDC 2018

Next month the Game Developers Conference in San Francisco will once again feature a curated selection of great stuff for virtual reality developers under the aegis of VRDC @ GDC — including an array of great talks from top VR/AR creators!

Notably, the “‘CocoVR’: Engineering a Cinematic Experience, Spherical Multi-Projection” session — part of the Entertainment AR/VR track of VRDC @ GDC talks — will see Magnopus‘ Luke Schloemer and Xavier Gonzalez discussing how the team at Magnopus (a visual development and experience company) used textures created by Pixar’s rendering pipeline so they could texture the static geometry with lighting equivalent to what they have in their films.

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Get useful game dev tips from Unity, Amazon, and Autodesk at GDC!

If you’re coming to the Game Developers Conference in San Francisco next month, organizers would like to quickly let you know about some of the great day-long sponsored developer days taking place at the show!

These developer day sessions take place during the first two days of GDC (Monday and Tuesday, March 19th and 20th) and offer you an opportunity to engage with and learn from some of the top players in the industry.

For example, Amazon is actually presenting two full days of talks this year. Both will span a wide gamut of interesting Amazon-related topics, including how to improve your game’s reach with Amazon’s Twitch platform, how to build voice-first games for the Amazon Alexa family of voice assistant devices, and how to use Amazon Web Services in everything from multiplayer game design to machine learning in game development. You won’t want to miss it!

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Come see the Warframe team share community management tips at GDC 2018

As you get ready for the Game Developers Conference in San Francisco next month, don’t skip a great talk from the team at Digital Extremes that breaks down everything they’ve learned about community management in 5 years of operating Warframe!

This is a big deal because Warframe is a cross-platform free-to-play game, and in her Business & Marketing track talk on “Whose Game Is It, Anyway? How Community Relationships Shape Games: Lessons from 5 Years on the Front Lines of ‘Warframe” live ops and community director Rebecca Ford will share insight into how the game’s community has been nurtured and built up.

Attendees of this talk can expect to learn how best to work with a diverse, unpredictable community, how far to take transparency, how to use community feedback in a fast-paced dev cycle, what to do when decisions fail and succeed, and more.

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Speaker Q&A: Dying Light dev Bartosz Kulon on making first-person movement feel good

Two years ago, Techland released the zombie-hunting parkour game Dying Light, which won praise with critics thanks to its unique movement and traversal system. If that game inspired you to dive into the world of Parkour gameplay, you might want to check out this upcoming talk from Techland’s Bartosz Kulon, a senior game designer on Dying Light, who wants to share 20 simple steps to improve your movement mechanics.

Since Dying Light was a personal favorite for some here on the GDC team, we’ve reached out to Kulon with some questions about his career as a game developer, and what he thinks young programmers should do to get into the game industry. You can read his full answers below!

Don’t miss out! The Game Developers Conference in San Francisco next March is going to be full of interesting and informative sessions like Kulon’s. For more visit the show’s official website.

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Developer Day Spotlight: Allegorithmic’s Alexis Khouri gets artists ready to grow their craft at GDC

At GDC 2018, attendees will have the opportunity to interact with an array of sponsors who help fuel the games industry, including our Developer Day sponsors, whose select line of talks help game developers better learn how to use their tools.

Today, we’ve reached out to Allegorithmic’s Alexis Khouri, the company’s executive vice president, to learn more about its upcoming developer day focused on technical art and the possibilities of Substance Source.

Don’t miss out! The Game Developers Conference in San Francisco next March will be a hub for many more great industry titans. For more visit the show’s official website.

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Learn to better understand your players’ social values at GDC 2018

Everyone who attends the Game Developers Conference in San Francisco next month will have access to a fantastic array of talks about the art and business of making games, including a particularly relevant one from League of Legends dev Riot Games on how to better understand your players’ values.

This is more important now than ever because game developers need to be thinking globally when they consider their players, all of whom will have different backgrounds and different social values.

In their Advocacy track talk on “Understanding the Social Values of Your Players” Riot Games’ Tash Elliott and Jeffrey Burrell will discuss the extensive research Riot has done to understand the underlying social values their players have across the world, lessons learned, and how they applied that information to create meaningful social impact campaigns and long term value for players.

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GDC 2018’s Session Scheduler is live — use it to make the most of your trip!

With the Game Developers Conference roughly a month away, now is the time for attendees to start planning out what they’re going to see and do to get the most out of their time at the event.

Conference organizers encourage you to take advantage of the free GDC 2018 Session Scheduler to lay out our week at the show in an intuitive, easy-to-navigate fashion.

(And if for some reason you’re not signed up to attend GDC, don’t worry — there’s still time to register for a pass!)

If you’ve never used the Session Scheduler before, rest easy: it’s pretty easy to get started. Simply select “Create Account” from the Session Scheduler page and provide a valid email address, then start adding talks to your personal GDC 2018 schedule.

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These are your GDC 2018 Narrative Summit poster session winners!

Today the organizers of GDC 2018 and its Game Narrative Summit, are pleased to announce the 2018 winners of the annual Student Narrative Analysis Competition, who will all receive passes to attend the March conference.

Not familiar with the competition? Here’s how it works: Every year, leading game design programs at universities across the country integrate the competition into their academic curricula. Each participating student conducts a detailed structured analysis of the narrative elements of a game title of their choice.

The resulting papers are submitted to the GDC Game Narrative Summit advisors for review, and the entrants with the most promising submissions are then invited to present poster sessions of their work to their future professional peers at the Game Narrative Summit.

Past winners (which you can watch right now on GDC Vault) have explored a variety of games in their sessions, from big-budget blockbuster games to smaller, critically-acclaimed indie titles, including games renowned for their storytelling and games designed with no formal narrative at all.

Regardless of their chosen subject, past competitors have consistently produced incisive, bold analysis that foreshadows the contributions they will likely someday make to the field of game narrative.

This year’s competition featured a strong group of entrants from schools across the country and around the world. We’re proud to announce that this year’s winners are:

Platinum Winners

  • Andrea Rieck, DigiPen
  • Mostafa Haque, NYU
  • Larry Shen, SMU

Gold Winners

  • Aaron Lu, NYU
  • Yin Ting He, Sheridan
  • Julian Buettgenback, Dakota State University
  • Erica Kleinman, Northeastern
  • Morgan Macri, NYU
  • Rose Latorre, RPI
  • Jessica Lichter, RPI
  • Santiago Moreno, SMU
  • Emily Naul, Texas
  • Lex Rhodes, USC
  • Kelsey Rice, USC
  • Isaac Madsen, Cogswell Polytechnical
  • Jesse Lozano, DigiPen
  • Kaila Harris, DigiPen
  • Anurag Sarkar, Northeastern
  • James Laks, RPI
  • Cole Carpenter, RPI
  • Lauren Breeding, SMU
  • Justin Loar, SMU
  • Audrey Cheng, USC
  • Thomas Tawadros, WPI
  • Naomi Burgess, CMU

The Platinum winners will receive an all-access pass to this year’s GDC, while the Gold winners will receive an expo pass. All winners have the opportunity to present a poster session highlighting their work on the show floor, and those sessions will be available for public viewing after the show on the GDC Vault.

GDC and the Game Narrative Summit would like to extend its congratulations to all the winners, and to all of the entrants whose fine work made judging this year’s competition both challenging and a labor of love.

GDC 2018 itself will take place March 19th through the 23rd at the Moscone Center in San Francisco.

For more information on GDC 2018, visit the show’s official website, or subscribe to regular updates via FacebookTwitter, or RSS.

Here’s the lineup of games you’ll play when Day of the Devs comes to GDC 2018

As the Game Developers Conference draws nigh, organizers are excited to give you an early look at the games you’ll play in the Day of the Devs showcase during GDC 2018 next month!

As in years past, a veritable smorgasbord of games from some of the industry’s most interesting and talented creators will be playable at Day of the Devs: GDC Edition, a cozy showcase conveniently located inside San Francisco’s Moscone Convention Center.

Those attending GDC (which runs from March 19th through the 23rd this year) are encouraged to drop by, play some games and perhaps chat with their creators amid the hustle and bustle of the conference.

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Attend GDC for a behind-the-scenes look at texturing Pixar’s CocoVR

Heads up, VR devs: If you’re coming to the Game Developers Conference in San Francisco next month you won’t want to miss a great talk from the folks at Magnopus about the rendering of Pixar’s VR experience Coco VR.

As part of VRDC @ GDC, the “‘CocoVR’: Engineering a Cinematic Experience, Spherical Multi-Projection” session will see Magnopus‘ Luke Schloemer and Xavier Gonzalez discussing how the team at Magnopus (a visual development and experience company) used textures created by Pixar’s rendering pipeline so they could texture the static geometry with lighting equivalent to what they have in their films.

It will also explore the custom tools and algorithms implemented, as well as the challenges encountered, in order to show you an alternative technique for texturing static geometry when no texture coordinates are available, or when it is impractical to do so with a small team size

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