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.
To get you ready for Google’s announcement-filled extravaganza, we’ve reached out to lead product manager Nathan Martz, who’s working to help game developers make great experiences in VR and AR on Android devices. Check out what he has to say in the Q&A below!
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.
Given that we’re about a month out from this year’s Game Developers Conference, organizers are eager to ensure you don’t look past all the great education-focused talks taking place at the show!
Each of the talks we’re highlighting today is part of the GDC Educators Summit, one of eight that will take place Monday, March 19th and Tuesday, March 20th at the Moscone Center in San Francisco, CA during the first two days of the conference.g
Each Summit offers a comprehensive overview of a specific game industry discipline, and this year the GDC Education Summit has a strong lineup that features speakers like Carnegie Mellon’s Jessica Hammer and Broken Rules’ Martin Pichlmair explaining how you can more effectively critique games and game projects.
Their talk “Improving Critique of Game Projects with Expert and Peer Feedback” presents best practices, common challenges, and successful formats around providing critique. In addition to providing material on expert-led critique, Jessica Hammer and Martin Pichlmair will share two experimental approaches for improving peer feedback on game projects.
As you prepare to venture out to the Game Developers Conference in San Francisco next month, make sure you don’t overlook the promising presentation from Capcom that will dive deep into one of the biggest games of the year.
In “‘Monster Hunter World‘ Postmortem: Designing Game Concept Through Developing Prototype” Yuya Takuda, a longtime Capcom game dev who served as director on Monster Hunter World, will spend an hour speaking in rare detail about how the remarkable game was designed and developed.
Alongside Capcom’s Peter Fabiano, Takuda will also explore how Monster Hunter World was crafted as something of a “reboot” for the venerable Monster Hunter series, share images and video of early prototypes, and offer lessons learned from the process of successfully bringing the project to fruition.
It’s that time again: with the 2018 Game Developers Conference just a month away, organizers are proud to announce that for the sixth year running, 30 GDC Indie Games Summit tickets will be donated to the 2018 Indie Giving initiative in partnership with the fantastic Indie Giving charity.
The goal of this enduring 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.
GDC officials have reserved 30 of the sold-out Indie Games Summit passes for purchase through the Indie Giving package program. To purchase these $349 packages, you must agree to give back to the local community by volunteering to participate in an onsite project before GDC 2018.
How did Brendan “PlayerUnknown” Greene navigate the road from amateur game modder to creative director of PlayerUnknown’s Battlegrounds, one of the biggest games in years?
Find out at the Game Developers Conference in San Francisco next month, where Greene will be presenting an extensive Design track talk on the subject titled “‘PLAYERUNKNOWN’: From Mod Creator to Creative Director of PUBG.”
It promises to be a talk packed with useful learnings, as Greene intends to trace his history in games, mod making, and the path he took to become creative director at Bluehole Inc. From humble beginnings making a mod for the Arma series, to the huge success of his game-mode in H1Z1, he’ll explore what it took to create a new genre in gaming.
When id Software resurrected the demon-slaying shooter DOOM in 2016, it did so by reinventing the standards of first-person shooter combat, encouraging players to constantly engage with their monstrous foes and never disengage until the last monster falls.
If you were enthralled by that combat system, then you might want to check out this upcoming session at the 2018 Game Developers Conference from id Softwares’ Kurt Loudy and Jake Campbell, the senior systems designer and AI programmer who led the charge on DOOM’s combat. To give you a sneak peak of their talk, we reached out to Campbell and Loudy to discuss their work on DOOM and their experiences in the game industry.
Don’t miss out! The Game Developers Conference in San Francisco next March is going to be full of interesting and informative sessions like Loudy & Campbell’s. For more visit the show’s official website.
As you gear up for the Game Developers Conference in San Francisco next month, don’t miss out on the great session from the folks at Monolith Productions that’s all about how to design characters that players hate — or hate to love.
Monolith has done something singular with the Nemesis system in its Middle-earth games (Middle-earth: Shadow of Mordor and Middle-earth: Shadow of War), and in his Design track talk “Helping Players Hate (or Love) Their Nemesis” Monolith lead systems designer Chris Hoge will show you how that system is designed and how the studio has used it to create characters that evoke strong emotional reactions in players.
Hoge will describe philosophies and features that were used in the design of both Middle-earth games, including the goal of maximizing players’ positive and negative emotions. The session will show how these features have been effective, while highlighting philosophies and techniques for making Orcs more memorable, designing exceptional moments and keeping the player-Orc relationships going.
The Game Developers Conference in San Francisco next month is overflowing with great stuff to see and do, so today organizers want to quickly let you know about some of the ways the conference is being organized with sustainability in mind.
This is important because a lot of people converge on San Francisco to attend GDC every year, and organizers want all of them to feel informed about what, specifically, is being done to minimize environmental impact and ensure the event is an ethical, sustainable business.
With just weeks to go until the 2018 Game Developers Conference, organizers are excited to give you a heads-up about the great lineup taking shape for this year’s Experimental Gameplay Workshop.
This jam-packed session — which takes place at 1:30 PM on the final day of GDC week, Friday, March 23rd — will showcase a vivacious mix of eclectic game prototypes that explore new ideas and genres.
Dynamic duo Robin Hunicke (Luna, Wattam, Journey) and Daniel Benmergui (Storyteller, Ernesto) have once again worked to curate the projects showcased at this year’s EGW, and it promises to be an exciting opportunity for presenters and attendees alike to explore some fresh territory in game design.
It’s nearly here: the 2018 Game Developers Conference! As you prepare yourself accordingly, the folks organizing the show (which runs March 19th through the 23rd) want to make sure you don’t overlook a fascinating presentation from 343 Industries about the design of the latest Halo Wars game.
In his UX Summit talk on “‘Halo Wars 2‘: A UX Postmortem” 343 Industries’ Max Szlagor will review the trade-offs and successes of designing great controls and experiences for two very different platform audiences (console and PC).
Check out this talk and you’ll walk away with an understanding of how establishing solid design and UX pillars can help focus game dev teams and specialists working around the world to deliver a compelling, approachable experience across multiple platforms and input options.