King to reveal how it tried to implement Pixar’s ‘Brain Trust’ model – and why it went awry

The 2018 Game Developers Conference is coming up soon, so today organizers want to quickly let you know about a really interesting session taking place at the March event that’s all about how one big, successful company adopted the proven practices of another big, successful company — and why it went awry.

As part of the GDC 2018 Mobile Summit, King’s Stephen Jarrett and Rob Woodburn will be presenting an earnest talk about “Implementing Pixar’s Brain Trust Model at King, and How It All Went Wrong.”

Pixar’s Brain Trust is, of course, a small group of creative leaders at Pixar who oversee development on all movies. The group came about during the development of ‘Toy Story’ and is an open candid forum where creative leaders get together with a movie’s director to openly discuss problems and solutions.

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Come get a behind-the-scenes look at the data-driven design of Rainbow Six Siege

When you come to the Game Developers Conference next March you’re going to have your pick of a bevy of intriguing and informative expert talks to sit in on, including a very special presentation from Ubisoft.

The GDC 2018 Design track will be playing host to a cool talk from Ubisoft game director Leroy Athanassof and game intelligence analyst Geoffroy Mouret on “Intelligent Game Design on ‘Rainbow Six Siege” that promises to be fascinating. Together, the pair will explain how they managed to successfully keep their game in a healthy state by using data and shifting their design process to incorporate scientific methods.

They’ll show you how key metrics are carefully engineered to fit the issues at hand and provide the most relevant information for each problem, whether it’s been raised by data analysis or community feedback.

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Speaker Q&A: Astroneer dev Veronica Peshterianu explains how to succeed on a team without production

Veronica Peshterianu is a producer at Astroneer dev System Era Softworks and will be at GDC 2018 to present the talk “Hello, I’m Your Producer: Strategies for Succeeding On a Team without Production.”

Her Production & Team Management Track talk will discuss strategies that can be used by new producers stepping into the role for the first time, as well as introducing production methodologies for building a foundation of trust with a development team. Here, Peshterianu gives us information about herself and what she does.

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

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Join us for a frank talk about partnership from the Darkest Dungeon devs

Good news, game makers: Game Developers Conference officials are proud to confirm that the cofounders of Darkest Dungeon developer Red Hook Studios will be delivering a joint talk at GDC 2018 about the challenges of working as a duo.

In their Independent Games Summit talk “Partnership on ‘Darkest Dungeon‘: The Double-Edged Sword“, Red Hook cofounders Tyler Sigman and Chris Bourassa will speak frankly about how sharing almost every major decision, from business strategy to staffing to product development, can be alternately wonderful and maddening!

According to them, co-running a company in this way has unique benefits, challenges, and risks. With an unwavering commitment to (often brutal) honesty, together they will share crucial lessons learned throughout the development of Darkest Dungeon, illustrated through real examples. You won’t want to miss it!

Plus, we have plenty more GDC 2018 announcements to make in the coming months. For more information about GDC 2018 visit the show’s official website, and subscribe to regular updates via Facebook, Twitter, or RSS.

Get ready for 10 smart devs to deliver incisive, rapid-fire microtalks at GDC!

Come to the Game Developers Conference in San Francisco next March and you’ll be in the best place to meet and learn from the leading lights of game development, some of whom will be delivering some fantastic microtalks about cutting-edge industry topics.

For the tenth year running, the perennially popular Microtalks session is happening at GDC 2018! In “GDC Microtalks 2018: Playing with Fire,” attendees will get a rapid-fire rundown of some of the most interesting and pressing matters in the game industry.

The microtalks concept is simple: each speaker gets 20 slides, every one of which is displayed for exactly 16 seconds before automatically advancing, giving each speaker a total of five minutes and 20 seconds to tell the audience about the best game design-related revelations they’ve had this year.

Not sure how they can pack ten talks into a single hour? Come along and see how it’s done as nine great thinkers about games and play, alongside microtalks curator and MC Richard Lemarchand, give you a lightning-fast snapshot of the state of the art of game design.

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Come and see how Moss‘ endearing mouse protagonist was made

The Game Developers Conference in San Francisco next March is going to be jam-packed with fascinating content, including a great presentation from the makers of Moss about how they animated the game’s charming mouse protagonist Quill.

In his Design track talk on “Animating Quill: Creating an Emotional Experience,” Polyarc animation director Richard Lico will demonstrate how VR breaks the 4th wall, elevating Quill beyond a simple player avatar.

He’ll detail the methods he uses to create honest performances, which in turn elevate the emotional bond between Quill and the player. Lastly, he will demonstrate the unique, efficient workflow and tools used to create animation in the world of Moss. This talk, at its core, is about the animation direction driving this strong, emotional response to Quill.

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These are the games you’ll play at GDC 2018’s alt.ctrl.GDC showcase!

The 2018 Game Developers Conference is just a few months away, and today organizers are excited to debut the 20 games selected to exhibit at alt.ctrl.GDC, the on-site showcase of alternative control schemes and interactions in games.

GDC 2018 attendees who stop by the alt.ctrl.GDC exhibit will have the chance to play all of these inventive and innovative games using unique, one-of-a-kind controllers.

You could, for example, pilot a spaceship while shouting madly at a nearby friend/coworker/stranger to plug different-colored wires into your controller, or play games on a special sphere studded with LEDs.

You might also play virtual golf by blowing madly into a set of sensors, or help virtual disco-loving cops save their city from a zombie invasion by slapping fake zombie heads in time to the beat.

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Speaker Q&A: Ubisoft’s Damien Kieken and Roman Campos discuss the development of For Honor

Damien Kieken and Roman Campos are game director and creative director at Ubisoft and will be at GDC 2018 to present the talk ‘For Honor’: From a Great Launch to a Challenging Live Period, which will discuss the story of their game as it travels from its betas, through its launch, to its first post-launch year.

Here, Kieken and Campos give us information about themselves and what they do.

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

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At GDC 2018, see how a diverse writers’ room created the Life Is Strange prequel

As the 2018 Game Developers Conference draws closer, organizers want to take a moment to let you know about a really interesting session taking place at the March event that’s all about the writing process of Deck Nine’s emotional narrative adventure Life Is Strange: Before the Storm.

As part of the GDC 2018 Game Narrative Summit, Deck Nine Games narrative director Zak Garriss will be delivering a talk on “Productive Dissension: How a Diverse Writers’ Room Created ‘Life is Strange: Before the Storm.”

Check it out, because Garriss aims to explain how the team adapted a TV writers’ room for the production of a 1500+ page interactive script. His talk covers the strengths and challenges of writers working together: greater diversity of representation and perspective, more eyes criticizing the work, faster iteration and production, higher quality of story, but all potentially at the risk of coherency of voice and vision becoming compromised.

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GDC and Unity debut the Unity Student Scholarship for GDC 2018!

The Game Developers Conference has partnered with Unity Technologies to launch the Unity Student Scholarship, which will give 50 students with outstanding Unity projects All Access passes to GDC 2018.

The scholarship is now open, there is no application cost and students can enter here! The deadline to submit is December 31, 2017.

“Unity is thrilled to be able to offer students who are doing outstanding work in Unity the opportunity to attend the premier professional conference for the games industry,” said Jessica Lindl, Global Head of Education at Unity Technologies. “Democratizing development and enabling success are two of Unity’s driving forces and we’re happy to be able to channel these values to students through the Unity Student Scholarship.”

The Unity Student Scholarship was created to provide learning and networking opportunities for up and coming developers. Those selected for the scholarship will receive an all-access pass for GDC 2018, which also includes access to a pre-show kickoff, hosted by GDC on-site before the week begins.

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