Register Now
Summits


Casual Games Summit
Game Outsourcing Summit
IGDA
Independent Games Summit
Serious Games Summit
Worlds in Motion Summit

February 15, 2007

Molyneux to announce "unexpected" Fable 2 feature at GDC

Innovations in Fable 2
Speaker: Peter Molyneux (Lionhead Studios)
Thursday (March 8, 2007) 12:00pm — 1:00pm
Room 3001, West Hall
Track: Game Design

When attempting to create a sequel the temptation is to add more of everything but is this enough? Lionhead Studios ambition for Fable 2 is to create a sequel which is truly a land mark title and to achieve this there must be evolution and revolution. This talk will centre around revolutions in Fable 2. This talk will examine how key game play elements have been refined and expanded. It will also look at what inspiration was drawn for the original game and what lessons were learnt from Fable. The processes used to arrive at these design decisions can be applied to a broad spectrum of genres and so are relevant to a large sector of the development community.

Plus Peter Molyneux has promised to reveal a totally unexpected feature in Fable 2.

https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=4609

Continue reading "Molyneux to announce "unexpected" Fable 2 feature at GDC" »

January 19, 2007

Twilight Reflections in the Hourglass: Aonuma Talks Zelda

Reflections of Zelda
Eiji Aonuma (Manager/Producer of Software Development, Nintendo Co., Ltd.)

Eiji Aonuma's work on The Legend of Zelda series dates as far back as The Legend of Zelda: Ocarina of Time. The Legend of Zelda: Twilight Princess has been the team's most ambitious game to date and for the first time since its release, Aonuma reflects on its evolution and how it prepared him to take on the challenge of his current mission: Phantom Hourglass.

Aonuma explains the development team's formidable task of progressing the epic franchise across multiple generations of Nintendo systems. This is a rare opportunity to learn behind-the-scenes development challenges and triumphs from Link's latest installments.

Continue reading "Twilight Reflections in the Hourglass: Aonuma Talks Zelda" »

December 14, 2006

Classroom to Console: The Autobiography of flOw

Those of you who attended the GDC last year probably remember the lovely game Cloud, last year's winner of the Independent Games Festival. The makers of Cloud went on to make flOw, which Sony picked up for its PS3 launch. That's quite a journey, and Jenova Chen and Kellee Santiago explain how it happened in their session, Classroom to Console: The Autobiography of flOw. Come support these indy stars!

Continue reading "Classroom to Console: The Autobiography of flOw" »

December 13, 2006

Survival of The Family: The Saga of Creating and Shipping The Godfather: The Game

As EA’s first true open-world game, The Godfather: The Game had all the markings of a title on a clear and confident path to success. But with the 1-2-3 punch of a blue sky pre-production process, an untested game engine, and a large new team, the path to success for The Godfather was long and challenging. Learn from the team’s three Creative Directors how the team was able to recover from a slipped ship date, an over-scoped design, and a new team chemistry to deliver a successful game based on one of the greatest films of all time.

Continue reading "Survival of The Family: The Saga of Creating and Shipping The Godfather: The Game" »

December 06, 2006

Pirates vs. Cowboys vs... Ninjas? MetaSOY and Player-Created Content

Daniel James and Michael Bayne of Three Rings (makers of puzzle MMOs like Puzzle Pirates and Bang! Howdy) will be delivering a talk at GDC 2007 with their customary panache. I hope they wear cowboy outfits, too. Does the title of their talk mean they're working on a Ninja-themed game? Because that would rule.

Here's what our content advisory board had to say about their talk:
Speaks well, gives real info, inspirational to attendees.
I'm a big fan of their talks - great info for the indie guy and closet indie guys out there...
One more year of Daniel James giving out Jack Daniels' shots to the audience? Sign me up.

Continue reading "Pirates vs. Cowboys vs... Ninjas? MetaSOY and Player-Created Content" »

November 03, 2006

Session of the Week

XEO DesignOur highlighted session this week will be given by Nicole Lazzaro, President XEODesign and can be found in the game design track. Nicole expands and updates her previous research on the importance of emotion in game design. Will Wright endorses her groundbreaking talk in 2004 as the "Most informative talk at GDC." Read on to learn more about what she plans for GDC 2007.

Continue reading "Session of the Week" »