Come to GDC for an inside look at the AI driving Horizon Zero Dawn!

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.

Speaker Q&A: Jodie Azhar advocates for formalizing technical art processes

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!

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

At GDC 2018, see how Edith Finch's devs weaved 13 prototypes into 1 game

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.

As part of the GDC 2018 Design track of talks, Giant Sparrow creative director Ian Dallas will present "Weaving 13 Prototypes into 1 Game: Lessons from 'Edith Finch'." Edith Finch contains 13 different sub-stories, each with its own unique art style and gameplay mechanic; of course, and to make that happen Giant Sparrow had to prototype more than 13 games.

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.

Speaker Q&A: Polyarc's Brendan Walker discusses the intersection of art and engineering in Moss

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!

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

At GDC, see how Friday the 13th: The Game was tuned for asymmetrical multiplayer

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!

Play these 24 games in the Indie Megabooth Showcase at GDC 2018

As the 2018 Game Developers Conference draws nigh, organizers are happy to announce that the Indie MEGABOOTH Showcase is back at GDC for the fifth year in a row -- and this year it's showcasing twice as many games!

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.

Speaker Q&A: Tanya Short discusses the balance between game design and company management

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!

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

See GDC 2018 speakers (try to) pitch their talks to you in 60 seconds!

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.

Become a better producer in a day at the GDC 2018 Producer Bootcamp!

Game devs, take note: the GDC 2018 Producer Bootcamp on Tuesday, March 20th is going to be a fantastic day-long learning opportunity with a ton of expert sessions on the ins and outs of being a great producer in game dev.

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.

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.

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!

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.

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.

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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