This week, Game Developers Conferece 2012 is revealing a trio of notable new sessions, including the first Western appearance of Space Invaders Infinity Gene and Groove Coaster's creator, product ownership as it relates to Dragon Age, and the music behind Journey and Monaco.
The 26th GDC show will take place Monday, March 5 through Friday, March 9 at the Moscone Center in San Francisco, and the Main Conference (March 7th-9th) offers six tracks covering key disciplines in the games industry, including Audio, Business, Marketing & Management, Game Design, Production, Programming, and Visual Arts.
The following lectures are the newest additions to GDC 2012's Main Conference:
- In a Game Design track talk simultaneously translated from Japanese, Taito chief game designer Reisuke Ishida will make his first ever Western speaking appearance, discussing his two recent signature titles in a lecture called "Five Techniques for Making an Unforgettable Game, Illustrated in Space Invaders Infinity Gene and Groove Coaster."
Using the examples of Space Invaders Infinity Gene a stylish, well-received 30th anniversary update of the classic game, and Groove Coaster a popular iOS exclusive music title, Ishida will explore the best ways to make a game stand out, even in the overcrowded market.
- Also added in the Production track is a talk dubbed "Ownership - Dragon Age Style," in which BioWare's Adriana Lopez will explain what "ownership" means, organizationally, in the context of handling a major video game franchise.
Using BioWare's acclaimed Dragon Age role-playing game franchise as an example, Lopez will detail the responsibilities of product owners and how they can leverage their control over a franchise to better manage their projects and maintain a fully-engaged team.
- Finally, in the Audio track session "Journey vs Monaco: Music is Storytelling," composer Austin Wintory will contrast two different video game scores he wrote in 2011, for both thatgamecompany's Journey and Pocketwatch Games' IGF-winning Monaco.
Wintory will detail the ways these two games use music to create narrative arcs and reconcile adaptivity, while also going over the audio production processes for both titles. Near the end of the talk, thatgamecompany's Jenova Chen and Pocketwatch Games' Andy Schatz will join the session for an audience Q&A on the construction of the games' audio.