GDC is Less Than 2 Weeks Away!

GDC is around the corner and you can access the full schedule of over 500 talks on topics that include game design, production, programming, business, visual arts, VR/AR, audio and more. Plus there’s still some time to save up to $300 on your pass if you register by March 17.

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Brendan Walker from PolyArc on the intersection of art and engineering in ‘Moss’

How do you feel VR as a technology has influenced the way you think about character design, compared to how you thought about it before?

VR influenced how I thought about character design way more than I expected it would. That’s one of the main points of the talk actually. It can be harder to get players to focus on what you want them to focus on because you no longer control the view point of the camera. You have to incentivize the player to engage with the characters you are creating with sound cues, particles, lighting, and environmental framing. But once you have the player’s attention, you really have it. If a player believes in a virtual character they can become surprisingly attached to them. This is a double-edged sword. On one hand, players can care deeply about the fate of the character you have introduced them to, which is one of the best things...

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Jodie Azhar talks formalizing technical art processes

How do you think other developers can better approach the concept of building workflows into their game-making processes, whether it’s for technical art or another department?

When creating workflows you need to analyse what it is you want to do. If you’re starting with an existing workflow the first question is “Is what we have good enough?” If the answer is yes then you can leave it as it is. Overengineering a solution can do more harm than good. You need to create workflows that are right for the end user. What do they want to achieve? How do they want to work? How do they think?

There are a few main reasons for improving workflows…

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Session Highlights

Weaving 13 Prototypes into 1 Game: Lessons from 'Edith Finch'

Ian Dallas, Giant Sparrow
DESIGN, PRODUCTION & TEAM MANAGEMENT TRACKS

Performance and Memory Postmortem for 'Middle-earth: Shadow of War'

Piotr Mintus, Monolith Productions
PROGRAMMING TRACK

A No Nonsense Approach to Designing Robot Dinosaurs

Jan-Bart Van Beek, Guerrilla Games
ART DIRECTION BOOTCAMP

Find More of Your Best Players with Google's Machine Learning (Presented by Google)

David Mitby, Belinda Langner and Jen Lui, Google
BUSINESS & MARKETING TRACK

'INVASION!': Crafting a VR Story

Eric Darnell, Baobab Studios
VRDC@GDC: ENTERTAINMENT VR/AR

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Indie MEGABOOTH

The Indie MEGABOOTH showcase is returning to GDC for its 5th year, and with a lineup of twice as many games. Monday and Tuesday will feature a dozen games and Wednesday through Friday will feature a different set of 12 games, so come to the MEGABOOTH! Stop by Moscone West, 3rd floor throughout the week and play. Learn more about the game selections.

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Hotels and Travel

We still have some rooms available at GDC discounted rates but they are going fast and the deadline is Monday, March 12 at 9 am PT or while supplies last.

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