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Register by January 29 to save up to $700!
GDC 2020 Registration is Now Open! The Game Developers Conference returns to San Francisco March 16-20, 2020! |
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A Week of Education, Inspiration, and Networking Expert-led sessions in Core Concepts, Summits, VRDC, and sponsored content. Identify, contact, and network with exhibitors and GDC attendees through the GDC Connect Meeting Tool. Industry-leading companies featuring the latest technologies and services at the GDC Expo. GDC Play & VR Play showcase emerging games and immersive experiences. Community spaces with curated playable games including the IGF Pavilion, alt.ctrl.GDC, Indie MEGABOOTH, Day of the Devs, Shut Up & Sit Down, Mild Rumpus, and more. Celebrate excellence at the Annual Game Developers Choice Awards & IGF Awards Ceremony. Choose an All Access pass to attend your choice of programs throughout the week, including access to view session videos through March 2021 on GDC Vault. GDC also offers a dedicated pass for the Independent Games Summit and an Audio Pass. Please visit each page for information to register for dedicated passes. |
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Featured Session Highlights | | The Art of 'Indivisible': From Prototype to Release Visual Arts Track Mariel Cartwright - Creative Director - Lab Zero Games Indivisible is a game that has spent much of its development in the public eye - from its initial crowdfunding campaign and playable prototype in 2015, and release (finally!) in 2019. This talk covers the development of the art and look of Indivisible, beginning with the departure from our previous title Skullgirls, how were able to successfully mesh 2D animated characters and 3D backgrounds, our approach to character design, and a number of other lessons learned along the way. View Visual Arts Track >> |
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| Classic Game Postmortem: 'Q*Bert' Design Track Warren Davis - Software Consultant - Sony Interactive Entertainment In this installment of the Classic Postmortem series, Warren Davis, the designer and programmer of the original 1982 arcade version, describes the history of the development of this classic game. Topics will include the backstory of Gottlieb's video department, a description of the available hardware and development tools, the evolution of the design, programming challenges, testing, focus groups, marketing, as well as the aftermath of the game's release.Also covered will be the story of the unreleased (until 1997) follow-up, Faster Harder More Challenging Q*bert, and the legacy of the character and the game through the present day. View Design Track >> |
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| Lessons from 15 Years of 'World of Warcraft' World Building Visual Arts Track Ely Cannon - Art Director - Blizzard Entertainment This lecture will focus on world building as a primary tool for developing the relatable fantasy races and worlds for World of Warcraft. WoW relies heavily upon world building to carry the weight of establishing mood, local themes, macro story, art direction, and cultural/societal themes for the fantasy races and places represented in the game. This lecture will focus on important lessons learned over the course of the development of World of Warcraft. Each case study will include the specific issues, solutions and philosophy employed. Example case studies will be drawn from the original release of World of Warcraft along with examples from the following expansions; The Burning Crusade, Wrath of the Lich King, Warlords of Draenor, Legion, and Battle for Azeroth. View Visual Arts Track >> | See Conference Overview |
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Hotel & Travel GDC and Convention Housing Partners have secured discounted rates on hotels near the event for attendees. Learn More >> |
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Exhibit & Sponsorship Opportunities Engage the global video game development and business audience with a presence at GDC 2020. Learn More >> |
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| GDC 2020 Diamond Partners |
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