GDC

CONFERENCE  

|    Game Design
    DESIGN

Creating compelling, immersive games requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. While game designers need to understand and exploit the possibilities of new technologies such as realistic physics, facial expressions, and lighting techniques; they must also continue to master the traditional disciplines of drama, game play, and psychology.

The Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques.

2013 HIGHLIGHTED SESSIONS

Designing Assassin's Creed III
Steven Masters (Ubisoft Montreal)
With a 3-year development cycle, and a team peaking at 600 people, how do you keep a team focused on delivering a high quality game while reinvigorating the core gameplay to create a true sequel in a massive franchise? Delivered by Steven Masters, lead game designer in Ubisoft's Montreal studio, this talk is focused on the design methodologies, philosophies and strategies used in creating Assassin's Creed III.
Once Upon a Time: Giving Players the Freedom to Create Their Own Story
James Brown (Epic Games)
Designers spend much of their time coming up with environments, game mechanics, and combat encounters that help tell their game's story. But there is a second story to each game, the one created by the individual player's moment-to-moment actions in the game. With these two conflicting stories going on (the authored storyline and the more organic player's story), which takes precedence, and can they co-exist within the framework of a single video game? This talk examines the popular techniques for storytelling in games, and attempts to explain how almost everybody has it wrong.

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