GDC

Game Design


GDC Europe 2011 design
GDC Europe 2011 design





GDC Europe 2011 design icon







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 Game Design track explores the challenges and ramifications of the interaction between new technologies and established techniques.

Session Highlights

Brink The Long View
Speaker: Mark Cerny (Cerny Games)
Brink Truth in Game Design
Speaker: Jonathan Blow (Number None, Inc.)
Brink You Say You Want a Shooter R(evolution)
Speaker: Neil Alphonso (Splash Damage)
Designing Successful Social Games Designing Successful Social Games
Speaker:
Mark Skaggs (Zynga)
FIFA 11 FIFA 11 Be A Goalkeeper Design Walkthrough: From Concept Discovery to Final
Speaker:
Sebastian Enrique (Electronic Arts)
Silent Hill SILENT HILL: Past, Present & Future
Speaker:
Matthew Seymour and Brian Gomez (Vatra Games)


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