Heads up, game makers: GDC Europe is taking place this summer in Cologne, Germany and today is the day to register early at a discounted rate.
Organizers of the Game Developers Conference are pleased to announce that early registration for GDC Europe 2016 has officially opened, there’s no better place to find the essential pan-European perspective of game development and business trends currently happening throughout the continent.
Organized by UBM Tech Game Network, the event, now in its eighth year running, will run Monday through Tuesday, August 15th and 16th at the Cologne Congress-Centrum Ost venue in Cologne, Germany.
Register now and you can save 200 euros on an All Access Pass. Plus, this year there will also be a GDC Europe Student Pass made available as a more affordable alternative to the All Access Pass — one created specifically for qualified students interested in learning and networking at the conference.
Just a quick reminder that the call for submissions to present lectures and panel sessions at the Game Developers Conference Europe in August ends tomorrow: Friday, April 1st, at 11:59 PM Pacific, to be precise.
If you have a great idea for a talk, now’s the time to pitch it! Talk submissions are being accepted for Main Conference tracks in Business, Marketing & Management, Design, Production, Programming, and Visual Arts. Organizers are seeking leading industry practitioners to propose lectures and panels with significant, applicable takeaways for today’s video game community.
Content submissions are also being accepted for the Independent Games Summit, so if you have a great idea for either a Main Conference or Indie Summit talk, submit it now! You can learn more about the submissions process and guidelines via the GDC Europe Submissions page.
Heads up, game makers: The call for submissions to present lectures and panel sessions at the 2016 Game Developers Conference Europe is open through next Friday, April 1st, at 11:59 PM Pacific.
Organized by UBM Tech Game Network, the event, now in its eighth year in Cologne, Germany, will run Monday through Tuesday, August 15th-16th at the Cologne Congress-Centrum Ost.
Once again co-located with the European gamescom trade fair, GDC Europe 2016 will continue to provide the essential pan-European perspective of game development and highlight business trends throughout the continent.
Talk submissions are being accepted for Main Conference tracks in Business, Marketing & Management, Design, Production, Programming, and Visual Arts. Organizers are seeking leading industry practitioners to propose lectures and panels with significant, applicable takeaways for today’s video game community.
Game Developers Conference officials are happy to announce that the many talks delivered by game industry experts at GDC Europe earlier this month in Cologne, Germany are now available to watch on the GDC Vault – with many videos and all slides available for free.
GDC Vault subscribers and GDC Europe 2015 passholders can watch all of the new talks over on the GDC Vault’s new GDC Europe 2015 section.
Many of GDC Europe’s sessions – including the entire Independent Games Summit & a number of other sessions – are also available for anyone to watch completely free, and many of these talks will be added to the official GDC YouTube channel in the months ahead.
A panel of women from companies like King, NaturalMotion and Gameloft came together at GDC Europe today to share their experiences as women in the industry and offer advice for increasing diversity. Below, Gamasutra editor Alex Wawro relates some of the highlights from their fast-paced discussion.
“How do you hire women, and keep them in your team? It starts with company culture.” With those words Gameloft’s Fiona Cherbak kicked off a panel discussion at GDC Europe today about how developers can work together to help correct the gender imbalance in contemporary game development and encourage more women to make games.
“A lot of the women at NaturalMotion are in leadership roles, and that helps,” says Catherine Silvestre, who serves as a general manager at NaturalMotion. “It’s nice to know there are women at those tables, sharing their perspective at even the highest levels.”
Speaking at GDC Europe today, Ninja Theory co-founder Tameem Antoinades offered an update on how the studio is developing Hellblade with a 15-man team, and offer tips for fellow devs on making indie games with AAA polish.. Here’s a look at some of the highlights of his talk, courtesy of Gamasutra editor Alex Wawro.
A year ago Ninja Theory co-founder Tameem Antoniades came to GDC Europe to share his vision for the studio’s salvation: making indie games with a AAA level of polish, starting with its upcoming Hellblade. Today he returned to give an update on how it’s going, and share some advice for fellow developers engaged on projects that aim for AAA production values without the hassles of AAA markets.
“The retail model is like a grumpy old grandpa that doesn’t want to change its ways: games have got to cost 60 dollars, and that’s that,” says Antoniades. So when these games can’t compete on price, they have to compete on features, and that leads to an arms race which forces devs to “go big, or go home.”
Cities: Skylines lead designer Karoliina Korppoo offered a postmortem of sorts today at GDC Europe, deconstructing her design philosophy and making a case for designing games that teach, rather than punish. As part of our ongoing partnership with sister site Gamasutra, editor Alex Wawro has published some highlights from her talk below.
Karolina Korppoo is the lead designer of Colossal Order’s remarkably successful Cities: Skylines, and while deconstructing the game at GDC Europe today she encouraged developers to focus on rewarding players for learning, rather than punishing them for failure.
“If you have the greatest game in the world, but nobody knows how to play it, it’s not the greatest game in the world,” says Korppoo. “If you think about Diablo III, one of my favorites, it’s all about teaching players how to play the game.”
At GDC Europe today, Valve’s Yasser Malaika shared some key lessons learned about how to make great VR game interactions by both Valve’s own devs and external dev partners like Owlchemy Labs. Here are some highlights from his talk, courtesy of Gamasutra editor Alex Wawro.
Figuring out how to design the ways players interact with your VR game is tricky business, especially now when many high-profile VR headsets haven’t even hit the market yet. But Valve’s Yasser Malaika cautioned developers at GDC Europe today to look upon VR interaction design as a challenge, but also as an opportunity..
“Interaction is turning out to be an essential part of VR, as a medium,” says Malaika. “It is profoundly satisfying for users to interact with [VR] content,” and developers have a rare opportunity to freely experiment with how players reach out and touch their games.
Epic Games’ senior designer Jim Brown took the stage at GDC Europe today to talk about some of the lessons the Unreal Tournament team has learned about open development and turning players into contributors. Gamasutra’s Alex Wawro was in attendance, and shares some highlights of Brown’s talk below.
Epic is up to something intriguing with the new Unreal Tournament: shortly after it was announced, before it was even really a playable game, Epic made the game freely available for people to download and check out.
At GDC Europe in Cologne today, senior designer Jim Brown outlined what Epic has learned from the experience so far. He pitched the experiment as less of an exercise in getting people to develop a game for free and more of an open-minded experiment that reflects design philosophies at Epic, a company with deep roots in the modding scene.
Gamasutra’s Alex Wawro relates how, at GDC Europe today, SCEE’s John Foster shared advice for fellow devs on making believable, enjoyable VR games based on his experiences crafting Project Morpheus demos like The London Heist and The Deep.
Sony Computer Entertainment Europe is, by virtue of association, one of the leading authorities in VR game design right now.
SCEE was one of the first studios to get involved with the Project Morpheus headset, over two years ago, and is best known now for producing high-profile Morpheus demos like The London Heist and The Deep. At GDC Europe today, SCEE’s John Foster shared some advice for fellow game makers on making believable, enjoyable VR experiences.
The key to compelling VR game design, says Foster, is fostering immersion. You have to fool a player’s subconscious into thinking “yes, this is real,” and you have to keep that illusion going for as long as possible. A good way to start, while VR game development is still young, is to focus on making one specific action or experience feel really good in VR.