GDC officials are lining up some great talks for the big GDC Europe conference this August in Cologne, Germany, and today they’re happy to announce another exciting session taking place at the show.
In developing the crowdfunded PC RPG Pillars of Eternity, Obsidian Entertainment sought to create a spiritual successor to beloved ’90s PC RPGs like Baldur’s Gate and Planescape Torment. That involved a host of technical and creative challenges, as well as the tricky work of designing a game with contemporary sensibilities that could also appeal to fans of those classic games.
At GDC Europe, Obsidian’s Josh Sawyer willl speak frankly about those challenges in his talk “Looking Back and Moving Forward with Pillars of Eternity.” Make time to check it out, and you’ll walk away with insight into the into the benefits and pitfalls of making a “retro classic”, especially for a crowdfunding audience that is emotionally (and financially) invested from the start of the project.
This year’s big GDC Europe conference in Cologne, Germany is coming up in August, and today we’re excited to announce that game industry veteran John Romero will be delivering a talk at the conference about game coding principles he learned in his early days at id Software.
His talk on “The Early Days of id Software: Programming Principles” is part of the Programming track of GDC Europe talks, and promises to offer unique insights on game production gleaned from Romero’s time at one of the game industry’s trailblazing studios.
As co-founders of id Software, John Romero and John Carmack created the code behind the company’s seminal titles, including Doom and Quake. The principles they defined through experience in id’s earliest days built upon one another to produce a unique methodology and a constantly shippable codebase.
GDC organizers are working with top game industry talent to line up great talks for this year’s GDC Europe conference in Germany, and today they’d like to tip you off to one such talk from the folks at Wargaming about rebooting the classic game Master of Orion.
Come August, GDC Europe 2016 attendees will have the chance to check out “Alien Cultures: Rebooting ‘Master of Orion‘ with a Global Team” and get an in-depth look at the process of rebooting a beloved strategy game in a way that both satisfies diehard Master of Orion fans while simultaneously showcasing the appeal of space strategy games to a new audience.
Wargaming’s Chris Keeling and Jacob Beucler both worked closely on the project, and in their talk they’ll discuss how the Master of Orion team overcame obstacles and managed remote third-party teams across multiple languages, time zones, and cultures.
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.”