2011 Game Developers Conference
News on the talks, covering StarCraft II, Dance Central and Valve.
Organizers of the 2011 Game Developers Conference have debuted initial
lectures from the Game Design and Programming Track for the Main
Conference, spanning a Starcraft II postmortem, Harmonix's Dance
Central dissected, Valve on forensic debugging, and much more.
As the overall session list for the event further expands, organizers
are specially highlighting the initial Main Conference session
announcements around these two areas.
The Game Design and Programming Tracks take place from Wednesday March
2nd to Friday March 4th, 2011 during the pre-eminent, San
Francisco-based event, alongside other discipline-specific Tracks
dedicated to art, audio, business and management, and production.
All of the above Track sessions are open to those with a Main
Conference or All-Access Pass. Some of the top sessions debuting in
the Game Design and Programming Tracks are as follows:
Game Design Track
Being revealed as a key Design Track talk for 2011's 25th edition of
Game Developers Conference is 'Remaking a Classic: The Game Design of
Starcraft II' by Blizzard Entertainment’s Dustin Browder.
Drawing from the experience of designing the standout RTS, Browder
offers a rare glimpse into Blizzard’s core design philosophies, as
well as insight into the special challenges of Starcraft II's complex
game design and the benefits and costs of designing an e-sport.
Another notable lecture is 'The Design Process and Philosophy of Dance
Central', led by Matt Boch and Dean Tate of Harmonix. The duo talk
about the nuances of designing for full-body motion gaming on the
standout Kinect title, also considering unconventional ways to
approach exploratory prototyping when starting from scratch.
Other major Game Design Track sessions confirmed thus far include a
session that examines how to keep player and character interests
aligned by Visceral Games’ Matthias Worch (Dead Space 2), a discussion
about moral storytelling in gameplay from Richard Rouse III of Ubisoft
Montreal, plus a charming talk on how personal game-craft can help
your growth as a designer, presented by Stone Librande of EA/Maxis.
The Programming Track sure to be of interest is ‘I Shot You First:
Networking the Gameplay of Halo: Reach’, by Bungie's David Aldridge,
revealing the patterns and processes that have allowed them to
repeatedly set new technical standards for online gameplay quality
around the highly regarded Halo franchise.
Another notable talk led by Valve Corporation’s Elan Ruskin delves
into game stability issues and the value of crash dump dissection. In
'Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-built Game', Ruskin goes through how the Half-Life and Portal
2 creator "captures and processes crash dumps from testers, servers,
and customers to solve stability problems even after release."
Other notable new Programming Track talks from already confirmed
sessions include ‘Mega Meshes - Modeling, Rendering and Lighting a
World Made of 100 Billion Polygons’, a lecture around Milo & Kate's
tech given by Lionhead Studios’ Ben Sugden and Michal Iwanicki, a talk
on the use of occlusion culling on the PS3 from Will Vale of Second
Intention, and a presentation on AI navigation given by Insomniac
Games' Reddy Sambavaram.
At the forefront of game development, Game Developers Conference --
part of the UBM TechWeb Game Network, as is this website -- continues
to deliver the most pertinent and informative updates in digital
entertainment, with a host of GDC 2011 Summit and Main Conference
content announcements to come over the next few weeks.
Game Developers Conference 2011 -- the 25th iteration of the
industry-leading show -- will be held at the Moscone Center in San
Francisco from February 28th to March 4th, and registration is now
open. For more information on all aspects of the show, visit the
official GDC 2011 website - http://www.gdconf.com