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The organizers behind March's Game Developers Conference 2013 have highlighted the next batch of Main Conference lectures, including Amnesia: The Dark Descent's Thomas Grip on storytelling and more.
December 3, 2012
The organizers behind March's Game Developers Conference 2013 have highlighted the next batch of Main Conference lectures, which feature industry leaders from Epic, Frictional Games, and Microsoft. They collectively offer cutting-edge discussions in the areas of visual arts, design, production, and audio. Gears of War creator Epic Games will analyze how it overcame the challenges of outsourcing art for its leading IPs. Amnesia: The Dark Descent developer Frictional Games will examine a new way of designing games, based around creating a sense of presence that stimulates players' imaginations. Finally, Microsoft's Advanced Technology Group will dissect several audio innovations - while laying out ways to make audio more a part of the game itself rather than being merely ancillary to it. The full details on these new lectures are as follows: - In Building Epic Worlds through the Strengths of Artsourcing, Epic Games producer Chris Mielke will share the secrets to outsourcing the art talent behind the Gears of War, Infinity Blade, and Fortnite universes. Mielke will highlight some of the obstacles Epic overcame in production, while explaining how outsourcer integration can go smoothly across console, PC, and mobile platforms. - Frictional Games' creative director Thomas Grip will explore The Self, Presence and Story-Telling in his game design lecture. As an alternative to traditional game mechanics, Grip will argue that a game should create a sense of presence and allow players' imagination do the work, much how the company's own Penumbra and Amnesia: The Dark Descent (pictured) evoked strong and often terrifying emotions. - Finally, in Crossing the Streams: Game Audio Rule Breakers of the Past Decade, Microsoft Advanced Technology Group senior audio specialist Scott Selfon will present innovative developments that have elevated audio from a "post-production" to a "pre-production" component. By examining the audio in games that continue to push on the fourth wall, Selfon will make a case for sound as part of the gameplay experience - rather than just accompanying the game itself. For more information on these or others in the show's growing lineup, check out GDC 2013's official Schedule Builder, which has added tens of talks over the previous few days. More talks will debut in the near future, and all of the above sessions will take place as part of GDC 2013's Main Conference, which is open to All Access and Main Conference pass holders (a special Audio-specific pass is also available). Discounted Early Bird registration is now open on the show's official website, and GDC 2013 itself will take place March 25-29 at the Moscone Center in San Francisco. For more information on GDC 2013, visit the show's official website, or subscribe to regular updates via Facebook, Twitter, or RSS.
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