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Notable writers and designers from Eidos Montreal, Obsidian, Microsoft, and more will discuss how to create a hit sequel or reboot at next month's GDC Online conference in Austin, Texas.
September 27, 2012
In today's market of follow-ups, reboots, and trilogies, developers need to understand what it takes to make a good video game sequel. There are plenty of challenges that come with working on a beloved or classic IP, but at next month's GDC Online conference in Austin, Texas, a panel of experienced industry pros will share their advice for getting the most out of your next major sequel or reboot. The session, titled "In the Shadow of Greatness - Sequels and Reboots Deconstructed," will feature seasoned designers and writers including Mary DeMarle (Eidos Montreal), Tom Abernathy (Microsoft Studios), Chris Avellone (Obsidian Entertainment), Raphael Van Lierop (HELM Studio) and Ivan Mulkeen (Eidos Montreal). These speakers have worked on some of the most notable sequels and follow-ups recent memory, with credits spanning Deus Ex: Human Revolution, Halo: Reach, Knights of the Old Republic II, Fallout: New Vegas, Warhammer 40,000: Space Marine, and much more. During this talk, these developers will discuss the major considerations studios will need to make when creating a follow-up to a successful game. Along the way, they'll also touch on some common misconceptions about working on a sequel, how DLC can fit into your narrative structure, and the future prospects of new IP. As part of GDC Online's Game Narrative Summit, this talk will be open to All Access and Summits & Tutorials pass holders. The show itself will take place October 9-11 at the Austin Convention Center in Austin, Texas. In addition to the above panel, GDC Online recently added the following talks to the Game Narrative Summit: - In 'Writing The Unsung Experiences: Gender In Game Storytelling', it's noted that the knell for broader representations of gender in games grows ever louder and more insistent, but games are slow to embrace new voices on gender and sexuality. Bloggers, journalists and commentators Mattie Brice (San Francisco State University), Jenn Frank (Infinite Lives) and Leigh Alexander (Gamasutra) will discuss these issues in this panel. - Elsewhere, MIT associate professor Fox Harrell will discuss how developers can create more believable and expressive in-game characters in "Imagination and Empowerment with Videogame Characters." Harrell's talk aims to help developers create "more dynamic characters in terms of social categories, emotional expression, body language, and more." He'll also share some tips for avoiding common stereotypes that sometimes mar video game character design. These new talks join scores of other sessions already announced for GDC Online. For more information on these or any of the other 100+ talks in the show's lineup, check out GDC Online's official Schedule Builder. (This is the final GDC Online show in Austin - organizers have announced a successor, Game Developers Conference Next, debuting in Los Angeles in November 2013 alongside the new App Developers Conference.) For more information on GDC Online, visit the show's official website, or subscribe to regular updates via Facebook, Twitter, or RSS.
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