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GDC Europe's Independent Games Summit has added lectures on the design behind Eufloria HD, the experimental Fotonica, the 100-player Renga and the 250 square-meter LED screen displayed Rocket Bullet Storm.
July 10, 2012
In the latest update to the GDC Europe Independent Games Summit, organizers have added three new talks, including discussions on game design from Fotonica developer Santa Ragione and level design from Eufloria HD developer Omni System, with postmortems on the 100-player Renga and the 250 square-meter LED screen displayed Rocket Bullet Storm. The Independent Games Summit takes place Wednesday, August 15th, 2012 at the Congress-Centrum Ost Koelnmesse in Cologne, Germany during the gamescom event, and is accessible via a special reduced-price Indie Games Summit Pass, as well as by all other regular pass types. The full details on these new sessions are as follows: - In 'Games Happen: Design Lessons from MirrorMoon and Fotonica', Santa Ragione's Pietro Righi Riva will provide insight into creating his team's experimental games, sharing the design concepts and philosophies he discovered making titles that focused on the player's freedom to enact and interpret them. - Rudolf Kremers of Omni Systems will explore how to do more with less in creating game worlds much like Eufloria HD's own, implementing techniques such as procedural content generation and modular design. Kremers will also discuss how to employ user generated content in his 'Adventures in Negative Space' lecture. - Finally, the postmortems of wallFour's Renga and Nemesys Games' Rocket Bullet Storm will highlight creating unorthodox games which involve social gaming at live events. Renga asked 100 players to interact cooperatively, and Rocket Bullet Storm had its debut projected onto 250 square meters of LED screen. This session will be especially for developers who want to bring in new gamers to play in unorthodox spaces. These talks join three previously announced Indie Games Summit sessions: Cockroach Ink.'s postmortem on the clay and cardboard, stop-motion adventure The Dream Machine, Different Tuna on the aesthetic design of its PSN papercraft-inspired sidescroller Derrick the Deathfin, and Super Crate Box developer Vlambeer on using one's fiction to create and improve games -- with additional talks still to be announced. In addition, those with a Main Conference Pass or higher have a number of other high-profile developers to listen to during the GDC Europe Main Conference, held from August 13-15. Announced sessions include a postmortem on thatgamecompany's Journey, thechineseroom's narrative design discussion for Dear Esther, and a psychology-focused talk on Amnesia: the Dark Descent. Keep an eye out for even more exciting keynotes and sessions, and GDC Europe organizers have plenty more in store before the event opens its doors this August. Those interested in attending GDC Europe can secure their pass for the Gamescom co-located event now, as early bird registration is still open until July 18th. For more information on GDC Europe, visit the show's official website, or subscribe to regular updates via Facebook, Twitter, or RSS. GDC Europe is owned and operated by Gamasutra parent company UBM Technology.
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