Trending
Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
On Day 1 of GDC, we break down some of the biggest highlights and lesson learned at the annual developer conference.
Day 1 of GDC 2016 is complete! With VR demos, indie design talks, and loads of interactive spaces, the conference was off to a roaring start full of interesting ideas and valuable lessons.
For those of you watching at home, we’ve pulled together some notes from Twitter and our own coverage to give you the most important highlights of the day’s events.
Alert: VRDC talks for Tuesday are doubling in capacity and moving to North Hall. This affects other talks. #GDC16https://t.co/5hyc0GHTyC
— Official_GDC (@Official_GDC) March 14, 2016
VRDC attendance is through the roof, and demand for access to talks literally exceeded initial capacity. Midway through the day, the conference announced it would expand room sizes for VR talks, responding to massive developer interest at the show.
"I am really interested in the idea of eating" - Colin Northway on menu design in VR
— Kevin Wong is at GDC (@ThatKevinWong) March 14, 2016
"I think you have a responsibility to warn people things are coming." -- On designing roomscale VR #GDC16 #VRDC pic.twitter.com/2sJ9JShhLY
— Gamasutra (@gamasutra) March 14, 2016
Among those high-interest talks, Colin Northway took to the podium to explain how even eating needs to be redesigned in games, and Scott Stephan, Alex Schwarz, and company broke down some of the basic lessons for building room scale experiences.
Life is Strange was very careful to respect the conversation choices between the player and Kate #gamedev #GDC16
— Ashlyn Sparrow (@AshlynSparrow) March 15, 2016
Creating games that don't shy away from real-world issues are so important. Players need to experience these experiences to empathize.
— Rokashi @ GDC (@Rokashi) March 15, 2016
Across GDC, the social impact of games took high interest as advocacy talks and design talks discussed the way games influence real-world problems and the lives of game developers. Life is Strange’s depiction of a suicide attempt was put on center strange, as developers Michel Koch and Raoul Barbet broke down to attendees the decision to take on a highly charged subject matter for their game.
And lastly, we took some time to talk with indie dev and gather a few small tips that might help smaller or up-and-coming designers with their next game project. You can watch the Vines we shot below! Keep an eye on @Gamasutra for the rest of the week as we poll developers with more questions about life in the games industry.
.@glitchnap's Jonas Maalløe with 1 #indiedesigntip #sentree https://t.co/ckNpve4kRh
— Gamasutra (@gamasutra) March 14, 2016
#gdc16 https://t.co/v4qbz3IcRE
— Gamasutra (@gamasutra) March 14, 2016
Designer @wertle gives 1 #indiedesigntip at #gdc16 https://t.co/vi0jmeZuCo
— Gamasutra (@gamasutra) March 14, 2016
Here's a #indiedesigntip from @teahamster of @golden glitch #GDC16 https://t.co/L0tCZM8zaG
— Gamasutra (@gamasutra) March 14, 2016
Read more about:
event-gdcYou May Also Like