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March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Gamasutra's favorite slides from GDC 2019

Looking for a quick hit of game dev insight? Look no further than this cross-posted Gamasutra article, in which the editorial team shares some of their favorite slides from different GDC 2019 talks!

GDC celebrates record-breaking attendance and locks in 2020 dates!

After a record-breaking 29,000 attendees enjoyed GDC last week, organizers are excited to confirm the show will return March 16-20 of next year, with the call for submissions opening this summer!

GDC in Pictures: Highlights from GDC 2019

Words alone can't fully convey the experience of spending a week at GDC, so here are a few standout shots of the people, talks, and experiences which made GDC 2019 a success!

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

The User Experience of Game Development Tools

David Lightbown  |  User Experience Director, Ubisoft


Location: Congress Saal 2

Format: Lecture
Track: ProductionProgramming
Vault Recording: Video


Have you ever thought to yourself, "If our tools were more efficient, we could do less overtime and spend more time on polish?" As game developers, we tend to focus on producing games, not tools. However, the reality is that by investing in better tools we can make better games! The games industry needs to make the user experience of tools a priority. This session will show the process of designing better tools, so that your pipeline is focused on accomplishing the goals of the content creators. That makes everyone more efficient!

Takeaway

This session will show various examples for the benefit of improving the user experience of game development tools, which you can share with your team to build support for improving efficiency. You will also learn techniques that you can apply to your own tools to make them more efficient.

Intended Audience

Ideally, tools designers, technical directors and tools programmers. However, everyone in game development should be aware of the importance of improving the user experience of tools. No prerequisite knowledge is required.



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