GDC | Game Developers Conference

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:

Liquid Intelligence: Connecting AI and Physics in Vessel

John Krajewski  |  Studio Head, Strange Loop Games


Location: Congress Saal 3

Format: Lecture
Track: ProgrammingDesign
Vault Recording: Video


By connecting our AI with a liquid physics simulation, we were able to create a world of rich fidelity in Vessel that formed the foundation of all the puzzles and gameplay. This talk will first look at how we created an engine where all of the game's AI characters were composed of simulated liquid. We will then follow through to how that influenced design, resulting in gameplay that was a natural consequence of interacting physical rules and AI behaviors.

Takeaway

Attendees will get a detailed look at how the liquid characters and simulation in Vessel work, and an in-depth discussion of how it formed the core of our design.

Intended Audience

Programmers, designers, and those fortunate enough to bridge that divide.



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