GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Experimental Gameplay Workshop

Juuso Toikka (Aalto University), Jenn Sandercock (Inquisiment), Shawn Liu (Rochester Institute of Technology), Dennis Carr (Independent), , Jonah Warren (Feedtank), Jay Tholen (Independent), Su Liu (Riot Games), Trynn Check (Level You & iThrive Games), Tim Garbos (Triband), Daniel Benmergui (Storyteller), Antti Sandberg (Aalto University), Frank DeMarco (Babycastles), Alex Bull (Kitfox Games), Jongwoo Kim (Kitfox Games), Lee-Kuo Chen (Sunhead Games), Gerben Grave (Multiverse Narratives), Robin Hunicke (Funomena)

Game Discoverability Day: Building a Community for Your Game from Scratch

Mike Rose (No More Robots)

Content Fueled Gameplay Programming in 'Frostpunk'

Aleksander Kauch (11 bit studios)

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:

Broken Age's Approach to Scalability

Oliver Franzke  |  Lead Programmer, Double Fine Productions


Location: Offenbachsaal

Format: Lecture
Track: ProgrammingVisual Arts
Vault Recording: Video


Bringing the beautiful and lively world of Broken Age simultaneously to five different platforms ranging from older mobile devices to state of the art PCs with only a small team of programmers was a great challenge. This talk will describe the key decisions made to achieve the necessary scalability, and detail the authoring process for characters and environments, the data build pipeline, and run-time techniques such as rendering tricks for rapid iteration and debugging. Several practical solutions for the many challenges associated with mobile/PC cross-platform game development will be presented in detail.

Takeaway

Attendees will gain a better understanding of authoring and rendering techniques that can be used to achieve a high visual fidelity when simultaneously targeting PC and mobile platforms. The audience will learn about how characters and environments are created in Broken Age with platform diversity in mind.

Intended Audience

The lecture is aimed at graphics programmers and technical artists who are working on a project targeting mobile and PC platforms. A basic knowledge of real-time rendering techniques is required to get the most out of the talk.



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