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:

Porting Contemporary Games to a Vintage Platform

Paul Koller  |  Game Developer, Independent


Location: Congress Saal 3

Format: Lecture
Track: Independent Games Summit
Vault Recording: Video


With the advent of mobile and indie gaming several years ago, less technically advanced games can now have a significant impact on the gaming community. In this talk, Paul will show that with enough knowledge of the system, such contemporary games can successfully be ported to a thirty-year-old platform. He will present case studies on the Commodore64 ports of both Canabalt and SuperCrateBox. Working together with the original authors, only a few changes were necessary to make these games playable on this vintage platform.

Takeaway

Attendees will take away the appreciation that innovative gameplay ideas in indie gaming are not bound to technical capabilities of certain platforms and that such games can even be successfully ported to a vintage platform.

Intended Audience

This talk is intended for members of the independent gaming community who either have fond memories of the Commodore64, or can appreciate the art of porting a contemporary game to a platform with only a fraction of the capabilities.



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