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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:

Getting Physical with Tablet Multiplayer

Alistair Aitcheson  |  Independent Developer, Alistair Aitcheson Games


Location: Europasaal

Format: Lecture
Track: Smartphone & Tablet Games Summit
Vault Recording: Video


If you think that shared-screen multiplayer is a thing of the past, think again. Creative use of tablet technology - a large interactive canvas with room for multiple players - allows designers to invent new forms of shared play, which players are embracing. Indie developer Alistair Aitcheson takes an in-depth look at how shared-device multiplayer is being transformed on tablet. He explores the design opportunities of using players as physical obstacles, the play possibilities when the device is no longer the referee, and how games culture is once again embracing truly social face-to-face gaming.

Takeaway

Physical interaction builds bonds between friends and creates imaginative play possibilities using surrounding environment (examples: Chicanery, Fingle). Tablet provides a space where it's ok to 'cheat' or invade each other's space (examples: Greedy Bankers, Michael Brough's 'O') and smart design prevents it from descending into rough-housing (examples from Slamjet Stadium).

Intended Audience

No prerequisite knowledge is required for this talk. It is intended to inspire game designers who are looking for new and imaginative ways to expand their repertoire. It will also provide insight for those studying the changing games culture in the tablet age and organisers of public events looking for new opportunities.



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