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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:

Developing Better Games by Optimizing the User Experience

Jochen Peketz  |  Games Lab Manager, Blue Byte GmbH


Location: Congress Saal 1

Format: Lecture
Track: ProductionDesign
Vault Recording: Video


What separates a game that sells well from a game that sells poorly? User Experience (UX)! Players will never fully experience your awesome story, the great game mechanics you designed or the magnificent graphics, if they are disgusted by an awful UX. This is even more important in the free-to-play market where competitors are always just one click away! The session will give an overview of several UX methods that can be used throughout the development of a game. All stages are covered - from prototyping phases to beta/live operations of online games. The techniques covered will include heuristics, paper prototyping, card sorting, user tests, eye tracking and diary studies.

Takeaway

UX is not only a buzzword, but has been proven for many years in several areas, from product design to website design to game development. Attendees will learn how to improve game play as well as UI by UX during all stages of the game development cycle. Do's and don'ts for the methods will be presented, and based on a large range of experience. Take your projects one step further and see how you can implement UX in all stages of development.

Intended Audience

Producers will learn which methods should be implemented at each stage to improve the quality of their products. Game designers will learn how UX helps to boost a player's experience and improve their entire game. UX designers will see what is possible thanks to tests, and learn from a leading publisher how UX is used.



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