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:

Small Projects in AAA Studios: Making of Child of Light

Patrick Plourde  |  Creative Director, Ubisoft


Location: Congress Saal 1

Format: Lecture
Track: DesignProduction
Vault Recording: Video


After working for many years on some of the biggest productions in the AAA game industry, Patrick challenged himself to create a game that would be the opposite: a small team, a small budget, and an intimate scope. The result was a game called 'Child of Light'. This talk covers the personal challenges of moving from mega productions to intimate games, and the unique challenges and opportunities of producing a small title within the walls of Ubisoft Montreal.

Takeaway

This talk covers the advantages and disadvantages of developing a game with an indie mentality within the walls of a major studio, and how important it is to use personalized hooks when pitching the game in order to get the green light at every level, from individual artists up to the CEO.

Intended Audience

This talk will interest industry veterans who want to move away from traditional AAA games, but without the financial risk associated with 'Going Indie'. The techniques taught can also be used by any game creator to help them pitch their project, regardless of size and scope.



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