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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:

This Time It's Different: Treasures and Traps in the Next Gen Transition

Don Daglow  |  President & Creative Director, Daglow Entertainment LLC


Location: Offenbachsaal

Format: Lecture
Track: Business, Marketing & ManagementProduction
Vault Recording: Video


We think of console titles as a separate channel from all other games, but this particular Next Gen transition creates risks and opportunities across mobile and online platforms as well. Will the new consoles solve industry problems or will the struggles of the current cycle continue? What traditions can we rely on in console game development and what will change? Don Daglow is the only executive in games industry history to lead development teams on every generation of video games, from the Atari vs. Intellivision era thirty-plus years ago up until today. He'll share his perspectives on traps awaiting the unwary, as well as the treasures to be found on console and every other platform in these transition years.

Takeaway

Designers and publishers need to differentiate "Next Gen" games in new ways in order to succeed, and we can't follow the script of 2000 or 2006. At the same time, console values can be applied successfully to mobile and online. To meet financial goals the hardware companies need to woo new players, not just the established core. That means new kinds of games will be given a chance this Next Gen. Many new channels and genres have appeared since 2005, and many new sets of player expectations. This opens new doors but locks some old ones, both in the console market and in the emerging online and mobile world.

Intended Audience

Developers, publishers, designers and producers - anyone who has the chance to turn a concept into a game or manage part of the the process of game making.



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