GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Experimental Gameplay Workshop

Juuso Toikka (Aalto University), Jenn Sandercock (Inquisiment), Shawn Liu (Rochester Institute of Technology), Dennis Carr (Independent), , Jonah Warren (Feedtank), Jay Tholen (Independent), Su Liu (Riot Games), Trynn Check (Level You & iThrive Games), Tim Garbos (Triband), Daniel Benmergui (Storyteller), Antti Sandberg (Aalto University), Frank DeMarco (Babycastles), Alex Bull (Kitfox Games), Jongwoo Kim (Kitfox Games), Lee-Kuo Chen (Sunhead Games), Gerben Grave (Multiverse Narratives), Robin Hunicke (Funomena)

Game Discoverability Day: Building a Community for Your Game from Scratch

Mike Rose (No More Robots)

Content Fueled Gameplay Programming in 'Frostpunk'

Aleksander Kauch (11 bit studios)

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:

Warface: Creating AAA Graphics for Low-End PCs

Konstantin Molchanov  |  Lead Artist, Crytek GmbH


Location: Offenbachsaal

Format: Lecture
Track: Visual Arts
Vault Recording: Video


The main topic will cover the most useful content creation solutions for technical issues that arise during the production of high-quality titles for low-end hardware. This includes tricks and techniques used to make game assets fit within tight, low-spec allowances, as well as how to ensure the smallest downloadable game size. Topics will include character, weapon, and environment assets creation processes that were used during the Warface free-to-play, MMO-FPS production.

Takeaway

The attendees will learn game assets optimization tricks and techniques that were used on Warface production, including characters, weapons, and environment assets.

Intended Audience

This session is open for regular and senior artists/technical artists seeking to expand their knowledge in the area of game asset optimization for low-end hardware.



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