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:

How Hard Could It Be? The Story of a Cinematic

Brian Kindregan  |  Lead Writer, Blizzard


Location: Offenbachsaal

Format: Lecture
Track: DesignVisual Arts
Vault Recording: Video


StarCraft II: Heart of the Swarm embraces cinematics as a high-level storytelling tool, a tactic that has been under fire in the games industry in recent years. This presentation will examine the strengths and weaknesses of that approach by tracing the story development of one particularly difficult cinematic. By showing multiple versions of the animatic, Brian will track the differing speed of cinematic production vs. game design, the feedback received, the choices made, and how they impacted the story. He will cover the obstacles that were overcome, those that weren't, and the lessons learned.

Takeaway

Attendees will gain insights into the pros and cons of cinematics as a storytelling tool and the tough choices that go into story-oriented cinematics. They will learn about the nuances of communication between the development and cinematics teams, and hear about the challenges and solutions in the cinematic process.

Intended Audience

Mid to lead designers who are learning to work with a cinematics team. Writers who are attached to either a development team or a cinematics team. Cinematic artists and directors who work with a game team. No prerequisite knowledge is required.



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