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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:

Will Unconsoles Become the Real Next-Gen Consoles?

Sameer Baroova  |  Head of Games, PlayJam
Brian Bruning  |  Director, MOGA
Michael Schade  |  CEO & Co-Founder, Fishlabs
Phil Scott  |  Technical Evangelist, NVIDIA


Location: Europasaal

Format: Lecture
Track: Smartphone & Tablet Games Summit
Vault Recording: Video


2013 will probably be the most disruptive year in video game history ever. When the next generation of "classic" consoles for die-hard fans of AAA franchises hits the market later this year, they'll have to stand their ground against fierce competitors. On one hand, the "unconsoles" (Jon Jordan, Pocketgamer) like Ouya and Gamestick are about to enter the market from the low-end segment and on the other hand, game pad peripherals like Moga and Shield have already started to combine console controls with the ubiquity of smartphones as the real video gaming deal for the generation Y that is always on the go. However, there are significant challenges in designing games that work on both touch and gamepad controls especially when you also have to deal with different resolutions that come into play when you can either experience the game on a device you hold in your hand or on a TV set some meters away from you. Furthermore, the ever-growing number of digital game stores also means that there will be more fragmentation and potentially different business models that developers need to deal with. In the course of this panel, five of the most important players in the mobile space will debate the challenges and opportunities of this disruption and work out how developers can make the most out of this new situation.

Takeaway

Developers will learn how to cope with the challenges of implementing different control schemes and designing for the near and the far screen experience, as well as finding the right business model for each of the new channels.



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