GDX 2010 Wraps and GDC Canada Ramps Up
Vancouver – Congratulations to the entire Vancouver Film School team for another successful and educational Game Design Expo, and thank you to all of the esteemed speakers for sharing their knowledge and experience with both current gen and next gen designers. The day featured insight into what has worked in game design, what hasn’t worked, and ideas for the future in the world of game development. I have a massive amount of mostly-deciphered notes from the expo, and I will be sharing them throughout the week, as there is simply too much information for just one wrap article.
The day was opened by William Ho from United Front Games, whose presentation was themed around the processes UFG went through in the development of ModNation Racers. This may be THE game which forces the purchase of a PS3 for the Village Gamer household, although it will require some very creative budgeting to do so.
Armando Troisi, Lead Cinematic Designer over at Bioware was next up, and he discussed how cinematics and gameplay were melded together in one of my favourite franchises, Mass Effect. As a non-designing gamer, it is always interesting to hear about how choices in regards to the user experience are made at the development level, and Armando’s session answered many questions I hadn’t even considered about the dialogue tree and character choices we as gamers make throughout the game.
Rounding out the morning session was Chris Whiteside, Design Director for Propaganda Games. Chris spoke about how teamwork is very important in today’s game design process as he expanded on the relationship of the “in the trenches” designer to other team members as well as to the studio, the stakeholders (money holders) and the end user market. He touched on how important it is to be in touch with your audience, and to make sure that the studio’s relationship with that audience is given voice as games go from concept to store shelf.
Josh Bridge and Jason Leigh from Blue Castle Games opened the afternoon with a perfect post-lunch topic – zombies and their return in Dead Rising 2. The CaveChild has been salivating over this game since its announcement, and all I can say is…combo weapons! Capcom generously permitted the screening of unannounced and non-public information about Dead Rising 2’s progress, and this session was very revealing about the care and attention being put into the Dead Rising sequel.
Obsidian Entertainment’s Lead Systems Designer Matt MacLean lead expo attendees through a session on Crafting the Perfect Challenge. I feel that this was one of the most valuable sessions in regards to getting into looking at the minute details which must be considered when developing a game concept. The goal of playing a game, at least for me, is overcoming the challenges thrown in my way as I journey to the game’s conclusion. Matt covered a variety of ways to craft those challenges in ways to both reward and engage your audience without alienating them.
The final single session of the afternoon was presented by Tyler Sigman, Design Director for Big Sandwich Games. Tyler’s topic was about game mechanics – another very important aspect of game crafting. The mechanics are what you as the developer put in place to both assist and challenge gamers as they try to win their way through your game’s environment. The proper balancing of these mechanics can often make or break a title’s appeal to the mass market, and is something that more than just a handful of studios need to revisit. Good game mechanics can make a player’s experience totally awesome or totally horrid. Which would you prefer – multiple play-throughs of your game, or multiple copies sitting unsold on the back shelf of a game store because gamers don’t like the mechanics?
Ending the day was a panel discussion of The Future of Gaming. Moderated by Reviews on the Run co-host Scott Jones, the panel featured Josh Bridge, Jason Leigh (both from Blue Castle), Ted Nugent (Genius Factor Games), Jay Balmer (Big Park), David Bowring (Volition) and Trent Shumay (FingerFood). This panel, as expected, was highly entertaining while still being highly informative. It’s always interesting to hear where our industry veterans feel the future will lead game design and distribution, and how technology is shaping what we play.
Vancouver – Foreign Affairs and International Trade has partnered with GDC Canada to provide a B2B Lounge at the upcoming May 6 & 7 conference here in Vancouver. The Lounge will provide an off-the-floor area to make deals and network with industry business development professionals, fellow developers and leading tool vendors. There is also space if you want to have a private lounge area at the show, details for the private rooms are available on the GDC Canada site.
GDC Canada has also revealed their line-up for the Game Career Seminar, and judging from this line-up, the Seminar, which is a one day event held on May 7th in conjunction with the main conference, this is a must-attend event for anyone trying to build a future for themselves in the game development industry. Tickets for the Game Career Seminar portion of GDC Canada are $149.00, with a limit of 125 seats available. Also added to the GDC Canada schedule is a Main Conference panel featuring Disney’s Howard Donaldson and ex-Radical head Kelly Zmak,on the harsh ‘new realities’ of making major console games. Read the rest of this entry »
posted in Business News, Careers, Education, Events, Game Dev, Government, National News By: Tami | Print This Post