GDC

CONFERENCE  

|    Design
    DESIGN

Creating compelling, immersive games requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. While game designers need to understand the possibilities of new technologies, the Design Track reminds developers that they must also continue to master the traditional disciplines of drama, game play, and psychology.

Arrow View all GDC China 2014 sessions

2014 HIGHLIGHTED SESSIONS

How to Produce Memorable AAA Game Character Models
Wei Wu (Virtuos.Ltd)
The character in an AAA game is a key point. Realistic and refined characters immerse players in the gameplay and have an emotional resonance. The usual challenges are super high quality standard and uncertain production plan. How to get high quality in a reasonable timeline and budget? In terms of production what's the main differences between western and eastern games? In this talk, Wei Wu will answer these questions by giving the examples of Final Fantasy XIV and The Last of Us, etc. In addition, he will also share his experience on the production , efficiency and pipeline software.
What Could Gaming Learn from UI/UX Design?
James Chaytor (Sprung Studios)
User experience/User Interface design can make or break a game. As games have evolved, users want quick access, convenience and little upfront commitment before being able to enjoy and feel rewarded by the experience. This session will look at why user experience/design is important in 2014 in all countries, what it is, how it fits within game design process and production pipeline, and how to undertake user experience design in your games.
Intuitive vs. Iterative Design and Conquering the App Store of Tomorrow
Alexander Rivan Ronalds (Argine Consulting)
In this session, Alexander Rivan Ronalds will discuss the continuously evolving structure of game design teams in mobile. Explore ideas on how to manage the balance of iterative and intuitive design to make winning product decisions. Can a team built for iterative development create truly innovative products? Learn about what kind of game design teams will conquer tomorrow's App Store.
Every Game is a Hit - A User Research Process to Deliver Successful Games
Graham McAllister (Player Research)
Making sure games resonate with, and are enjoyed by, players has never been more important, but many games are only playtested late in the development where making changes are costly, if they are playtested at all. This talk will outline a complete games user research process, that is much more than playtesting, and can be implemented from day one of design right up until after the game has shipped. The stress will be on teaching developers what they can realistically achieve in this area, no matter their budget.

 

ALL 2014 DESIGN SESSIONS

Breakthrough and Rebirth – The Road to Create Characters for Own Competitive Game Learnt from M3GUO Online
Molko Wu (Electronic Soul Network)
   
Capturing Brain Waves that Make Players Can't Stop Playing to Create the High Retained New Player Experience
Roy Tang (Brain Intelligence)
   
Characterization, Purpose, and Action: Creating Strong Characters in Video Games
Jeremy Bernstein (Independent)
   
Every Game is a Hit - A User Research Process to Deliver Successful Games
Graham McAllister (Player Research)
   
How to Produce Memorable AAA Game Character Models
Wei Wu (Virtuos.Ltd)
   
Intuitive Vs. Iterative Design and Conquering the App Store of Tomorrow
Alexander Rivan Ronalds (Argine Consulting)
   
What Could Gaming Learn from UI/UX Design?
James Chaytor (Sprung Studios)
   

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