GDC

CONFERENCE  

|    Production
    PRODUCTION

In recent years, game industry production challenges have been split between large budgets for persistent online games, and significant new production challenges from social, online, smartphone and other emerging types of game. The goal of the Production Track is to provide developers with concrete tactics for managing game production, no matter what size or scope your game is.

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2014 HIGHLIGHTED SESSIONS

EA Sports UFC: The Fight for Believable Characters in Games
Richard Burgess Dawson (Electronic Arts Canada), Jenny Freeman (Electronic Arts Canada), Daniel Sewell (Electronic Arts Canada)
The EA Sports UFC team was challenged to make a visual experience so convincing that the player would not only see, but "feel the fight". Dealing with the most complex near-naked entanglements of any game, these two fighters lock into combat, writhing and straining, allowing the camera to pore over every detail of their fat, bone, skin, cloth and hair. From soft flesh simulation to eyelid occlusion, dichromatic bruising to blood translucency, all under hundreds of fully dynamic lights. This is a no holds barred look at how the world's most visually advanced sports game came to be.
Prototyping for Innovation: How to Prototype Effectively
Kellee Santiago (OUYA, Inc.)
Game making and stability can seem like opposite pursuits at times. However, by starting with the fundamental principles of prototyping and iterative design, you can apply them to effectively manage your project, whether your game idea has its roots in the conventional, or totally unique. In this talk, Kellee Santiago will discuss the lessons she's learned in starting her own studio(thatgamecompany), and working with many more through Indie Fund and OUYA, on how to navigate the emotional and financial ups and downs of video game development using these principles.
Powerful and Effective Animation for 2D/3D Games
Mariel Cartwright (Lab Zero Games)
How do you make your animations effective in 2D/3D games? 2D animation in games comes with its own number of struggles as everything has to serve the gameplay first. Using the 2D fighting game Skullgirls as an example, find out the importance of keyframing, anticipation, smears, and timing and how to effectively apply these principles within a restrictive gameplay environment. Those can be easily applied to 3D animation as well.

 

ALL 2014 PRODUCTION SESSIONS

EA Sports UFC: The Fight for Believable Characters in Games
Richard Burgess Dawson (Electronic Arts Canada), Jenny Freeman (Electronic Arts Canada), Daniel Sewell (Electronic Arts Canada)
   
Optimizing Audio for Mobile Development
Ben Houge (Berklee College of Music)
   
Powerful and Effective Animation for 2D/3D Games
Mariel Cartwright (Lab Zero Games)
   
Prototyping for Innovation: How to Prototype Effectively
Kellee Santiago (OUYA, Inc.)
   

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