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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HIGHLIGHTED SESSIONS

Rapid, Iterative Prototyping Best Practices
Eitan Glinert (Fire Hose Games)
Great, innovative games don't just magically happen; they're almost always the result of lots of trial, error, and prototyping. If you care about exploring to come up with something different and new, if you don't want to just rehash the same old tired FPS mechanics, or if you're trying to get team buy in on the new project then you need to experiment. This session will cover why it's worth spending a significant portion of development on prototyping, 8 lessons for how to do it effectively, and 8 common pitfalls to watch out for and avoid. We'll draw from the prototyping phases of Dance Central and creative indie titles Slam Bolt Scrappers and Go Home Dinosaurs for examples.
Small Steps in the Dark: Embracing the Continuous Prototyping Mindset
Tim Ambrogi (Final Form Games)
The wisdom of integrating prototypes into the development process is gaining more acceptance every year, but using them effectively is far from simple. Tim Ambrogi of Final Form Games wrestles this multi-faceted, polysemantic concept to the ground and extracts practical, applicable methods for making great games with confidence.
The Last 10: Going From Good to Awesome
Benson Russell (Naughty Dog)
Learn about the unique polish process and nontraditional development phases timing used by Naughty Dog to create all the Uncharted games. Find out how adding more time and polish tasks to the Alpha phase, in particular, can take your next game from good to great. Senior Game Designer Benson Russell explains the Naughty Dog definition of a polished game, details the non-traditional timeframes the team allocates for development phases, and reveals details of exactly how the polish process runs internally. This session will delve deeply into: recommended timing for development phases; the "rolling finaling" process in which Naughty Dog works toward gold master candidate status level by level, rather than all at once; the intentional tiered approval system for game changes after hitting Alpha; the importance of one high level designer constantly reviewing the game and sending feedback; changing the team's mindset to support this; and more.

Naughty Dog is known for the level of polish that we apply to our shipping titles. We believe it is one of the most important aspects of the game development cycle, yet it also seems to be one of the most marginalized in our industry. This talk will go over the approach and principles that we use to make our games as polished as possible. We'll go over the methods we use internally, the approach to scheduling that we take, the level of detail that we look for, and how we strike the balance of making the game awesome while still shipping on time.
Creative Panic: How Agility Turned Terror Into Triumph
Nathan Martz (Double Fine Productions)
Creative Panic is the story of how Double Fine used agility and creativity to turn a terrifying tragedy – the cancellation of our biggest game – into a transformative experience that saved the company. Starting with a behind-the-scenes look at how Double Fine used the Amnesia Fortnight rapid prototyping process to create original games, we will discuss the inspiration and ideas behind Amnesia Fortnight and how it is central to the way Double Fine generates new ideas and promotes other creative voices at the company. Building on this foundation, we'll use examples from three of our games (Stacking, Once Upon a Monster, and Iron Brigade) to dig into the process of going from those early prototypes into full games, presenting specific case studies of production challenges that their projects faced and the solutions that were employed to overcome those issues. Attendees will leave not just with ideas for how to promote innovation within their studios, but for how to overcome production obstacles and successfully turn prototypes into products.
Playtesting and Metrics: Getting the Most Out of Your Usability Testing
Jordan Lynn (Volition)
This talk discusses how to integrate back-end telemetry into an existing playtest program to create more satisfying user experiences. Specific examples, drawn from AAA titles Red Faction Armageddon and Saints Row: The Third, will highlight successes where this integration provided valuable information, as well as areas where we identified potential improvements. This talk will discuss the benefits of integrating these two methodologies and will provide tips and tricks to avoid our missteps and get the greatest positive impact on your game's user experience.
The Cultivation and Management of Game Artists
Jairo Woo (Xpec Software)
Here I would like to share the division, position and importance of different artist types; how to cultivate artists based on their speciality; how to ensure their overall growth; how to manage their performance; how to adapt them to various projects and requirements; how to promote their close cooperation and realize the function of team working; how to improve the artists' work efficiency to make the project roll on smoothly.

 

ALL PRODUCTION SESSIONS

Creative Panic: How Agility Turned Terror Into Triumph
Nathan Martz (Double Fine Productions)
   
Playtesting and Metrics: Getting the Most Out of Your Usability Testing
Jordan Lynn (Volition)
   
Rapid, Iterative Prototyping Best Practices
Eitan Glinert (Fire Hose Games)
   
Small Steps in the Dark: Embracing the Continuous Prototyping Mindset
Tim Ambrogi (Final Form Games)
   
The Cultivation and Management of Game Artists
Jairo Woo (Xpec Software)
   
The Last 10: Going From Good to Awesome
Benson Russell (Naughty Dog)
   

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