Game Developers Conference 2014 takes place between March 17 and March 21, 2014, in the Moscone Center, San Fransisco, USA. It is the world’s largest and longest-running professionals-only game industry event with over 23,000 attendees from all over the world. The speaker sessions are the most hands-on way in getting the latest about what is trending, with many new developments within the industry in the past year – ranging from the launch of next-gen consoles to the rise of mobile and free-to-play games. If you are interested in learning more about projects such as Ryse: Son of Rome and Crysis 3 , game system design, or next-gen development, please make sure to check out our speakers.
- User Responses to Narrative-Driven Games
By Dr. Fasih Sayin, Producer (Live Ops Warface).
This session will focus on methods of predicting how players are likely to behave upon being confronted by a choice in an interactive narrative. Based on the analysis of the data obtained by recording each and every decision made by over 150 players who players narrative-focused games like Mass Effect, Heavy Rain, or The Witcher, this research will explain how and why players decide the way they do, how players clearly fall into three main archetypes, and how we, as narrative designers, can integrate decision into our interactive narrative and game design, instead of thinking of choice as a disruptive force.
Tuesday March 18, 11:15 – 11:40 at Room 3016, West Hall.
- Technical Artist Bootcamp: Ryse
By Riham Toulan, Technical Artist.
Technical art continues to march forward and at a faster pace than most disciplines, as it is wide-reaching and wide open. Rigging, Python, pipelines, shaders, and unit tests are all known and understood at this time. Large studios need more powerful toolchains with more professional development environments, and small teams need each and every member to be very technically capable. Technical Artists know efficiency is at a premium, and a working tool is not good enough anymore; they will learn to focus on a quality user experience when designing tools and workflows. Tech Animators will learn quick prototyping techniques of animation systems, which has traditionally been one of the most complex areas to author. More techniques for automating asset processing, fast cinematic workflows, and optimizing asset performance for run-time will be covered.
Tuesday March 18, 17:00 – 17:50 at Room 2006, West Hall.
- Moving to the Next Generation: the Rendering Technology of Ryse
By Nicolas Schulz, Senior Rendering Engineer.
Ryse: Son of Rome is a major launch title for Xbox One that has received a lot of attention for its visual fidelity. This session will talk about how the rendering pipeline was evolved to bring the visuals a step closer to CG quality. The session will cover the transition to physically-based shading paradigms and describe measures we took to meet the performance requirements of next-generation consoles. The session will also go into detail about ways to improve the overall image quality and reduce aliasing, as well as cover challenges and solutions for bringing facial rendering quality in games to the next level.
Wednesday March 19, 11:00 – 12:00 at Room 2020, West Hall.
- Play the Cutscene: the Characters of Ryse
By Abdenour Bachir, Senior Character Artist & Christopher Evans, Art Technical Director.
An in-depth look at the character art and technology behind Ryse: Son of Rome. Presenters will discuss the decisions made and experience gained during development of the character-focused Xbox One launch title. Practices, modeling and texturing techniques, character rigging, physics, shading and deformation are examined.
Thursday March 20, 16:00 – 17:00 at Room 2006, West Hall.
- Agile Lessons from Ryse and Crysis 3
By Patrick Payne, Project Manager.
Ever since the Agile Manifesto was first published in 2001, Agile development methods have consistently grown in popularity, even in non-software development environments. It looks like nowadays, everyone wants to be Agile. But are we using Agile correctly or are we blindly trying to implement frameworks - such as Scrum - in our teams and projects without even considering whether it fits our needs? This talk will try to answer that question by sharing some stories of success and failure, and the lessons learned from them.
Friday March 21, 14:30 – 15:30 at Room 2010, West Hall.