As I said in my first post, I managed to score a trip out to GDC in San Francisco this year. This makes it the second in a row and my third time total. It's an exhausting week filled with interesting technical or thought-provoking sessions during the days and drinks on the town at night. At the end one should find that their ability to focus utterly spent while paradoxically being inspired and ready to start a project immediately. If not, you may be doing it wrong.
If you're only interested in what I thought were the session highlights, skip straight to the bottom of this post. Otherwise, I'd like to discuss my two big takeaways this year.
First—Indies rule. Keynotes were conspicuously absent from the GDC schedule so I did a quick search and ran across this article in Develop magazine. I can’t say if it altered or reinforced latent thinking, but after reading it I certainly felt like the big three (Nintendo, Microsoft, and Sony) and the other big publishers (EA, Ubi, etc) were no longer as important nor missed. They are platforms, a few among many.
Last year had a single Keynote from Satoru Iwata, President of Nintendo Co., wherein he railed (in his polite way) against a race-to-the-bottom prices. The pitch to developers could be paraphrased as “take yourself seriously and sell premium priced games” (read: >$30). That same week, not even a block away from GDC, Apple unveiled the iPad 2 and touted the number of (inexpensive) apps in their store. This year? There are no keynotes and Apple again unveiled its latest iPad during GDC.
I remember agreeing with Iwata to an extent. However, I feel the key isn’t that it’s a choice for one or the other. Rather, it’s a result of the investment and scope the developer chooses to make.
I remember agreeing with Iwata to an extent. However, I feel the key isn’t that it’s a choice for one or the other. Rather, it’s a result of the investment and scope the developer chooses to make.
Second—Unity is HUUUGE. This is also a bit of a follow-on from the first because Unity is in many ways an enabler of the indie power described above. They had a footprint on the Expo floor right up there with the big guys. They had their very own Unity Developer Track on Tuesday and several other companies had a few dedicated sessions (Qualcomm and NVIDIA, possibly others but I don't recall).
That said, onto the GDC 2012 session highlights!
Sessions I attended:
- Advanced Visual Effects with DirectX 11 [link] - Fairly thorough case studies on modern DX techniques
- Data Oriented Design for Math by Mike Acton [link] - My first opportunity to see Mike Acton rant! Quite thought provoking (for programmers)
- The Indie Soapbox Session [link] - Also thought provoking, but for designers
- Rapid, Iterative Prototyping Best Practices [link] - A great framework for prototyping games that I plan to try myself
- Android on Everything [link] - Although presented by Intel, it was a good introductory cross-section of ARM vs x86 as it pertains to Android
- AI-driven Dynamic Dialog through Fuzzy Pattern Matching [link] - Elan Ruskin had a great GDC2011 talk so I attended this on those grounds alone. Very entertaining, KISS approach to dialog systems.
Sessions I wished I could have attended:
- When the Consoles Die, What Comes Next? [link] [watch] - I heard good things about this session. Luckily a version of it is already online!
- Creating a Sequel to a Game That Doesn't Need One [link] - This stood out in the program, but I don't how good it was
- Burn This Motherfather! Game Parents Rant [link] - The rant sessions are always fun, albeit not necessarily filled with actionable material (for me)
- Experimental Gameplay Sessions [link] - I probably shouldn't admit in public that I've never attended this. It was video recorded so I'll have to check that out.
I know those synopses aren't really useful to people who didn't go to GDC or don't have access to the GDC Vault. However, I would like to write a few posts on the topics some of the sessions dealt with.
There are a few more things I'd like to say on some of the sideshow aspects of this year's GDC. I'll have to save that for a follow-up post.
