Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [5]
 
Strong Tales of Xillia sales help Namco Bandai to Q3 profits
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [40]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Treyarch / Activision
Lighting Artist, Cinematic
 
Sony Computer Entertainment America LLC
Senior Staff Software Application Engineer
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
 
Sony Computer Entertainment America LLC
Senior DevSuite Web Administrator
 
Treyarch / Activision
Environment Artist - Full Time and Temporary
 
Treyarch / Activision
Level Builder/Designer
spacer
Blogs

  GDC Day One
by Eric Hardman on 03/24/09 03:18:00 pm   Expert Blogs   Featured Blogs
Post A Comment Share on Twitter Share on Facebook RSS
 
 
  Posted 03/24/09 03:18:00 pm
 

Hello from San Francisco and the 2009 Game Developer's Conference! I thought I'd share some impressions from the first day of the show, and will try to pop on here periodically to share and listen. 

I don't come to the show every year, but this year looked especially interesting, and since the Lincoln Interactive crew and I are working on some more consumer-oriented offerings this year in the educational space, it seemed like a good time to make the trip. 

First: San Francisco. It's one of my favorite places on Earth, and that hasn't changed. The locals know they have a good thing, and a certain smugness comes with that, but I'm from LA and we understand smug. It's not your fault for having it good -- celebrate! Thanks to the whole city for being clean, progressive, pretty, and tasting fantastic. I wish your wireless worked better, but more on that later. 

Second: GDC. My favorite tradeshow on the planet, as well. This makes for a great combination. For years, it was all about SIGGRAPH, but at some point that conference got weak. For years, there was always something new and exciting -- a tech breakthrough or film that changed the game.

Unfortunately the technology settled down, consolidated, and became more or less a commodity. Not "unfortunately," because that's a good thing for users, but it made for a show that was no longer must-see. BUT, what I love about both SIGGRAPH and GDC is that they are teaching shows: academic and introspective in nature as opposed to crassly consumer oriented (E3... cough...) The sessions this year are terrific, even though the attendance seems to be down. Understandable considering the economy and all, I suppose.

HIGHLIGHTS

1) Katherine Isbister's talk on avatar psychology was terrific! Who knew you could major in that?! I have seen her book on character design before, but now I know I have to run out and buy it. You probably should, too, if you are working on a game that offers character creation. Even for fixed character designs, she has a lot of very interesting research and ideas to contribute on what will appeal to players and make them "feel" right in their actions.

2) Crayon Physics creator Petri Purho gave an insightful presentation on his creations and process. Hey people, stop ripping this guy's ideas off! His humble approach, sincere idealism and obvious talent were refreshing, and he's a super funny guy, to boot. He emphasized one of my favorite mantras: iterate, iterate, iterate! Rapid prototyping has apparantly been the secret for him and some of his peers (World of Goo, anyone?) His assertation that 90% of everything is crap was supported by numerous examples of the tenth prototype attempted being a breakthrough for various indie developers. 

3) Stardock's Brad Wardell also gave a super session on running a big indie studio/publisher. He might not consider it big, but it is to most indies. They are doing this crazy thing: making money! His strategies, facts and figures, and anectodes were priceless, and a wry sense of humor with a twist of bitters made it all so fun to watch. Though there was a serious lack of estrogen in the room, the fan boys of space 4x'ers were rapturous. I was one of 'em.

Last thought is a pet peeve, probably second on my list, right behind using the word "loose" for "lose."  Why do expensive hotels have the crappiest internet access, or charge exorbitantly for it? I kinda know the answer (because they can), but it still irks me to no end. Well, there. Got that off my chest. In case you're wondering, I broke down and payed the piper because I gotta work, and a good connection is the baseline.

Here's where a good citywide wireless solution would come in handy. Wait... SF has that right? It shows up on my list. But, I cannot connect. So there you have it, one tiny raindrop in a beautiful California sky. 

 
 
Comments


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.