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GDC 2010 - Day 1

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mittens

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I'm not much of a traveler. I don't dislike it, I just don't do it much. Going to the Game Developers Conference this year is something I've wanted to do for ages. Back when I started getting involved in game development when I was a tiny little fourteen-year-old kid reading the forums at GameDev.net for ideas on how to make the world's next major RPG. Yeah. I was that kid. I was the super energetic bastard who thought that getting a team of complete strangers together to make this super cool video game was a smart thing to do. And, luckily, thanks to the magic of the Internet, I was able to look at that post while writing this and be reminded at just how dumb I amwas.

So that's a thing.

A group of us got into San Francisco last night around 6:00pm PST, which is especially fantastic given that when entering a new city I'm not entirely unlike an easily-distracted puppy dog attracted to shiny objects and big buildings and people on the streets doing the robot. After Ian, John, and I all rocked BART to our hotel near the Mascone Center, we all met up at an Irish pub for Oscars, drinks, and food. At some point in this there was a guy ghost riding around out hotel who made it two blocks before being arrested by San Francisco's finest. Being a newly-minted resident of Austin, Texas who needed a new driver's license, I have the fortune of displaying my ghetto, out-of-state paper ID as a means to get alcohol. Which means I don't get alcohol. Which means me and San Francisco aren't off to a great start.


These are a bunch of nerds.


The night ended in a befittingly extravagant way: going back to the hotel room and forming my schedule for GDC. Which is reprinted here for filler.

Tuesday (3/9)
Game Design Workshop (all day)

Wednesday (3/10)
This really depends on how my first day with the Game Design Workshop; if the workshop is awesome I'm probably going to rock the second day as well (since the Game Design Workshop is a two day thing). If the Game Design Workshop is not awesome then I'll probably rock the Level Design Workshop (all day thing).

Thursday (3/11)
  • happy birthday to me, happy birthday to me, happy birrrrrrrrrrrrrthday to meeeeeEeeEEeeeEEEe, happy birthday to me.

  • The Complex Challenges of Intuitive Design: 9:00am - 10:00am

  • Uniquely Ruthless: The Espionage Metagame of EVE Online: 10:30am - 11:30am

  • 12:30pm - 1:30pm

    • Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3

    • One-Page Designs

  • What Happened Here? Environmental Storytelling: 3:00pm - 4:00pm

  • Achievements Considered Harmful?: 4:30pm - 5:30pm

  • The 12th Annual Independent Games Festival: 6:30pm - 7:30pm

  • The 10th Annual Game Developers Choice Awards: 7:30pm - 8:30pm
Friday (3/12)
  • 9:00am - 10:00am

    • Environmental Narrative: Your World is Your Story

    • GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas!

  • The Psychology of Game Design (Everything You Know Is Wrong): 10:30am - 11:30am

  • Creating the Active Cinematic Experience of Uncharted 2: Among Thieves: 1:30pm - 2:30pm

  • 3:00pm - 4:00pm

    • Designing for Co-Operative Play in an Open World

    • The Connected Future of Games

  • 4:30pm - 5:30pm

    • Multiplayer Level Design in Red Faction Guerrilla

    • Prototyping Based Design: A Better, Faster Way to Design Your Game
Saturday (3/13)
I'm not doing much since I'm flying out in the afternoon, but:
  • Five Ways a Game Can Make You Cry: 9:00am - 9:25am

  • Designing Shadow Complex: 9:35am - 10:00am

  • Make 'Em Laugh: Comedy in Games: 10:30am - 11:30am
And that was pretty much the first day. Also there's a window in my hotel room bathroom which opens up to a window in the adjacent room's bathroom.
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