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Thread: GDC 2013 [News & Discussion]

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    Default GDC 2013 [News & Discussion]

    Last year's thread: GDC 2012 [News & Discussion]





    Notable sessions taking place


    Notable sessions for Indie Developers



    Selected Live-streams:
    The Core of MGS Ground ZeroesHideo Kojima (LIVESTREAM LINK IS HERE)

    Hideki Sasaki | CG Art Director, Konami Digital Entertainment Co., Ltd.
    Masayuki Suzuki | Lighting Artist, Konami Digital Entertainment Co., Ltd.
    Junji Tago | Technical Director, Konami Digital Entertainment Co., Ltd.
    Location: Room 2014, West Hall
    Date: March 27
    Time: 11:00AM - 12:30PM (Pacific Time)
    Format: Lecture
    Vault Recording: Video
    Tracks: Design, Visual Arts

    About:
    Join Hideo Kojima and the Kojima Productions staff as they demonstrate and explain the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine. This session will mainly cover the key components and unique methods Kojima Productions utilizes in the graphics arena to create visuals seen in METAL GEAR SOLID GROUND ZEROES. Participants can expect an overview of topics such as asset creation and rendering techniques used in the next METAL GEAR SOLID. Enjoy the session as Kojima Productions unveils the FOX Engine for the first time.

    Speakers
    Hideo Kojima | Corporate Officer (EVP), Contents Officer, Director of Kojima Productions, Konami Digital Entertainment Co., Ltd.
    Hideo Kojima joined Konami in 1986. He has consistently led the production of the Metal Gear series from the first title (released in 1987) to the newest titles. As a world renowned game creator, Kojima was honored with a "Lifetime Achievement Award" at the 2009 Game Developers Choice Awards and recognized as one of the "10 Important People to Watch" by Newsweek in 2001. The award-winning Konami developer continues to take on new challenges in the production of the latest Metal Gear titles, Metal Gear Rising: Revengeance and Metal Gear Solid: Ground Zeroes.

    Hideki Sasaki | CG Art Director, Konami Digital Entertainment Co., Ltd.
    Hideki Sasaki joined Konami in 1996. He was part of the Environment Art team for MGS1 and moved on to be the lead character artist for MGS2 - MGS4, directing and creating popular characters throughout the series. Currently, he is overseeing the art direction of MGS: Ground Zeroes as the CG Art Director.

    Masayuki Suzuki | Lighting Artist, Konami Digital Entertainment Co., Ltd.
    Masayuki Suzuki joined Konami in 2012. He is currently overseeing the lighting in Metal Gear Solid: Ground Zeroes.

    Junji Tago | Technical Director, Konami Digital Entertainment Co., Ltd.
    Junji Tago joined Konami in 2003, and immediately played a big role in MGS4 as he directed the player program and physics engine. He is now the lead for the development of the Fox Engine.



    IGF & Choice Awards Ceremony (LIVESTREAM LINK IS HERE)

    Location: GDC Ballroom, West Hall
    Date: March 27
    Time: 6:30PM - 8:30PM (Pacific Time)
    Format: Special Event
    Vault Recording: Video

    About:
    The IGF was established in 1998 to encourage innovation in game development and to recognize the best independent game developers. At the awards ceremony, the IGF gives out eight awards and over $55,000 in total prize money to the most innovative independent games. The awards are held in conjunction with the Game Developers Choice Awards. Learn more about the IGF at www.igf.com.

    The Game Developers Choice Awards are the premier accolades for peer-recognition in the digital games industry, celebrating creativity, artistry and technological genius. Industry professionals from around the world nominate for the awards, free of charge, ensuring that the recipients reflect the community's opinions. Learn more about the GDCA at www.gamechoiceawards.com.


    Classic Game Postmortem: X-COM (LIVESTREAM LINK IS HERE)

    Julian Gollop | Independent, Gollop Games
    Location: Room 2014, West Hall
    Date: March 28
    Time: 10:00AM - 11:00AM (Pacific Time)
    Format: Lecture
    Vault Recording: Video

    About:
    Firaxis' and 2K Games' recent X-COM: Enemy Unknown is actually a remake of a series that began twenty years ago. It all started in 1994 with MicroProse's UFO: Enemy Unknown, entitled X-COM: UFO Defense in North America, a real-time base management simulation with turn-based tactical combat and an engaging story of alien invasion. The marriage of its distinct Geoscape and Battlescape views represented the game's strategy and battle modes, respectively; and they provided what felt like two different and compelling games in one. In this postmortem, Julian Gollop will lay out the tactics he deployed in directing, co-designing, co-programming, and even co-drawing the first, and often highest regarded, UFO/X-COM entry.

    Speaker
    Julian Gollop | Independent, Gollop Games
    Julian Gollop began his game development career in 1982 by making games for various 8-bit and 16-bit home computers. This work led to a contract with MicroProse to produce X-Com: UFO Defense. After producing one more X-Com game for MicroProse, Julian went on to build his development company with his brother Nick, and produced games for Virgin and Namco before moving to Bulgaria. There he joined Ubisoft as a designer/producer, and built a team to make a 3DS release title, Ghost Recon: Shadow Wars, and then took on the role of creative director for Assassin's Creed III: Liberation for the PS Vita. He recently left Ubisoft to become an indie developer working on a remake of one of his earliest titles.


    Brave New World: New Bungie IP (LIVESTREAM LINK IS HERE)

    Christopher Barrett | Art Director, Bungie
    Joe Staten | Writer, Design Director, Bungie
    Location: Room 134, North Hall
    Date: March 28
    Time: 4:00PM - 5:00PM (Pacific Time)
    Format: Lecture
    Vault Recording: Video
    Tracks: Visual Arts, Design

    About:
    Two decades of success in the gaming industry is no small feat, but after ten years of Halo, Bungie found themselves faced with a tremendous challenge: to build a whole new world, filled with even more amazing mysteries, places, creatures, and opportunities for player investment. For the first time ever, Bungie creative directors will discuss their world building techniques, from concept to production. Attendees will walk away with key insights into Bungie's battle-tested design process. They'll get a glimpse of the brave new world that has been built, a place where the next ten years of great Bungie adventures will unfold.

    Takeaway
    In a presentation filled with concept art and design case studies, attendees will learn about Bungie's world building pillars, and see how these were put to use to create Bungie's next great universe of games.

    Intended Audience
    While the talk is focused on art and design collaboration, takeaways will be useful for members of all game development disciplines who are eager to improve their team's world building process. There are no prerequisites.


    Speakers
    Christopher Barrett | Art Director, Bungie
    Christopher Barrett has spent eleven of his twelve years in the gaming industry at Bungie. He earned his Bachelor of Fine Arts degree from the Pratt Institute in Brooklyn, New York.

    Joe Staten | Writer, Design Director, Bungie
    Chances are, if the Bungie logo is on the box, Joe Staten had a whole lot to do with it. Over the past eleven years he has been essential to the studio's success, having contributed his creative vision to publishing, design, writing, cinematic, and creative teams. Staten also authored the New York Times Best Seller, Contact Harvest, and provided the voice for Halo's beloved cannon fodder, the Grunts.






    Day 1 News preview from VG247:

    Unreal Engine 4: GDC trailer gets teaser clip

    It may only be 11-seconds long but Epic Games teased its next generation engine yesterday in a clip that shows a soldier being chased in a subway network. This will be an important reveal seeing as how many developers have already signed up to use Epic’s engine on next-gen rigs. Speaking of which.
    Oculus Rift CEO: VR is the next-gen gamers actually want

    VG247 spoke with Oculus CEO Palmer Luckey about the enthusiasm for VR control among the industry and why it’s the true next-gen evolution, not just increased visuals and processing power. He reckons that Sony has gone downt he wrong path with PS4. Read what he had to say above and judge for yourself.
    Sony details major indie push at GDC 2013

    Now this is very significant. It’s been said by a few critics and analysts that whichever console format best embraces the indie scene in next-gen will emerge the victor, and yesterday’s list of PS4, PS3, Vita and Mobile indie games was refreshing to see. Blacklight: Retribution and Hotline Miami are among the highlights. Get the full list above.
    PS4 – Blacklight: Retribution and Primal Carnage: Genesis confirmed for next-gen

    Unreal Engine 4-powered shooter Blacklight: Retribution was one of the big indie reveals for PS4, along with dinosaurs versus humans multiplayer battler Primal Carnage: Genesis. Check both of them out above.
    Battlefield 4: GDC gears up for reveal with giant tank artwork

    Our very own Sam Clay took a photo of the GDC exhibition hall yesterday, which was emblazoned with new Battlefield 4 art. You might need to squint after you click the link above, as the text is quite small.
    Jade Raymond: games industry still has room for “really great triple-A games”

    Ubisoft Toronto boss Jade Raymond said that while game prices are dropping on mobile, indie and home computer formats, there is still space for the big budget triple-a experience on consoles. The challenge is how developers charge for content and manufacture their IP to make it appealing enough. Check out what Raymond said above.
    Fortnite’s GDC crafting presentation caught on film

    Epic Games showcased its Unreal Engine 4-powered sandbox tower defence mash-up Fortnite. The clip shows the game’s crafting mechanics at play, and it seems to be more complex than Minecraft’s block system – a lot more complex. Check it out by clicking above.
    Oculus Rift dev kits shipping with free Unreal Development Kit

    Oculus and Epic Games announced a deal that will see all buyers of the Oculus Rift dev kit given a free copy of the Unreal Development Kit as well as a free license to make unreal Engine 3 games Oculus-compatible. But that’s not all.
    Oculus Rift dev kits contain free, four-month Unity Pro trial

    Unity is also offering all buyers of the Oculus Rift dev kit a free four-month trial of Unity Pro. This is a big deal for indies and the Unity platform at large. Also, don’t forget that Wii U and PS4 have pledged support to Unity games as well. This could potentially blow the console indie scene wide open.
    Magicka: Wizard Wars announced, gets bizarre live-action trailer

    New studio Paradox North announced a multiplayer-focused Magicka title called Magicka: Wizard Wars. It has a very funny live-action trailer too. Watch it by clicking above. We’ve also got the pack-art too.
    Puppeteer release date set at GDC

    Sony Japan’s equally charming and scary platformer Puppeteer was dated at GDC yesterday. It hits America on September 10, but you can get more details via the link above.
    Dishonored dev: single-player games still have an audience

    Harvey Smith of Dishonored developer Arkane has said at GDC that the single-player experience still has fans and that everything doesn’t have to go multiplayer to succeed. See what he had to say above.
    Star Wars The Old Republic: Rise of the Hutt Cartel dated

    BioWare Austin dated its first full expansion for Star Wars: The Old Republic yesterday, at the same time it announced the game’s Asia-Pacific servers were to close. Bad/good times?

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    Any chance of a Livestream session? @anik_lc

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    Quote Originally Posted by Shrapmeth View Post
    Any chance of a Livestream session? @anik_lc
    Only those that I listed as 'Selected live streams'. Most of the sessions are private and only shown to other developers and press, and those usually revealed to public at E3 each year.

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    Quote Originally Posted by anik_lc View Post
    Only those that I listed as 'Selected live streams'. Most of the sessions are private and only shown to other developers and press, and those usually revealed to public at E3 each year.
    Oh well, There's always the Live Twitter feed for instant updates. :3 I'll follow on Twitter I guess.

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    Quote Originally Posted by Shrapmeth View Post
    Oh well, There's always the Live Twitter feed for instant updates. :3 I'll follow on Twitter I guess.
    What's your Twitter account BTW?

    Mine is: Shaikh Siddiky

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    Quote Originally Posted by anik_lc View Post
    What's your Twitter account BTW?

    Mine is: Shaikh Siddiky
    I followed you. Follow me back maybe.

    Here's mine: Arman Dhrubo

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    Quote Originally Posted by Shrapmeth View Post
    I followed you. Follow me back maybe.

    Here's mine: Arman Dhrubo
    Whoa! You got more tweets than me!

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    Quote Originally Posted by anik_lc View Post
    Whoa! You got more tweets than me!
    Yea, I do tweet a lot nowadays. :3

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    I can see most of them are retweets.

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    Reminder: Hideo Kojima's session to start in 16 minutes.

    Details:

    The Core of MGS Ground ZeroesHideo Kojima (LIVESTREAM LINK IS HERE)

    Hideki Sasaki | CG Art Director, Konami Digital Entertainment Co., Ltd.
    Masayuki Suzuki | Lighting Artist, Konami Digital Entertainment Co., Ltd.
    Junji Tago | Technical Director, Konami Digital Entertainment Co., Ltd.
    Location: Room 2014, West Hall
    Date: March 27
    Time: 11:00AM - 12:30PM (Pacific Time)
    Format: Lecture
    Vault Recording: Video
    Tracks: Design, Visual Arts

    About:
    Join Hideo Kojima and the Kojima Productions staff as they demonstrate and explain the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine. This session will mainly cover the key components and unique methods Kojima Productions utilizes in the graphics arena to create visuals seen in METAL GEAR SOLID GROUND ZEROES. Participants can expect an overview of topics such as asset creation and rendering techniques used in the next METAL GEAR SOLID. Enjoy the session as Kojima Productions unveils the FOX Engine for the first time.

    Speakers
    Hideo Kojima | Corporate Officer (EVP), Contents Officer, Director of Kojima Productions, Konami Digital Entertainment Co., Ltd.
    Hideo Kojima joined Konami in 1986. He has consistently led the production of the Metal Gear series from the first title (released in 1987) to the newest titles. As a world renowned game creator, Kojima was honored with a "Lifetime Achievement Award" at the 2009 Game Developers Choice Awards and recognized as one of the "10 Important People to Watch" by Newsweek in 2001. The award-winning Konami developer continues to take on new challenges in the production of the latest Metal Gear titles, Metal Gear Rising: Revengeance and Metal Gear Solid: Ground Zeroes.

    Hideki Sasaki | CG Art Director, Konami Digital Entertainment Co., Ltd.
    Hideki Sasaki joined Konami in 1996. He was part of the Environment Art team for MGS1 and moved on to be the lead character artist for MGS2 - MGS4, directing and creating popular characters throughout the series. Currently, he is overseeing the art direction of MGS: Ground Zeroes as the CG Art Director.

    Masayuki Suzuki | Lighting Artist, Konami Digital Entertainment Co., Ltd.
    Masayuki Suzuki joined Konami in 2012. He is currently overseeing the lighting in Metal Gear Solid: Ground Zeroes.

    Junji Tago | Technical Director, Konami Digital Entertainment Co., Ltd.
    Junji Tago joined Konami in 2003, and immediately played a big role in MGS4 as he directed the player program and physics engine. He is now the lead for the development of the Fox Engine.

    - - - Updated - - -

    Am using live blog:
    http://www.computerandvideogames.com/398179/live-blog/live-hideo-kojimas-gdc-session/

    - - - Updated - - -

    Joakim Mogren has been spotted!
    Hideo Kojima has wandered onto stage with a bandaged face. Yup Phantom Pain is Metal Gear related.


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    Reminder: Hideo Kojima's session to start in 16 minutes.

    Details:

    The Core of MGS Ground ZeroesHideo Kojima (LIVESTREAM LINK IS HERE)

    Hideki Sasaki | CG Art Director, Konami Digital Entertainment Co., Ltd.
    Masayuki Suzuki | Lighting Artist, Konami Digital Entertainment Co., Ltd.
    Junji Tago | Technical Director, Konami Digital Entertainment Co., Ltd.
    Location: Room 2014, West Hall
    Date: March 27
    Time: 11:00AM - 12:30PM (Pacific Time)
    Format: Lecture
    Vault Recording: Video
    Tracks: Design, Visual Arts

    About:
    Join Hideo Kojima and the Kojima Productions staff as they demonstrate and explain the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine. This session will mainly cover the key components and unique methods Kojima Productions utilizes in the graphics arena to create visuals seen in METAL GEAR SOLID GROUND ZEROES. Participants can expect an overview of topics such as asset creation and rendering techniques used in the next METAL GEAR SOLID. Enjoy the session as Kojima Productions unveils the FOX Engine for the first time.

    Speakers
    Hideo Kojima | Corporate Officer (EVP), Contents Officer, Director of Kojima Productions, Konami Digital Entertainment Co., Ltd.
    Hideo Kojima joined Konami in 1986. He has consistently led the production of the Metal Gear series from the first title (released in 1987) to the newest titles. As a world renowned game creator, Kojima was honored with a "Lifetime Achievement Award" at the 2009 Game Developers Choice Awards and recognized as one of the "10 Important People to Watch" by Newsweek in 2001. The award-winning Konami developer continues to take on new challenges in the production of the latest Metal Gear titles, Metal Gear Rising: Revengeance and Metal Gear Solid: Ground Zeroes.

    Hideki Sasaki | CG Art Director, Konami Digital Entertainment Co., Ltd.
    Hideki Sasaki joined Konami in 1996. He was part of the Environment Art team for MGS1 and moved on to be the lead character artist for MGS2 - MGS4, directing and creating popular characters throughout the series. Currently, he is overseeing the art direction of MGS: Ground Zeroes as the CG Art Director.

    Masayuki Suzuki | Lighting Artist, Konami Digital Entertainment Co., Ltd.
    Masayuki Suzuki joined Konami in 2012. He is currently overseeing the lighting in Metal Gear Solid: Ground Zeroes.

    Junji Tago | Technical Director, Konami Digital Entertainment Co., Ltd.
    Junji Tago joined Konami in 2003, and immediately played a big role in MGS4 as he directed the player program and physics engine. He is now the lead for the development of the Fox Engine.

    - - - Updated - - -

    Am using live blog:
    http://www.computerandvideogames.com/398179/live-blog/live-hideo-kojimas-gdc-session/

    - - - Updated - - -

    Joakim Mogren has been spotted!
    Hideo Kojima has wandered onto stage with a bandaged face. Yup Phantom Pain is Metal Gear related.


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    Game Developers Choice Awards

    Game of the Year

    • Dishonored (Arkane Studios/Bethesda Softworks)
    • The Walking Dead (Telltale Games)
    • Mass Effect 3 (BioWare/Electronic Arts)
    • XCOM: Enemy Unknown (Firaxis Games/2K Games)
    • Journey (Thatgamecompany/Sony Computer Entertainment)

    Innovation Award

    • Mark of the Ninja (Klei Entertainment/Microsoft Studios)
    • Journey (Thatgamecompany/Sony Computer Entertainment)
    • FTL: Faster Than Light (Subset Games)
    • The Unfinished Swan (Giant Sparrow/Sony Computer Entertainment)
    • ZombiU (Ubisoft Montpellier/Ubisoft)

    Best Audio

    • Journey (Thatgamecompany/Sony Computer Entertainment)
    • Hotline Miami (Dennaton Games/Devolver Digital)
    • Sound Shapes (Queasy Games/Sony Computer Entertainment)
    • Assassin’s Creed III (Ubisoft Montreal/Ubisoft)
    • Halo 4 (343 Industries/Microsoft Studios)

    Best Debut

    • Humble Hearts (Dust: An Elysian Tail)
    • Polytron Corporation (Fez)
    • Giant Sparrow (The Unfinished Swan)
    • Subset Games (FTL: Faster Than Light)
    • Fireproof Games (The Room )

    Best Downloadable Game

    • The Walking Dead (Telltale Games)
    • Spelunky (Derek Yu/Andy Hull)
    • Trials: Evolution (RedLynx/Microsoft Studios)
    • Mark Of The Ninja (Klei Entertainment/Microsoft Studios)
    • Journey (Thatgamecompany/Sony Computer Entertainment)

    Best Game Design

    • Dishonored (Arkane Studios/Bethesda Softworks)
    • Mark Of The Ninja (Klei Entertainment/Microsoft Studios)
    • Spelunky (Derek Yu/Andy Hull)
    • Journey (Thatgamecompany/Sony Computer Entertainment)
    • XCOM: Enemy Unknown (Firaxis Games/2K Games)

    Best Handheld/Mobile Game

    • Gravity Rush (SCE Japan Studio/Sony Computer Entertainment)
    • Hero Academy (Robot Entertainment)
    • Sound Shapes (Queasy Games/Sony Computer Entertainment)
    • The Room (Fireproof Games)
    • Kid Icarus: Uprising (Sora/Nintendo)

    Best Narrative

    • Spec Ops: The Line (Yager Entertainment/2K Games)
    • Mass Effect 3 (BioWare/Electronic Arts)
    • Dishonored (Arkane Studios/Bethesda Softworks)
    • The Walking Dead (Telltale Games)
    • Virtue’s Last Reward (Chunsoft/Aksys Games)

    Best Technology

    • Far Cry 3 (Ubisoft Montreal/Ubisoft)
    • PlanetSide 2 (Sony Online Entertainment)
    • Halo 4 (343 Industries/Microsoft Studios)
    • Call of Duty: Black Ops II (Treyarch/Activision)
    • Assassin’s Creed III (Ubisoft Montreal/Ubisoft)

    Best Visual Arts

    • Borderlands 2 (Gearbox Software/2K Games)
    • Journey (Thatgamecompany/Sony Computer Entertainment)
    • Far Cry 3 (Ubisoft Montreal/Ubisoft)
    • Dishonored (Arkane Studios/Bethesda Softworks)
    • Halo 4 (343 Industries/Microsoft Studios)

    Ambassador Award

    • Chris Melissinos, curator of The Smithsonian’s The Art of Video Games exhibit

    Pioneer Award

    • Spacewar creator Steve Russell

    Audience Award

    • Dishonored

    Lifetime Achievement Award

    • BioWare founders Ray Muzyka and Greg Zeschuk

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    Journey r Journey :/

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    That's why Cliff tweeted: 'Watching Journey Award Ceremony.'

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    Good to see atleast Far Cry 3 winning Best Technology Award.

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    Epic Games have shown a new tech demo for Unreal Engine 4 titled “Infiltrator”.

    It comes from GDC 2013 and looks absolutely marvelous. Why aren’t they making a game based on this concept again? It shows a lot of particle effects, stunning animations, and glorious lighting.
    Unreal Engine 4 supports PS4, Xbox 720 and the Wii U in some capacity, and this demo was showcased on a PC.


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    ^They also are working with Mozilla to bring Unreal Engine 3 to the web.

    http://www.engadget.com/2013/03/27/m...real-engine-3/

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