March 30th, 2012 by Elliott Mitchell
GDC12- AaaaaAAaaaAAAaaAAAAaAAAAA!!! (Force = Mass x Acceleration) by Dejoban Games and Owlchemy Labs, played by Oleg Pridiuk (Unity Technologies) as Ichiro Lambe (Dejobaan Games) and Deniz Opal (Cerebral Fix) watch - Photo Elliott Mitchell (Infrared5)
This year’s Game Developer Conference (GDC) 2012 was networking, networking and more networking.
Within a one mile proximity of the San Francisco Moscone Center, hordes of game developers and artists could be seen in the streets, cafes, bars, mall food courts, and hotel lobbies and heard talking shop, showing off their games, catching up with friends, debating the ethics of cloning social games from indies, shopping to find publishers, contractors and jobs. It was an intense meeting of the minds of people who make games in the streets of San Francisco.
Google Huddle chats, Google Groups email, shared Google Calendars and Twitter were all utilized very effectively to make the most of GDC. Multitudes of varied networking opportunities streamed in real-time through my iPhone 24/7. The level of my success at GDC was determined by how much networking I could possibly handle. With the help of my friends and the social/mobile networks, success was at my fingertips.
In addition to the obsessive networking, there were many other valuable aspects of GDC. I’ll briefly highlight a few:
Jeff Ward’s Pre-GDC Board Game Night
GDC12- Elliott Mitchell (Infrared5), John Romero (Loot Drop), Brenda Garno Brathwaite (Loot Drop) & Elizabeth Sampat (Loot Drop) playing games at Jeff Ward's (Fire Hose Games) 3rd Annual Pre-GDC Board Game Night - Photo Drew Sikora
Jeff Ward (Fire Hose Games) knows how to get an amazing collection of game designers and developers together for a night playing board games. This was one of my favorite events of GDC. When else would I ever be able to play board games with John Romero (Loot Drop) and Brenda Garno Brathwaite (Loot Drop) while enjoying hors d’oeuvre and spirits? The crowd was a rich blend of artists, game developers, game designers, indies, students and superstars. There were so many new and classic games to play. I personally played Family Business and a really fun indie game prototype about operating a successful co-operative restaurant. Walking around after playing my games, I observed a host of other cool games being played and pitched. I’ll definitely be back for this event next year.
Independent Games Summit and Main Conference Sessions
GDC12 Ryan Creighton (Untold Entertainment) presenting Ponycorns: Catching Lightning in a Jar- Photo Elliott Mitchell (Infrared5)
Many session topics were super interesting but it wasn’t possible to attend all of them. Luckily, those with a GDC All-Access pass have access to the GDC Vault filled with recorded sessions. Here are a few sessions I saw which I found useful and interesting:
*Perhaps a Time of Miracles Was at Hand: The Business & Development of #Sworcery (Nathan Vella – Capy Games)
*The Pursuit of Indie Happiness: Making Great Games without Going Crazy (Aaron Isaksen – Indie Fund LLC)
*Ponycorns: Catching Lightning in a Jar (Ryan Creighton – Untold Entertainment)
*Light Probe Interpolation Using Tetrahedral Tessellations (Robert Cupisz – Unity Technologies)
Independent Game Festival Contestants on the Expo Floor
I played a bunch of the Independent Games Festival contestants’ games on the Expo floor
GDC12 - Alex Schwartz (Owlchemy Labs) playing Johann Sebastian Joust (Die Gute Fabrik) - Photo Elliott Mitchell (Infrared5)
before the festival winners are announced. There was a whole lot of innovation on display from this group. I particularly loved Johann Sebastian Joust (Die Gute Fabrik), a game without graphics, and Dear Esther (thechineseroom) which is stunning eye candy. Check out all the games here.
12th Annual Game Developer Choice Awards
I was super stoked to see two indies win big!
Superbrothers: Sword & Sorcery EP (Capy Games/Superbrothers) took the Best Handheld/Mobile Game award.
Johann Sebastian Joust (Die Gute Fabrik) won the Innovation Award. Johann Sebastian Joust is worthy of it’s own blog post in the future.
* Unity booth – Cool tech from Unity and development venders partners showing off their wares
* Google Booth – Go Home Dinosaurs (Fire Hose Games) on Google Chrome
* Autodesk Booth (Maya and Mudbox)
* Indie Game Festival area ( All of it)
GDC12 - Chris Allen (Brass Monkey) and Andrew Kostuik (Brass Monkey) at the Unity Booth - Photo by Elliott Mitchell (Infrared5)
Lots of cool tech at the 1st Annual GDC Play. Our sister company, Brass Monkey, impressed onlookers with their Brass Monkey Controller for mobile devices and Play Brass Monkey web portal for both 2d and 3d games.
Last but not least, the most useful and pleasurable highlight of GDC was face time with the Unity Technology engineers and management. Sure, I’m on email, Skype, Twitter and Facebook with these guys but nothing is like face to face time with this crew. Time and access to Unity’s founders, engineers, evangelists and management is worth the price of GDC admission. Can’t wait until Unite 2012 in Amsterdam and GDC13 next March!