GDC Vault Debuts Amnesia, Ubisoft Talks, Free GDC Europe Slides
The GDC Vault service is proud to announce that videos and slides from last month's GDC Europe are now available online, including free videos from Ubisoft's Jason VandenBerghe on established IP, wooga CEO Jens Begemann on the implications and future of social games, and indie dev Thomas Grip on the design decisions that fueled the success of Amnesia: The Dark Descent.
Along with these free videos, slides for all of GDC Europe's sessions are now available for free, providing a glimpse into the range of notable topics discussed at the recent show.
The full catalog of video for GDC Europe is also now available to all GDC Vault members, now including All-Access Pass holders for last month's show in Cologne, Germany.
The following lectures are the first highlights to be made available for free from GDC Europe 2011:
- The lively Design track session, "The Magic Gun: Surviving IP Development Through Embracing Your Constraints" features Jason VandenBerghe, the narrative director on Ubisoft's FarCry 3, discussing the ins-and-outs of working with established IP.
No matter how familiar a developer might be with a given license, VandenBerghe encourages developers to embrace these constraints and "revel in what makes your IP different." [GDC Vault free video.]
- Elsewhere in the conference, wooga founder and CEO Jens Begemann gave a keynote titled, "Playing is a Core Human Desire - How Social Games Change the Entertainment Industry," offering insight into the influence of social games on the industry at large.
During this session, social game leader Begemann (Diamond Dash, Magic Land) outlines how social games can coexist with core-focused titles, detailing how and why these games fill a new niche in the ever-evolving games market. [GDC Vault free video]
- The final session to be made available for free is a talk from Amnesia: The Dark Descent developer Thomas Grip, dubbed, "Evoking Emotions and Achieving Success by Breaking All the Rules." Here, Frictional Games' Grip examines the success of his hit indie horror title, noting how the omission of some common horror game tropes made the game far more interesting -- and far more terrifying. [GDC Vault free video]