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GDC 2012 Announces Call For Papers, Advisory Board Additions

GDC 2012 organizers have announced that the call for papers for the upcoming show is open from now until September 6, and prospective speakers are encouraged to submit their ideas for lectures, roundtables, and panels for the event's Main Conference.

The industry's flagship Game Developers Conference will take place at San Francisco's Moscone Center on March 5-9, 2012, and will once again serve as the premier industry event for developers to make connections, share ideas, and find inspiration.

This year, the GDC advisory board is seeking sessions in game-related tracks covering Business, Marketing & Management, Audio, Programming, Design, Production, and Visual Arts -- talks within these categories will all be showcased at the prestigious Main Conference of the Game Developers Conference 2012. (Submissions for the GDC Summits will be open September 29 through October 31, 2011.)

This year, GDC organizers have introduced a cleaner, faster submission system, further streamlining the process for potential speakers. To submit a proposal, speakers simply need to submit a brief session description along with any necessary supplemental materials and contact info. For more information on the submission process, please see the official FAQ.

Alongside the call for papers, event organizers have announced several new additions to the GDC 2012 advisory board, all of whom will actively assist in managing the content for the upcoming show, reviewing and rating all the submissions.

In particular, these new board members include Chris Charla, the portfolio director for XBLA at Microsoft Game Studios, Rod Fergusson, executive producer at Epic Games, Lee Petty, senior art director and project lead at Double Fine, Justin Thavirat, senior art director at Blizzard, and Ru Weerasuriya, co-founder and art and creative director at God of War: Ghost of Sparta developer Ready at Dawn.

GDC Europe Speaker Spotlight: B.U.T.T.O.N.'s Douglas Wilson On Breaking The Rules

In the latest in a series of interviews with speakers from this August's GDC Europe, Douglas Wilson, developer of the IGF-finalist B.U.T.T.O.N., discusses how to design multiplayer games that don't adhere to strict rules.

In 2009, Wilson (pictured, right) co-founded the Copenhagen Game Collective, a non-profit game design group in Copenhagen, Denmark He is also a Ph.D. candidate at IT University of Copenhagen's Center for Computer Games Research, where he teaches and researches game design. In addition, his upcoming dissertation will discuss intentionally abusive, unbalanced, or broken game design.

Next month at GDC Europe, Wilson will host a talk as part of the Independent Game Summit titled, "Intentionally Broken Game Design and the Art of "Deputizing" Players," where he will examine "traditional folk games, design research, and precedents in other media forms" to explain how players tend to enforce game rules without strict systems in place.

With GDC Europe just weeks away, Wilson discussed the concept of his upcoming talk, outlining the core design of his unusual multiplayer title B.U.T.T.O.N., as well as the benefits of creating games with lenient rules.

Your recent multiplayer title B.U.T.T.O.N. used a very minimalist approach, omitting some of the traditional systems and rules most often seem in multiplayer games. What inspired you to take such an atypical approach?

One of the core ideas behind B.U.T.T.O.N. is that modifying and negotiating the rules is sometimes the most enjoyable game of all. I feel like this is a lesson that we computer game designer sometimes forget. The system itself is never what comprises the game. Rather, it's what the human players do with that system. Just think about the kind of improvisational play that underlie kids' playground games, or the "house rules" that inevitably crop around boardgames and pickup sports.

Some game design theorists have argued that these ambiguities are a "problem" that computer technology can fix. How dull! As I see it, the key is to actively embrace these ambiguities in a way that feels intentional and fun. To this end, we conceptualized B.U.T.T.O.N. not as a "computer game," but rather as a game that just happens to use a computer. I do admit that all games -- even the most traditional and "closed-system" games -- are subject to these kinds of negotiations and house rules. What we tried to do with B.U.T.T.O.N. was to actively call attention to the ambiguities of gameplay, in attempt to convince players to revel in and enjoy them.

Your talk description says you examined "traditional folk games, design research, and precedents in other media forms" when looking at alternative methods of multiplayer games. Can you describe what this research entailed and what you learned from it?

For my Ph.D. dissertation I've spent a lot of time studying folk games and sports, from old Danish children's games to the American New Games movement of the 1970s. One of my favorite examples is the traditional Inuit game of Iqiruktuk, also known as Mouth Pull. In Mouth Pull, two players stand side-by-side, placing their arms over each other's shoulders and hooking their thumb into their opponent's mouth. When the game begins, both players start tugging away at each other's mouth! The first player to surrender loses.

GDC Vault Debuts 2011's 'Game Design Challenge' Session Video

This week, the GDC Vault has debuted a free video of GDC 2011's Game Design Challenge, which saw the rise of the unorthodox multiplayer title Chain World.

This session, officially dubbed, "The Game Design Challenge 2011: Bigger than Jesus," tasked developers with creating a game that also served a religion, and this premise spawned some very interesting results.

The August 2011 issue of Wired magazine recently ran an in-depth feature discussing the challenge, titled 'Chain World Videogame Was Supposed to be a Religion - Not a Holy War.' The article, which is also available online, offers a fascinating look at this standout session from GDC 2011, and provides a look at what happened afterward.

As author Jason Fagone explains in the introduction, independent game designer and IGF Nuovo award winner Jason Rohrer (Between, Passage) created an unusual game based on a USB memory stick and Mojang's hit indie game Minecraft.

Fagone writes, "According to a set of rules defined by Rohrer, only one person on earth could play the game at a time. The player would modify the game's environment as they moved through it. Then, after the player died in the game, they would pass the memory stick to the next person, who would play in the digital terrain altered by their predecessor -- and on and on for years, decades, generations, epochs.

In Rohrer's mind, his game would share many qualities with religion -- a holy ark, a set of commandments, a sense of secrecy and mortality and mystical anticipation. This was the idea, anyway, before things started to get weird. Before Chain World, like religion itself, mutated out of control."

GDC Online 2011 Reveals Riot Games, EverQuest II, Gamification Talks

GDC Online has debuted a new batch of lectures for the October show in Austin, featuring speakers from Riot Games on iterative tool creation, SOE on introducing streaming to EverQuest II, and Bunchball on the essence of gamification.

Taking place Monday, October 10 through Thursday, October 13, 2011 at the Austin Convention Center in Austin, Texas, GDC Online continues as the leading worldwide event dedicated solely to discussing the development and business trends surrounding connected games -- including casual titles, MMOs, virtual worlds, and social networking games.

This year's Main Conference will include tracks on Business & Marketing, Customer Experience, Design, Production, and Programming, as well as a sponsored track on Monetization.

As seen in the event's Schedule Builder, the following lectures are highlights from this year's Main Conference:

- In the show's Programming track, Riot Games' senior gameplay engineer Andy Woo and senior producer Travis George will host "Putting the Plane Together Midair," a talk detailing the ongoing development process behind the studio's smash hit League of Legends.

Woo and George will go over the studio's process for iteratively developing their tools, while simultaneously using those tools to ship projects and support an active online game.

- Also in the Programming track is a lecture dubbed, "EverQuest II Extended: Streaming a Non-Streaming Game," in which Joshua Kriegshauser, technical director at Sony Online Entertainment, will explain how EverQuest II adopted an online streaming system for a game originally designed for a standard, file-based install.

Noting SOE's assumptions and lessons learned when retroactively implementing this streaming system, Kriegshauser will teach attendees the ins and outs of implementing an online streaming system in games designed without that infrastructure in mind.

GDC China Registration Now Open, First Talks Revealed

GDC China organizers are proud to announce that registration is now live for the 2011 show, and the first batch of announced sessions includes speakers from the show's Social and Indie Games Summits, on topics spanning Western-focused development and essential indie dev tools.

Taking place November 12-14 at the Shanghai Exhibition Center in Shanghai, China, the event will once again serve as the premier game industry event in China, bringing together influential developers from around the world to share ideas, network, and inspire each other to further the game industry in this region.

This year, GDC China will feature tracks on Online Game Development & Business, Global Game Development, and Social Games, with notable summits on Independent Games and Mobile Games. In addition, the show will boast a two-floor exhibition hall, and will once again host the Independent Games Festival China for the third year running.

All of the sessions at GDC China will be simultaneously translated between English and Chinese during the event, and the following talks are the first among many to be revealed for this year's show:

- As part of the Social Games Summit, Ubisoft Chengdu project manager Xiaojuan He will host a talk dubbed, "Project Managing a Social Game for the Western Market," revealing how the China-based Ubisoft branch developed the Facebook title Castle & Co. for western markets.

He's lecture will focus particularly on her role as project manager throughout the game's development, outlining the team's approach to designing a Western-focused game, the problems encountered during production, handling team morale, post-launch support, and more.

- Over in the Independent Games Summit, Ye Feng, co-founder and CTO of independent iOS developer Coconut Island Studio (Finger Balance, iDragPaper) will discuss indie dev tools in, "Brewing Your Own Game Engine - The Pros & Cons of Using Open Source Software to Rapidly Develop Cross-Platform Indie Games and Tools."

In this lecture, Feng will weigh the pros and cons of using homebrewed tools versus middleware, and will show attendees how his studio used custom tools to its advantage to streamline and improve their development pipeline. In addition, he will suggest a number of tools that make indie development easier.

Reminder: 24 Hours Left To Early Register For GDC Europe 2011

With just a day left until early registration ends on July 20 at Midnight UTC, GDC Europe 2011 organizers have chosen to reveal information on the show's Expo Floor and its gamescom-based Business Lounge, and recap some of the show's most notable lectures and panels.

GDC Europe's Expo Floor, located within the Cologne Congress-Centrum Ost, in Cologne, Germany, will once again showcase the most cutting-edge technologies from the industry's biggest and most influential companies.

Unity Technologies, Crytek, Epic Games, Onlive, and Glu Mobile are but a few of the notable exhibitors at the show this year -- please visit the GDC Europe website for the complete list of the show's 35+ exhibitors.

The Expo Floor is open to all GDC Europe pass holders, and provides attendees with numerous opportunities to learn about upcoming products, interact with developers and publishers, and establish business relationships with some of the industry's top professionals.

In addition to the show's Expo Floor, GDC Europe attendees will also receive a 3-day pass to the major gamescom trade show, which takes place just after GDC Europe. As in previous years, gamescom will feature a specialized business-centric area for game industry professionals, also open to GDC Europe attendees.

In this dedicated area, GDC Europe will host its very own Business Lounge, providing gamescom attendees with a perfect venue for networking, gaining exposure, and more, even after GDC Europe proper officially concludes - with meeting rooms from many of GDC Europe's major exhibitors.

GDC Europe 2011 Reveals Keynote From Epic President Mike Capps

GDC Europe organizers have announced that Epic Games president Dr. Michael Capps will give a keynote at next month's GDC Europe, revealing secrets behind the studio's major releases, from big-budget shooters such as Gears of War to mobile titles like Infinity Blade.

Capps will join Ultima creator Richard Garriott and Wooga founder Jens Begemann as the third keynote speaker to be announced for the 2011 Game Developers Conference Europe, which will take place August 15-17, and is located in Cologne, Germany alongside gamescom, the leading European trade and consumer show.

The keynote, titled "Size Doesn't Matter: How Epic Brings AAA Attitude to Every Game, from Gears of War 3 to Infinity Blade", will delve into Epic's development process for its various games, which range from AAA console titles to mobile releases and classic PC shooters.

Dr. Capps will discuss the key development similarities that pervade all of Epic's projects, even when team sizes and budgets differ wildly. He will also cite specific examples of how the studio benefits from its shared staff and infrastructure, using examples from the upcoming Gears of War 3.

In addition to serving as Epic's president, Dr. Capps is also an advisory board member for the Game Developers Conference, and holds a seat on the boards for the Academy of Interactive Arts and Sciences and the Entertainment Software Association.

Before entering the game industry, Dr. Capps worked as a professor at the Naval Postgraduate School in Monterey, California, specializing in defense and entertainment collaboration, virtual reality, and computer graphics. He holds degrees in computer science and electrical engineering from the University of North Carolina and MIT, and a doctorate in computer science from the Naval Postgraduate School.

GDC Europe Reveals Mark Cerny, Age of Empires, Bigpoint Talks

GDC Europe has revealed a new batch of lectures for the upcoming August show, featuring industry legend Mark Cerny on the future of the industry, Age of Empires and Titan Quest veteran Brian Sullivan on level design, and Battlestar Galactica Online developer Bigpoint on handling large IP.

Taking place Monday through Wednesday, August 15-17, 2011 at the Cologne Congress-Centrum Ost, alongside the major gamescom trade show, GDC Europe will again provide the essential pan-European perspective of game development and business trends.

Some of the new highlights from the Main Conference, which features tracks on Business & Marketing, Game Design, Production, Programming and Visual Arts, include the following:

- Industry veteran Mark Cerny, whose career spans titles such as Marble Madness, Crash Bandicoot, and Resistance, will host a high-profile talk in the show's Design track titled, "The Long View," which will examine the last forty years of video game history, as well as provide a look into the future.

Cerny notes that "2009 and 2010 have now shown some erosion in console video game sales," and his talk will discuss what this trend could mean for the industry, and why developers might have to adapt to considerable changes in their creative process.

- In a retrospective Design track lecture, "Level Design: Lessons Learned from Age of Empires and Titan Quest," Northeastern University instructor Brian Sullivan will provide attendees with a look back at lessons learned from two popular isometric PC titles he was a part of.

Sullivan, who worked with Ensemble on the Age of Empires series and founded Titan Quest developer Iron Lore Entertainment, will go over the level design processes for these games, offering developers "insight into how to design their levels with respect to gameplay, play style, topic, story, quests, pacing, performance, tech, art, budget, schedule, and fun."

GDC Online Debuts Zynga, CCP, Threat Modeling Talks

GDC Online has revealed a new batch of lectures for the October show in Austin, featuring speakers from Zynga on 'how metrics are ruining your game', veteran Stephen Beeman on online security threats, and CCP on crisis management.

Taking place Monday through Thursday, October 10-13, 2011 at the Austin Convention Center in Austin, Texas, GDC Online continues as the leading worldwide event to solely discuss the development and business trends surrounding connected games -- including casual titles, MMOs, virtual worlds, and social networking games.

This year's Main Conference will include tracks on Business & Marketing, Customer Experience, Design, Production, and Programming, as well as a sponsored track on Monetization.

As seen in the event's Schedule Builder, the following lectures are early highlights from this year's Main Conference:

- Over in the Design track is a lecture dubbed, "How Metrics Are Ruining Your Game; Common Pitfalls and Uncommon Solutions," in which Zynga product manager Ian Wang will explain the pros and cons of using metrics to influence game design.

"This talk takes a practical look at how metrics are being used, how they should be used, and how to avoid having well-intentioned data lead to wrong decisions," says Wang.

- In a Customer Experience track lecture, "Threat Modeling for Game Developers,"
veteran MMO and social game consultant and expert Stephen Beeman will
outline security risks that threaten users' personal information, and
what developers can do to avoid them. Beeman, an alumnus of Origin,
Electronic Arts and Gazillion Entertainment, says, "Using real-world
examples, this lecture will teach you the threat modeling process and
how to use it to make your apps more secure."

Tales from the GDC Vault: Nintendecade

[Continuing his 'Tales from the Vault' series, official GDC historian Jason Scott debuts complete free video of two seminal Nintendo keynotes at GDC -- Shigeru Miyamoto in 1999 and Satoru Iwata in 2005.]

The videotapes are starting to pile up in the "done" box and the process of turning the resulting video files into more lightweight video streaming files is now well underway, and I'll be adding these talks at a good clip for the coming months.

Since Nintendo gave the main keynote for the 2011 GDC [GDC Vault free video], I thought it might be fun to bring out two other Nintendo keynotes given across the last ten years plus: a Shigeru Miyamoto presentation from GDC 1999, and Nintendo's 2005 GDC keynote that introduced the Nintendo DS in depth to the world.

So we're debuting these talks for the first time online, free via GDC Vault. Firstly, Miyamoto's appearance and keynote at the 1999 Game Developers Conference [GDC Vault free video] is a big deal -- a real big deal.

Even if you didn't know who he was, the introductions and palpable excitement from the presenters shows that having the legendary Mario game designer was a huge win for the conference.

To his great credit, Miyamoto provides a presentation about his ideas on game design, the history of Nintendo's entry into the console game market, and a call to innovation, and it's filled with ideas both specific and universal. In other words, he makes it worth the trip.

miyamoto.pngHis speech, coming via a BetaSP archive we've digitized, starts in English. But then he announces he'll continue in Japanese, which he does, with a translator providing the rhythmic back-and-forth between the two languages.

And the core message, as I hear it, is that he thinks story and gameplay, with a good dash of artistry, is what brings the games from being mere shoot-em-ups and twitchfests to being something more, something that will stay with people a long time.

Perhaps that might seem obvious, but his consistent vision from the days of Donkey Kong up through to what he hints at (the Wii) gives these games a sense of weight and thoughtfulness, and his wish in the speech is for many others to do the same.

As an unbroken, long-form presentation of evidence that Miyamoto deserves his high regard and hall of fame designer status, this speech is perfect. It lives up to all the promises of any great speech, and is well worth enjoying, even a decade plus later.

GDC Europe Speaker Spotlight: Bluebyte's Weidemann On Community Management

In the latest in a series of interviews with speakers from this August's GDC Europe, online specialist Teut Weidemann of Ubisoft's Bluebyte Germany (The Settlers Online) discusses the essentials of community management on social networks.

Weidemann has worked in the industry for over 25 years, and began his career as a producer and development director for Amiga titles such as Turrican. He later founded Panzer Elite developer Wings Simulations, and in 2005 served as CTO of Panzer Tactics DS publisher CDV Software Entertainment.

In 2007 Weidemann entered the online games market, consulting with various companies before finally landing at Ubisoft's Bluebyte to work on the acclaimed browser based title The Settlers Online.

Drawing from his experience working in online games, Weidemann will host two talks at this year's GDC Europe: A Production track lecture on supporting free-to-play games dubbed, "f2p Online Games: The Game Is Not Enough," and a Community Management Summit talk titled, "Community Management in The Settlers Online."

With GDC Europe just over a month away, Weidemann particularly discussed his upcoming Community Management Summit talk, and outlined the importance of regular developer-to-player interaction, as well as the differences between Facebook and other social channels.

In your experience, what are the best ways to foster the growth of an online game community?

The most important thing is service. If your community perceives that you care about them, they stay. Players love the attention, and they'll recommend the service to their friends. It's the best way to grow a game because it's free. Marketing is growing the community fastest, but that growth is meaningless if you don't manage to keep the new users.

Did you or your team learn any hard lessons when managing the community for The Settlers Online?

We are still learning. We approached the community for the game with years of experience in community management, and we still had problems satisfying players' needs.

We established an open communication strategy, but we underestimated the frequency of interaction the users demanded. The internet is moving faster than ever, which means that we need community managers constantly online and talking to users.

GDC Europe 2011 Debuts Thatgamecompany, Glu, Digital Chocolate Talks

GDC Europe 2011 has revealed a selection of new lectures from the show's Summits, including thatgamecompany on reaching out to new audiences, Glu Mobile on freemium viability, and Digital Chocolate on making social games with hardcore gameplay.

This year, the gamescom co-located mid-August show in Cologne, Germany will host Summits on Social Games, Independent Games, Smartphone & Tablet Games, and Community Management.

Some near-final new highlights from these Summits, which have largely rounded out their line-ups, include the following:

- In the keynote for Monday's Independent Games Summit, president and co-founder of thatgamecompany Kellee Santiago will discuss how to reach out to new demographics in "Developing New Audiences: When the Past Can't Predict Your Future."

Drawing from her experience working on flOw, Flower, and Journey, Santiago will explain "how to make effective decisions based on little data to create commercially successful titles that, in the beginning (and maybe right up until you ship), no one will think you can sell."

- In the Smartphone & Tablet Games Summit, Mike Breslin, VP of global marketing at mobile publisher Glu Mobile (Gun Bros.), will host a talk titled "From Free-to-Play to Freemium: Emerging Category in Mobile Gaming."

GDC Europe 2011 Adds Quantic Dream, Gameforge, Jon Blow Talks

GDC Europe 2011 organizers have revealed new sessions for next month's show in Cologne, featuring talks from Braid
creator Jonathan Blow on truth in game design, free-to-play game leader
Gameforge on virtual goods success, Quantic Dream's co-CEO on flawed
game rating systems, and more.

Taking place Monday through Wednesday, August 15-17, 2011 at the
Cologne Congress-Centrum Ost, alongside the major gamescom trade show, GDC Europe will again provide the essential pan-European perspective of game development and business trends.

Some of the new highlights from the Main Conference, which features tracks on Business & Marketing, Game Design, Production, Programming and Visual Arts, include the following:

- Renowned game designer and Braid/The Witness creator Jonathan Blow will host a talk in the show's Design track titled, "Truth in Game Design,"
which Blow says will "illustrate that games, being algorithmic systems
implemented on computers, are biased toward revealing truth, so long as
we do not quash the truth in order to force our own high-level wishes
into the design."

Blow's cerebral talk will also seek to explain how "we use games as
instruments, like telescopes or electron microscopes, to observe aspects
of the universe that we would not normally have access to."

GDC Vault Debuts Free Indie Summit Talks On Osmos, Depression, Super Meat Boy

This week, the GDC Vault has released free lecture videos from multiple Independent Games Summits, featuring the making of Osmos, a talk on 'turning depression into inspiration', and a rambunctious Super Meat Boy postmortem.

These talks join the many other free talks available on the GDC Vault, which include recently-released talks from Valve Software, GDC 2011's classic postmortem series, and a slew of other sessions from throughout the history of the Game Developers Conference.

The following free video lectures, newly available, are highlights from GDC's Independent Game Summits from 2010 and 2011.

- Firstly, Hemisphere Games' Andy Nealen and Eddy Boxerman host a 2010 Independent Games Summit talk dubbed, "Minimalist Game Design: Growing Osmos." Reflecting on the development of the ambient, physics based IGF finalist puzzle game, the two explain the evolution of Osmos' core mechanics, and the how the team discovered the benefits of minimalist game design.

- In an acclaimed Independent Games Summit 2011 talk "Turning Depression into Inspiration," game developer Michael Todd from explains how developers can cope with the immense pressure of game development, and successfully "design and develop games while depressed." Drawing from his own experience, Todd outlines a number of ways to manage stress and use depression as a source of creative inspiration.

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