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GDC 2012 Reminds On Last Day For Main Conference Talk Submission

GDC 2012 organizers have reminded that the call for papers for the upcoming show is open only until 11.59pm PT on Tuesday, September 6th, and prospective speakers are must submit now 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, which will include submarkets in social, indie, and mobile games will be open September 29 through October 31, 2011, but these topics are also addressed in part in the Main Conference.)

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.

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]

2011 IGF China Extends Submissions Until Sept. 5th

Organizers of the Independent Games Festival China, which runs in conjunction with the Game Developers Conference China, have officially announced that the call for indie game submissions from the pan-Pacific area will remain open through Monday, September 5.

Following on its success in past years, GDC China will continue to host the three main elements of IGF China, including the Independent Games Summit, which provides valuable conference sessions specializing in the challenges of independent game development.

These include the Independent Games Festival Pavilion, an onsite exhibition of the very best in local indie games, and the Independent Games Festival Awards, which honors the work of the talented pool of local independent game developers.

The 2011 IGF China Main Competition will give out awards and cash prizes in five categories, including:

- Best Game (RMB20,000 ~ $3,060 USD)
- Mobile Best Game (RMB10, 000 ~ $1,530 USD)
- Excellence In Audio (RMB5,000 ~ $760 USD)
- Excellence In Technology (RMB5,000 ~ $760 USD)
- Excellence In Visual Arts (RMB5,000 ~ $760 USD)

Finalists -- who will receive VIP and expo passes to attend GDC China and the IGF awards ceremony on November 12, 2011 -- will be chosen by a panel of expert jurors including Kevin Li (CEO, TipCat Interactive); Monte Singman (CEO, Radiance Digital Entertainment); Xubo Yang (Director of Digital Art Lab and Assistant Professor; Shanghai Jiaotong University's School of Software), and jury chairman Simon Carless, IGF Chairman Emeritus and EVP of the GDC shows and Gamasutra.

GDC Online 2011 Details Major Line-Up, 36 Hours To Early Reg Deadline

With roughly 36 hours left until early registration
for October's GDC Online show in Austin, Texas, ends at Midnight EST on
September 1, event organizers have chosen to reveal a handful of new
Main Conference talks, and detail the numerous other speakers,
tutorials, and events present at the show.

Adding to the show's Production track, Gazillion Entertainment's VP of publishing, Dan Fiden, will host "5 Things Core Designers Should Learn from Social Games,"
a lecture that will detail the growing influence of social online
titles on the industry at large. In the Business & Marketing track,
Daniel Block of EVE Online developer CCP will discuss the perils of interrupting marketing for an online game in "What Happens When You Stop Marketing Your MMO?"

The final new session this week is a Design track lecture from industry veteran (Marvel Super Hero Squad) Nikolaus Davidson, who will explore the psychology of spending money in games in "Why We Buy: A Game Designer's Guide To Transactions."

These lectures join a host of other notable talks within the show's main conference, which includes tracks spanning Business & Marketing, Customer Experience, Design, Production, and Programming, as well as a sponsored track on Monetization.

These recently-announced sessions within the Main Conference include Design-focused talks from Riot Games, Loot Drop, and Playdom, CCP and Zynga on designing and managing online games, a look at EA2D/BioWare San Francisco's Dragon Age Legends and Rovio's mega-hit Angry Birds, and much more.

In addition to these Main Conference sessions, PopCap co-founder John Vechey will host a keynote
at the event titled, "Playing Well With Others - How PopCap Creates
Compelling Social Game Experiences," a talk that will provide an inside
look at how mobile and social games have influenced the design
philosophy of the extremely successful casual game studio.

GDC Online Reveals All-Day Blizzard, Google, Unity Tutorials

GDC Online organizers have revealed full-day sponsored events for the October show in Austin, including Google, Unity Technologies, and an unprecedented Blizzard writing/design showcase.

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.

These full-day events will run alongside the show's Main Conference, and will offer a comprehensive look at the design and programming philosophies of these three powerhouse companies.

As seen in the event's Schedule Builder, the following are three sponsored events to be held at GDC Online 2011.

- As part of the Design track, World of Warcraft studio Blizzard Entertainment will host a GDC Online-exclusive special one-off tutorial aimed at designers and writers, "The War of Worldcraft: Developing Franchise Narrative in the Transmedia Age."

The full day of content sees Blizzard Entertainment's writers and story developers, "the creative minds behind Diablo, StarCraft, and Warcraft", focusing on various elements of the company's hit franchises, and kicked off by an introduction from the company's VP of creative direction Chris Metzen.

Other sessions include a panel on the "developmental payoff of creating narrative content in ancillary and or/licensed media" from the company's Micky Neilson & James Waugh, and a two-part design masterclass from World Of Warcraft's lead quest designer Dave Kosak.

GDC 2012: Saltsman, Johnson On Unexplored Realms Of Game Design

To help inspire submissions for the GDC 2012 call for papers, the event's advisory board members for the Game Design track spoke out on the biggest challenges facing game designers, and outlined what they hope to see at the upcoming March 2012 San Francisco-based event.

Canabalt creator and independent designer Adam Saltsman (pictured) and Civilization IV and Dragon Age Legends designer Soren Johnson came together to discuss the often-overlooked areas of game design, notable innovations, rising trends, and more as part of their drive to encourage submission ideas for the GDC 2012 Main Conference.

As GDC advisory board members, these industry veterans - alongside colleagues such as LucasArts' Clint Hocking and Cerny Games' Mark Cerny - oversee the show's Game Design track and ensure that each of its sessions remain relevant and hold up the high bar of quality that GDC attendees have come to expect.

The call for papers for GDC 2012 will close on September 6, with a list of Game Design-specific topics available on the official website. In the following interview, the advisory board members discuss key issues they'd like to see addressed at next March's show.

What are some key games from the past year or so that have impressed you with their new approaches to design - and why?

Adam Saltsman: Amnesia: Dark Descent and Bit Pilot are very interesting games. These are fairly hardcore horror and arcade games respectively, but neither game allows you to attack. Instead, your goal is to hide, avoid, and survive. For me this is a really welcome and interesting break from aiming and shooting games, but without sacrificing any of the awesomeness one might expect from a survival horror game or an arena shooter.

Soren Johnson: I was very impressed by Magicka's concept -- letting players cast spells by simply combing simple elements such as fire, water, electricity, arcane energy, and so on. This system encourages a sense of discovery absent from so many games; I loved trying out certain combinations just to see what would happen. That the game often supported my assumptions and guesses made the world feel alive. Allowing play based on intuition from existing knowledge instead of memorization of invented lore is always a big advantage.

The other development that stands out to me is how the best small-scale, indie games, like Frozen Synapse, Bastion, Atom Zombie Smasher, HOARD, etcetera, are creatively outpacing games from the big publishers simply because they can take risks and maintain their own vision. Many game genres and formats are simply not feasible for the big guys to make anymore, and this has surprisingly been great for the industry, because there are now so many gaps for the indies to fill.

How do you think the rise of social games will influence design in other areas of the game biz?

Adam Saltsman: One positive outcome that I am looking forward to is the expansion of our audience. PopCap helped do this, and a few years later the Wii helped do it again. Social games are having that effect right now; I think it's really great to have people that haven't played video games in a decade or more playing games again. Not everyone that plays FarmVille is going to rush out and get a PS3 next week, but there is a basic literacy thing happening that is going to have a huge long-term effect.

GDC Online Reveals Settlers Online, Mind Candy, Venture Capital Talks

GDC Online has unveiled notable new sessions for the upcoming October show, now featuring The Settlers Online, Mind Candy on the importance of daily content updates, and how to best raise venture capital.

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 Production track, Ubisoft Blue Byte's head of production, Christopher Schmitz, and head of live operation, Benedikt Grindel, will look back at the development of The Settlers Online in a session titled, "Settlers Online: Moving a Traditional European Boxed Game to a Worldwide Free to Play MMO Experience." Here, the pair will examine the challenges and lessons learned from taking producing and managing this popular European online game.

- Over in the Customer Experience track, community editor Megan Bell of Mind Candy will outline the benefits of delivering daily content updates to users in "Do the Math: True Value of Fresh Daily Content." Drawing examples from Mind Candy's own hit title Moshi Monsters, Bell will offer data that shows how regular updates benefit an online game.

- Elsewhere, in the Business and Marketing track, a panel of company executives will host a panel dubbed, "Raising Capital for Your New Venture," offering tips and insight on how to attract investments for a new company or project. Speakers at the panel include Fred Schmidt (Portalarium), Chris Chung (Motiga), Tim Chang (Norwest Venture Partners) and Cindy Armstrong (Electric Bat Interactive), all of whom will offer their own thoughts on what it takes to start your own venture.

Finalists Revealed For 2011 Game Developers Choice Online Awards

The organizers of GDC Online are proud to reveal the finalists for the show's second annual Game Developers Choice Online Awards.

The awards ceremony, to be held on the evening of October 12 during
the Austin-based GDC Online, will honor the achievements of the creators
and operators of online video games that launched within the last 12
months in North America, covering large-scale MMOs, free-to-play titles,
growing social network games and more.

The awards recognize achievement in online games across 12
categories, including excellence in visual arts, online game design,
live games, technology, audio and community.

This year, Three Rings Design's co-op RPG Spiral Knights leads the finalists with a total of four nominations, and is followed by Trion Worlds' big-budget MMO Rift and social network titles FrontierVille (Zynga) and Ravenwood Fair (Lolapps), each of which earned three nominations.

These finalists were selected from a larger pool of publicly-submitted nominees
by the International Choice Award Network's (ICAN) online division, a
group comprised of 400 specially picked, leading game industry creators
from the foremost online game companies -- these individuals will also
be responsible for choosing the winners in each of the regular award
categories.

The following are the finalists for the 2011 Game Developers Choice Online Awards:

Best Online Visual Arts
DC Universe Online (Sony Online Entertainment)
Rift (Trion Worlds)
Spiral Knights (Three Rings Design/Sega)
Dragons Of Atlantis (Kabam)
Vindictus (devCAT/Nexon)

Best Social Network Game
CityVille (Zynga)
Gardens Of Time (Playdom)
Dragons Of Atlantis (Kabam)
FrontierVille (Zynga)
Ravenwood Fair (Lolapps)

Best Online Game Design
Ravenwood Fair (Lolapps)
Pocket Frogs (NimbleBit)
Zuma Blitz (Popcap)
Spiral Knights (Three Rings Design/Sega)
FrontierVille (Zynga)

GDC 2012: Visual Arts Veterans Hanna, Reid On Tools, Trends For Game Artists

To help inspire submissions for the GDC 2012 call for papers, the event's advisory board members for the Visual Arts track spoke out on the challenges facing modern artists, and outlined what they hope to see at the upcoming March 2012 San Francisco-based event.

Seasoned industry professionals Jeff Hanna from Volition (Saints Row: The Third) and Steve Reid from Red Storm Entertainment (Ghost Recon: Future Soldier) discussed the most significant accomplishments, challenges, and trends facing game artists as part of their drive to encourage submission ideas for the GDC 2012 Main Conference.

As GDC advisory board members, these industry veterans oversee the show's Visual Arts track and ensure that each of its sessions remain relevant and hold up the high bar of quality that GDC attendees have come to expect.

The call for papers for GDC 2012 will close on September 6, with a list of Visual Arts-specific topics available on the official website. In the following interview, the advisory board members discuss key issues they'd like to see addressed at next March's show.

As tech continues to advance, what sort of new opportunities will arise for artists? And what complications?

Jeff Hanna: For every year that passes, artists have more and more opportunities to fully express their creative vision. As processor speeds increase, RAM expands, and graphics SDKs expose new features, a game artist's toolbox grows extraordinarily large. My hope is that none of these new technologies ever unduly complicate an artist's life. As long as tools programmers, graphics programmers, and technical artists strive to create artist-centric tools to encapsulate these new avenues of expression, artists can concentrate on what they do best: creating great art.

Steve Reid: Technology helps make technically savvy artists better, but it also risks alienating the traditional artists. Technology can help talented people become great craftsman, while not actually transforming them into great artists. As we have games now of all styles and genres, I still believe that technology can help, but it is more often a band-aid than a cure. I think the greatest project impact still comes from good artistic direction, planning, and prototyping, while the greatest personal impact comes from a traditional education with a thorough understanding of foundational skills and visual narrative.

In terms of visuals, what needs to be done to help developers get out of the uncanny valley?

Jeff Hanna: To get out of the uncanny valley, the first thing you need to determine is which way you want to go. Striving for fully photorealistic 100 percent human-appearing characters in many cases will not be the right art direction choice. In fact, backing out of the valley will often yield better results than pressing forward. I feel that we already posses the capability to make engaging characters that can seamlessly exist within a given art style. As with all game art direction, the design of the characters will be a balancing act between what is possible and the overall visual look of the game.

2011 Game Developers Conference Europe Hosts More Than 2,100 Attendees

The 2011 GDC Europe concluded on Wednesday, August 17 with a successful showing and a final attendee count of more than 2,100 game professionals representing 57 countries.

A marquee keynote lineup of notable industry veterans, from wooga founder and CEO Jens Begemann, to co-creator of the legendary Ultima series and founder of social media games developer Portalarium Richard Garriott, to Epic Games president Dr. Michael Capps, among others, joined an additional 170 European and international speakers, a total of 46 exhibitors and 35 sponsors and more than 300 media representatives covering game development on PC, social networking sites, consoles and mobile platforms.

Event organizers also announced that GDC Europe will return to Cologne, Germany on August 13-15, 2012.

In its third year, GDC Europe continued the tradition of bringing high-quality content to the European game development community. The introduction of the Social Games, Independent Games, Smartphone and Tablet Games, and Community Management Summits demonstrated the increasing importance of these developing areas that are pertinent to European game development. The Social Games Summit also proved to be a forum that showcased the spirit alive across both European and Western independent developers including speakers Kellee Santiago from thatgamecompany, Frictional Games' Thomas Grip, and Spaces of Play's Marek Plichta.

Highlights of day one at GDC Europe included wooga CEO Jens Begemann giving a keynote discussing today's social games and how they are not designed to turn all core gamers into FarmVille farmers. In his talk, Begemann surprised attendees with the live, real-time launch of Magic Land, a title that contains an exciting mix of social gaming elements with aspects from the dungeon-crawling genre. The first day of GDC Europe also featured a keynote talk by Enric Alvarez, game director and co-author of Castlevania: Lords of Shadow and founder of its development studio Mercury Steam, who discussed how the small Spanish studio met the challenge in taking on a beloved franchise from a Japanese developer.

GDC Online Debuts Angry Birds, MMO Production, Community Management Talks

GDC Online has unveiled several new sessions for the upcoming October show, this week featuring a web-focused talk from Angry Birds developer Rovio, a look at the life on an MMO producer, and a panel on top practices for community management.

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 Production track, Rovio's Peter Vesterbacka and Serdar Soganci and Google's Seth Ladd will host "More Birds, More Pigs: Bringing Angry Birds to the Web," which will offer an in-depth look at the motivations, technologies, and challenges of bringing the popular Angry Birds to a browser. The speakers will also provide a more general overview of how to most efficiently translate a mobile title to the web.

- Elsewhere in the Production track, Jeremy Gaffney, founder of Lord of the Rings Online's Turbine Inc. and current executive producer at WildStar developer Carbine Studios, will host "My Producer Really Sucks: Inside the Twisted Minds of MMO Producers." In this session, Gaffney will point out the production challenges involved in big-budget MMO development, offering tips on how to deal with a large team and manage a studio through an online game's launch.

GDC Vault Adds Trio Of Free Strategy Game Sessions

The GDC Vault service has released several new free videos from the Game Developers Conference 2011, this time featuring a collection of strategy game talks covering StarCraft II's e-sport aspirations, a behind-the-scenes look at League of Legends, and a panel examining the future of the strategy genre.

These talks join recently-debuted free videos including GDC 2011's social game developers rant, sessions from successful indie startups and industry veteran Don Daglow, in addition to GDC 2011's classic postmortem series and a slew of other sessions from throughout the history of the Game Developers Conference.

The following video lectures are the newest highlights to be made available for free from GDC 2011:

- When Blizzard set out to create StarCraft II, the studio had to reinvent the rules of one of the most popular competitive games of all time. In "The Game Design of StarCraft II: Designing an E-Sport," lead designer Dustin Browder outlines the obstacles Blizzard had to overcome to make the game suitable for spectating and high-level competitive play.

- Riot Games' Tom Cadwell and Steve Snow discuss the development process behind the studio's hit MOBA title in "League of Legends Postmortem -- Beta, Launch and Beyond." Here, Cadwell and Snow "discuss the three major areas that were particularly challenging: Recruiting a team without a reputation or a product, interacting with an existing audience with large expectations, and organizing teams to be successful amidst the distractions of a live game."

- In "Strategy Games: The Next Move,"
a panel of strategy game experts discuss rising trends, overlooked
innovations, and the overall trajectory of the strategy game genre.
Speakers including writer Tom Chick, Civilization veteran Soren Johnson, Civilization 5
lead designer Jon Shafer, Robot Entertainment's Ian Fischer, and
Blizzard's Dustin Browder discuss the implications of free-to-play,
online persistence, and more to offer insight on where strategy games
are headed.

GDC 2012: Young, Selfon, Tallarico On Goals For Game Audio

To help inspire submissions for the GDC 2012 call for papers, the event's advisory board members for the Audio track spoke out on the challenges facing modern audio professionals, and outlined what they hope to see at the upcoming March 2012 San Francisco-based event.

Seasoned industry professionals such as Media Molecule's Kenneth Young, HUGEsound.com's Chance Thomas, Microsoft's Scott Selfon, Brian Schmidt Studios' titular Brian Schmidt, and Video Games Live/Game Audio Network Guild founder Tommy Tallarico all discussed the most significant accomplishments, challenges, and trends facing audio production as part of their drive to encourage submission ideas for the GDC 2012 Main Conference.

As GDC advisory board members, these industry veterans oversee the show's Audio track and ensure that each of its sessions remain relevant and hold up the high bar of quality that GDC attendees have come to expect.

The call for papers for GDC 2012 will close on September 6, with a list of audio-specific topics available on the official website. In the following interview, the advisory board members discuss key issues they'd like to see addressed at next March's show.

What do audio professionals have to keep in mind when working on titles for the web or mobile devices? How do these platforms influence the use of audio?

Kenneth Young: Download size and available storage space certainly have a big impact on the approach -- for example, you don't have the liberty of throwing an abundance of streaming music, ambiences or voice assets at the project. On the positive side, such limitations force the developer to really consider whether wallpapering their game with music or thousands of lines of clunky, information-heavy and exposition-heavy dialogue is a good idea. Here's my obligatory Angry Birds example -- it only uses music when it is needed, in the menu and as a payoff upon level completion.

Chance Thomas: You need to remember the range of device capabilities. The mobile marketplace has a wide array of devices and capabilities, and today's audio pro needs to understand this range. For instance, a game developed for the hypothetical iPhone 5 will be sold at the same app store that old G3 users are still buying from.

Therefore, today's games still have to sound good on the minimum spec platform. For example, a cool interactive music design that works great on the iPad 2 using let's say, three stereo streams, is useless on earlier phones with only a single music stream available. It's important that audio designs still do the game justice on the minimum spec platform.

Brian Schmidt: The style of game you'll do for a mobile is most often very different from a console or PC title, as Kenny alludes to. You don't need the big choir-orchestra so much as tasty simple bits to complement the game.

In addition to download size, for web-based games, sometimes the developer is extremely concerned with "time to play" -- that is, from the time the user clicks on the game icon, they want to start playing the game within seconds. A game that requires lengthy downloads won't hold the user's attention, and they'll click and go do something else rather than wait even 60 seconds for a download or install.

A phone or web game will have a far smaller team and you will probably be the only audio person, so if you're a composer, get used to doing sound effects -- and not hacky, crappy ones! SFX is probably more important than music in many of these games. The SFX for these gmaes are much more likely to be abstract -- or non-diegetic -- than on consoles, so get good at knowing how to inform the player with sound without annoying them.

GDC Online Reveals New Narrative Summit Talks, Alumni Reg. Ends Today

GDC Online has revealed a new batch of talks for the show's Game Narrative Summit, featuring a roundtable with Valve's top writers, a look at how BioWare balances storytelling and design, and a Telltale lecture on crafting an authorial voice.

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.

Now in its sixth year, the co-located Game Narrative Summit -- formerly the Game Writers Conference -- once again returns to GDC Online to showcase leading speakers on the many facets of interactive storytelling, with sessions ranging from roundtable discussions to postmortems and more.

The latest sessions and lectures featured in the two-day Game Narrative Summit include the following:

- In "Just Go: A Roundtable Q&A with Valve's Writers," attendees will get a rare chance to sit down with writers Erik Wolpaw, Marc Laidlaw, Chet Faliszek, and Jay Pinkerton in a no-rules discussion of Portal 2, Left 4 Dead 2, the past and future of the Half-Life series, and much more.

Here, all attendees will sit in a collective roundtable with the session hosts, so seating will be limited to only 50 people -- make sure to arrive early!

- BioWare Austin's senior world designer Wynne McLaughlin, world designer Blake Rebouche, and senior writer Hall Hood will host a panel dubbed, "Building a Bridge Between Design and Writing," outlining how the Star Wars: The Old Republic developers find synergy between two very specialized realms of game creation. The hosts will explain the core conflict that often pits game writers against designers, and will provide insight on how to reconcile these differences.

Tales From The GDC Vault: 'That Big Moment'

[In the latest installment of "Tales from the GDC Vault", digital historian Jason Scott debuts free video of major keynotes introducing the Dreamcast, PlayStation 2, and Xbox (via Bill Gates) to the world at Game Developers Conference.]

I'd argue that there are few bigger moments in the game industry, and perhaps in almost any industry, than the introduction of a new console. It's certainly one of the most expensive undertakings these companies will endure, requiring years of design and fabrication and meticulous planning.

If you did it all right, and luck falls in with you, and the right software houses get behind you, then success will come fast and free -- you'll have to construct additional buildings just to hold all the money.

But if you misstep, fail to have the right "kind" of titles or the killer launch games waiting alongside your console, then financial ruin and misery await you -- wounded, your company may not recover for years.

In this most stressful of times that a CEO may encounter, comes the tradition of the keynote speech, the time when you will step on stage, welcome everyone, talk of freedom and power and ability and dreams, and then point to the console mockup or system that you are going to drop on the world by (hopefully) the millions.

Any missed cues, or onstage crash, and the rags will be buzzing about it the next day. One solid, amazing demo, and you'll be the toast of the forums and the hallways of GDC. Like I said... it's as intense as it could possibly get.

With that in mind, I've digitized from BetaSP tape, specially for GDC Vault, not one but three keynote speeches given at GDC over a decade ago, introducing (or re-introducing) a new hardware console to the world. We now know who came ahead, who fell behind, and what tricks and triumphs these machines had in store, but it's very enlightening to look back with this knowledge at the offerings and statements in these presentations.

Connecting the Global Game Development Community