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See how Double Fine animated Broken Age at GDC 2015

Double Fine's Kickstarted adventure game Broken Age earned a fair bit of critical acclaim early this year, not least for its colorful visual aesthetic and cinema-grade animation.
In March, Double Fine lead animator Raymond Crook is coming to GDC 2015 to explain how the studio pulled it off. In his talk, "Animation Style and Process for Broken Age", Crook will walk you step-by-step through the creation of a Broken Age character from concept to final animation using the studio's unique "2.5D" techniques.
You can expect to walk away with a thorough understanding of the artistic and budgetary benefits to Double Fine's approach, but you'll also learn the limitations and how Crook and his team tried to overcome them.

Apply now for a free GDC 2015 pass via the GDC Scholarship Program

Organizers of the Game Developers Conference have once again donated a number of complimentary GDC 2015 passes to a variety of organizations through the GDC Scholarship Program, and the deadline to apply for these scholarships is approaching fast.
In fact, two of the organizations that GDC is partnering with -- the GDC International Ambassador program and the Dames Making Games program -- will close their call for GDC 2015 scholarship applications next week, so make sure to check out their programs via the GDC Scholarship Programs page and apply if interested.

GDC 2015 donates Summit passes to Indie Giving charity effort

Organizers of the 2015 Game Developers Conference are happy to announce that for the third year running, 30 GDC Indie Games Summit tickets will be donated to the 2015 Indie Giving event in partnership with the Indie Giving charity effort.
The goal of the agreement with Indie Giving, which is run by FGL chief and indie community veteran Chris Hughes, is to give generous indie game makers an opportunity to attend GDC at an affordable rate, and give back to people in need at the same time.

GDC Education Summit tackles socially responsible game education

As the game industry matures, a growing group of game educators face the difficult challenge of figuring out how to preserve and advance the field through the next generation of game design students.
Northeastern University professor Gillian Smith and USC lecturer Jane Pinckard are two such trailblazers, and at GDC 2015 in March they'll be speaking about what they've learned in trying to discuss design inclusivity issues as they relate to the curriculum of a games education course.
Their talk, Socially Responsible Game Education," aims to provide concrete examples of how members of the game industry can incorporate inclusive design practices into their efforts as educators. Teaching resources will also be recommended, and an open discussion of the topic will take place after their talk.
Pinckard and Smith's talk will be part of the conference's Education Summit, a series of incisive and forward-thinking talks on the subject of game education from leading experts in the industry.

Apply science to game design in these GDC 2015 Design track talks

As the GDC 2015 lineup begins to come together, conference officials would like to highlight a few notable Design track talks you should know about.
This in-depth track is available for All-Access and Main Conference pass holders, and remains one of the most popular and enduring tracks of the show. Among the early announced Design talks are Epic's Celia Hodent on the intersection of neuroscience and game design, the vice president of RuneScape sharing data on how to make games that people want to return to and Riot's Dr. Lin on using science to shape player behavior in online games.

GDC 2015 will host a Classic Game Postmortem of Star Control

As the year winds to a close, Game Developers Conference 2015 officials are excited to announce that two game industry luminaries are coming to the show next March to deliver what promises to be an insightful postmortem of a seminal game.
Fred Ford and Paul Reiche III, the game design duo who cofounded the venerable Toys For Bob studio 25 years ago, will be delivering a Classic Game Postmortem on their influential 1990 space adventure game Star Control at GDC 2015.

SWTOR dev explains why free-to-play isn't evil at GDC F2P Summit

Damion Schubert, former lead designer on Star Wars: The Old Republic, will share lessons learned from the MMORPG's remarkably successful conversion from subscription-based to free-to-play in his GDC 2015 talk "Free-to-Play Is Not (Necessarily) Evil."
Schubert believes the success of games like League of Legends and Star Wars: The Old Republic show that free-to-play games are no longer just a distant possibility for AAA developers -- the future is now, and we need to adapt. There's big success to be had within the bounds of F2P design, but if done carelessly it can alienate your fans.

See the world of Far Cry 4 deconstructed at GDC 2015

Ubisoft's efforts to render the fictional setting of Kyrat for Far Cry 4 drove the development of new graphical features that tap the power of new hardware in interesting ways, and 3D programmer Stephen McAuley is coming to GDC 2015 in March to explain exactly how they work.
Check out McAuley's talk, Rendering the World of Far Cry 4", if you're a designer, artist or developer looking for some new technical tricks and a bit of insight into how the Ubisoft culture affects the way it makes games.

QWOP creator shares physics engine tips at GDC Indie Games Summit

Modern indie-friendly frameworks like Unity use physics engines (like Box2D or PhysX) to simulate the game world. That makes it easy to prototype your game -- except that when you want hard collisions between heavy objects, everything tends to glitch out and/or explode.
You can't tune it to feel tight or realistic, and you wind up with a game that feels 'floaty'. You don't want to get a degree in advanced physics, you just want to know how to make your game feel solid without writing your own physics engine.
Independent developer Bennett Foddy (QWOP, Sportsfriends, GIRP) figured out how to stop making floaty games, and in his GDC 2015 talk "Designing with Physics: Bend the Physics Engine to Your Will" he'll show you how to do the same.

Make time to play the 2015 Train Jam games at GDC 2015

Earlier this year a group of developers took advantage of a multi-day train ride from Chicago to attend the Game Developers Conference in San Francisco by participating in the first-ever Train Jam, a 52-hour game jam held aboard an Amtrak train with limited connectivity.
Next year the Train Jam organizers are going to do it all again, and GDC officials are proud to support their efforts by providing a dedicated space at the show where organizers will be displaying select games made during the jam.

Discover the design wisdom of early American board games at GDC

Early American board games offer some interesting insights on how culture can shape design -- and vice versa.
In March, Brooklyn-based game designer and Untame (Mushroom 11) creative director Julia Keren-Detar is coming to GDC 2015 to delve into the origins of a few classic American board games and show how the culture of their times influenced the design we see today.
During her talk, "History-Shaping Design: Tales Told by Early American Board Games", Keren-Detar plans to cover the rise of board games in America, their designers, and how the games reflected and were informed by the culture of their times.

Borderlands 2 writer shares advice at GDC 2015's Narrative Summit

Gearbox Software's Anthony Burch believes that, contrary to popular opinion, most people don't care about saving the world in games: they'd rather spend time with a well-written little girl who's learning to cope with grief. At GDC 2015, he'll lay out his case and offer some advice on how you can start writing better characters right away.
Burch served as a writer on the outlandish first-person shooter Borderlands 2 and its ensuing post-release DLC packs, and his experience suggests that people tend to respond more positively (and are more likely to give their attention and money) to character-centric DLC, rather than content that pushes the narrative of your game world forward with "epic" plots and sequences.
By analyzing rough sales figures and critical response to Borderlands 2's DLC, as well as exploring the process of those DLC's creation, Burch will try to convince you to lean on character and charm rather than plot and lore when you write for games in his upcoming GDC 2015 talk, Plot is Dumb, Character is Cool: Writing for DLC.

Pick up new ways to make your studio more Agile at GDC 2015

Agile software development has become remarkably popular since the Agile Manifesto was published over a decade ago, but despite its broad appeal many studios have production methods they can't -- or won't -- sacrifice to adopt Agile principles.
But even if your studio won't go full Agile, maybe there are little things you can do to integrate the best parts of Agile development into your team's production process without disrupting their workflow.
Nathalie Goh-Livorness seems to think so; she worked at Blizzard and Disney.com before joining Microsoft, and at GDC 2015 she'll be outlining five small, key things you can do to make your studio's pipeline more Agile the minute you get back from the conference.
Programmers, producers and studio managers will probably get the most out of her talk, "Five Things You Can Do To Be A Bit More Agile," which straddles the Production and Business, Marketing and Management tracks of GDC 2015 talks.

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