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Come to GDC 2018 and see how Owlchemy brought Rick & Morty into VR

Heads up, devs: Game Developers Conference organizers are excited to host a talk at GDC 2018 next March that's all about how the VR wizards at Owlchemy Labs made Rick & Morty: Virtual Rick-ality!

In their playfully-titled "'Rick and Morty: Virtual Rick-ality' Postmortem: VR Lessons *burrrp* Learned" talk, Owlchemy Labs' Alex Schwartz and Devin Reimer will break down the successes, failures, and lessons learned during the development of the game, which was recently published by Adult Swim.

If you make time to attend their talk you'll be able to feast your eyes on tons of early development videos and failed prototype interactions. You'll also learn first-hand of the horrors of building portals, interacting with characters in room-scale, zone-based teleportation, and managing performance.

It promises to be a fun session, and those who check it out can expect to walk away with multiple real-world lessons of production gone right as well as gone wrong that can be applied directly to their own VR projects. Don't skip it!

GDC partners with Unity to present the Unity 3D Game Art Challenge!

The Game Developers Conference and Unity Technologies have partnered to curate and host a 3D art contest for games using Unity, with the winners to be displayed at a co-organized showcase during GDC 2018!

The contest is free to enter, and you can do so via the Unity 3D Game Art Challenge website. The deadline to enter is December 31stand the 12 winners will be notified in late January.

Organizers of the Unity 3D Game Art Challenge are looking for the most beautiful and skillfully created 3D game environments produced in the Unity engine.

Judges will be rating the submitted games - which can be created for any game platform - based on the modeling, animation, and special effects of the 3D environments displayed in the videos, screenshots, and playable demos submitted.

Come and learn how XCOM 2's procedural level design works

Organizers are working hard to pack the 2018 Game Developers Conference full of fascinating, practical sessions and events, including one great talk from the folks at Firaxis Games about the level design of XCOM 2.

Firaxis' Brian Hess served as lead level designer on the hit tactical turn-based game, and in his Design track talk "Plot and Parcel: Procedural Level Design in XCOM 2he'll walk you through the trials and tribulations of designing and implementing such a system, as well as the benefits it offers and problems to avoid.

You want to be there, because attendees of Hess' talk will get to hear how the XCOM team at Firaxis survived the transition from the handcrafted levels of 2012's tactical strategy game XCOM: Enemy Unknown to the procedural levels of XCOM 2 and beyond.

Speaker Q&A: Skydance Interactive's Laralyn McWilliams talks reclaiming creativity in the face of hardship

Laralyn McWilliams is Chief Creative Officer at Skydance Interactive and will be at GDC 2018 to present the talk You’re Not Broken: Finding Your Creative Way Through Difficult Times.

Her Vision Track talk will discuss ways to recognize when your creativity is affected by stress, loss or other derailing emotions; methods for connection and communication with other creatives; emotional and practical tools to begin to reclaim your creativity. Here, McWilliams gives us information about herself and what she does.

Don't miss out! The Game Developers Conference in San Francisco next March is going to be full of interesting and informative sessions like Laralyn's. For more visit the show’s official website.

Learn how Kongregate built its F2P hit Animation Throwdown at the GDC 2018 Mobile Summit

If you want to better understand the art and business of making games make sure you come out to the Game Developers Conference in San Francisco next March, where Kongregate will be presenting a behind-the-scenes look at the making of its hit free-to-play game Animation Throwdown.

The game is packed with popular cartoon characters and the story of how it was made is fascinating, involving a skeleton crew split between two developers, one publisher, one IP owner, and five individual IPs.

In their GDC Mobile Summit talk on "All the Families: The Making of 'Animation Throwdown'", Kongregate's Katrina Wolfe and Peter Eykemans will explain how it happened.

They'll also share lessons learned about structuring a complex production involving multiple parties, making limited resources work, and the pitfalls to watch out for when trying to undertake something so big, including working with well-known IP.

Come and see how games are earning FDA approval

When you attend the Game Developers Conference in San Francisco next March, you'll have access to a smorgsbord of fascinating, cutting-edge talks -- including one about how some devs are working with the Food & Drug Administration to get their work approved for medicinal use.

In his GDC 2018 Business & Marketing track talk on "Games as Medicine: FDA Approval Methods", game industry veteran Noah Falstein will speak to the specific challenges of FDA approval as well as more general issues for studios, individuals, and patients in creating the latest generation of games for health.

You want to be there, because you'll learn specifics of three companies that have applied to get their games reviewed in FDA trials, hear the business, technical, creative, and scientific challenges involved in creating and testing this sort of game, and other opportunities for games as medicine that are opening in the near future.

Low-income free GDC pass program returns for GDC 2018!

Heads up: Game Developers Conference organizers have once again donated a number of complimentary GDC 2018 passes that will be given away (via lottery) as part of a special low-income GDC pass program.

As part of GDC's ongoing efforts to attract a diverse array of the game industry's best and brightest, the complimentary Expo Plus Passes awarded via the Low Income Pass Lottery are intended for participants who would otherwise not be able to attend GDC without considerable financial assistance.

Interested in participating? The deadline for applying to the lottery is January 12th.

Speaker Q&A: Ubisoft's Remi Quenin discusses the data pipeline of FarCry 5

Remi Quenin is a game engine architect at Ubisoft Montreal and will be at GDC 2018 to present The Asset Build System of FarCry 5.

His Programming Track talk will discuss the architecture of Ubisoft Montreal’s data pipeline, from edition to optimized runtime asset, with a main focus on the part performing the transformation: the asset build system. Here, Quenin gives us information about himself and what he does.

Don't miss out! The Game Developers Conference in San Francisco next March is going to be full of interesting and informative sessions like Remi's. For more visit the show’s official website.

Come and learn to bridge community divides in your cross-platform MMO games

The Game Developers Conference in San Francisco next March is going to be jam-packed with interesting and informative sessions, including an expert panel discussion about the art of bringing communities together in cross-platform MMO games.

The GDC 2018 Community Management Summit session on "Bridging Community Divides in Cross-Platform MMOs" will feature veteran community managers of cross-platform MMOs discussing the universal unwritten rules of community engagement, nuances based on platform, and the pitfalls of not being on top of your community game (pun intended).

Together, Eric Cleaver (Senior Community & Social Media Manager, NetEase Games), EM Stock (Director, Customer & Community Relations, NetEase Games), Linda Carlson (Director of Community Relations, Trion Worlds, Inc.), Ted Stone (Senior Community Relations Manager, Daybreak Games Company) and John Bergman (CEO & Founder, Guild Software, Inc.) will share their best advice on how you can speak to your players in a language that translates across all platforms.

These are your juries for the IGF 2018 Design, Audio, and Student awards!

As the year winds down around us, the 2018 Independent Games Festival is entering its jurying phase -- the period in which discipline-specific experts play, evaluate and discuss the highlights of the nearly 600 games entered in the 2018 Festival Competition, which together continue to push the boundaries of video game development and design.

Of course, an excellent group of game development notables are evaluating IGF 2018's most promising entries. After first-round IGF judging from hundreds of evaluators, these expert juries will ultimately determine the finalists and winners of the various IGF 2018 awards at the 2018 Game Developers Conference.

In recognition of their service, today we'd like to celebrate those who have volunteered their time and talent to take part in judging the Excellence in Design Award, the Excellence in Audio Award, and the Excellence in Narrative Award.

GDC 2018 will host a Classic Game Postmortem of The Bard's Tale!

Game Developers Conference 2018 officials are thrilled to announce that a game industry veteran is coming to the show to deliver a fascinating look back at one of the foundational pillars of the role-playing game genre.

Dr. Michael Cranford, a multi-talented game designer and programmer who has done significant work both within the game industry and without, will be at GDC 2018 in San Francisco next March to present a postmortem look at the making of The Bard's Tale I & II!

Cranford co-created The Bard's Tale, which debuted on the Apple II in 1985 and spawned a series of beloved games. Anticipation is building for inXile Entertainment's The Bard's Tale IV, the long-awaited next chapter, and in his GDC 2018 presentation he'll revisit the first two games and explore why they're still relevant to game makers today.

It's poised to be a remarkable session, as Cranford aims to give a behind-the-scenes look at the development of these classic games, touching on topics like game difficulty, the influence of Dungeons & Dragons, why he wove elements of Christianity into the design (and why it struck him as amusing that no one questioned it during development), and the need for integration of strategic and action elements in game design.

Come see top devs share their clever design techniques

Organizers of the 2018 Game Developers Conference are excited to host a diverse array of experienced game designers sharing their tips and tricks in the Design track talk "Rules of the Game: Five Further Techniques from Rather Clever Designers."

This session promises to be great, because it features five accomplished game makers (moderated by fellow accomplished game maker Richard Rouse III) who will each spend ten minutes detailing a specific design technique or rule they use to craft compelling experiences.

Erin Hoffman-John (CEO/Designer, Sense of Wonder), Soren Johnson (CEO/Design Director, Mohawk Games), Raph Koster (Designer, Independent), Josh Sawyer (Director, Obsidian Entertainment), and Stone Librande (Lead Designer, Riot Games) will each dive into their technique and provide detailed examples about how they have used the rule in past projects, honestly sharing the pluses and minuses -- including where their rule works well and where it may be less applicable.

Learn animation principles, design tips, and more at the Visual Effects Bootcamp

The GDC 2018 Visual Effects Bootcamp runs all day on Tuesday, March 20th, 2018, with a slew of expert sessions that dive deep into the art and tech of visual effects design in contemporary games.

Experienced visual effects artists from across the industry -- everywhere from Epic Games to Nvidia to ILMxLab -- will share their best tips, tricks, anecdotes and inspiration during this day designed to help overcome those limitations and elevate visual effects to a new level.

This is important because visual effects tie together game experiences, breathe life into real time rendered worlds, and provide an all-important final layer of visual polish.

So for example, in his VFX Bootcamp presentation on "Zip! Thwack! Ping! Animation Principles of VFX" SideFX senior technical artist Michael Lyndon will look at the 12 principles of animation as they apply to VFX.

Come get a behind-the-scenes look at Detroit: Become Human's tech

As Quantic Dream prepares to release its neo-noir thriller Quantic Dream next year, some of the game's dev team are laying plans to speak at the 2018 Game Developers Conference about how the game's remarkable tech works.

Both Quantic Dream lead engine programmer Ronan Marchalot and graphics programmer Guillaume Caurant will be giving GDC 2018 Programming track talks, the former on the game's rendering tech and the latter on its lighting engine.

In "Cluster Forward Rendering and Anti-Aliasing at Quantic Dream" Marchalot will give an overview of Quantic's rendering technology, how the engine is integrated in Maya and how artists produce materials.

He'll cover the switch from deferred lighting to cluster forward lighting, what the benefits are and how his team addressed the issues they met. He'll also take a look into how they implemented temporal anti-aliasing, and how they used it to improve some features such as SSR, SSAO, PCF shadows, skin subsurface scattering and volumetric lighting.

Get expert advice on porting your game to consoles from someone who makes a living doing it

Seasoned engineer and PlayEveryware studio director Thomas O'Connor knows a lot about porting games, and in his GDC 2018 Independent Games Summit talk "Your Indie Game on Console: A Practical Guide to Porting" he'll share what he's learned so other devs can make better decisions about shipping games on consoles.

Drawing from the work O'Connor has done porting indie games to consoles for other studios, and as a developer support engineer at Nintendo, he'll show you how you can prepare your own games to be ready for releasing on any console.

Using examples from recently released console versions of games like Hello Neighbor (pictured) he'll cover numerous issues that developers run into throughout the process, from onboarding and development to submissions and release. If you think a console port might be in the cards for you, or if you want to refine your porting processes, this is a talk you'll want to see!

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