So the GDC is over and done with. I took over 30 pages of notes (the paper kind). The sessions Jeff and I chose were on casual games or web-based games whenever possible. Brian Robbins led three roundtables on different aspects of web-based games, which encompasses most casual games. We participated in all three sessions and it was definitely worth it. I had been a little apprehensive about getting out there and getting involved but the discussions there really made me feel that I'm on the right track and what I'm doing makes sense.
This morning we started with a session called How to Prototype a Game in Under 7 Days. The two presenters, Kyle and Kyle, shared lessons they'd learned while working on the experimental gameplay project from Carnegie Melon University. They also showed some of the games that came out of the project. There were lessons I'd heard and some that I didn't expect.
In the Experimental Game Play project, participants followed 3 rules:
Adrian Woods is giving a talk entitled The Make Art Button: Batches, Actions, and Scripts. I think he sums it up in the session description just perfectly:
Do something once, it's creative. Do something twice, it's repetitive. Do something three times, you can probably automate it.
I've said the same thing many times, but maybe I start to automate at twice.
This session will use comand-line tools, Photoshop automation, and MaxScript for 3DS Max. For myself, I've used plenty of command-line tools, a tiny bit of MaxScript and no Photoshop automation. I do find that a lot of Photoshop tools have counterparts in the Gimp however. Given the work he's been involved in on Microsoft Flight Simulator, I'm looking forward to hearing what kinds of work he recommends automating and how much effort it's worth. The question that I have about automation for art is about balance. Specifically how to balance the work needed to produce new tools for automating a very specific task against the work needed to complete these tasks manually. The way I approach this issue is by considering a few factors that are all around time savings, reuse, and repeatability.
The Game Developers Conference is coming up in March 2006 and Jeff and I will be going again this year (I think it's our fourth trip). One difference this year that I'm excited about is that we'll be spending eight days in California instead of the usual four. We made that commitment because there's a lot to learn at the GDC if you're ready for it. So instead of just the expo and the free/sponsored sessions, we're looking for talks that share deep insight into game design, programming techniques and the expertise and tools needed to make first-rate games. We also missed the booth crawl last year and were pretty pissed when we realized it. So this year we'll be arriving in ample time to chill in Cali and still take in the most interesting tutorials, talks and panels that the conference has to offer. As I've mentioned before, I find that I get much more out of the conference when I'm psyched up both and prepared for the material.
A summary of the winners and a couple of my notes for the games I had the time to try out...
Darius Kazemi points to the new Game Developers Conference Proceedings Archive at Gamasutra. Skimming, I see a few that sound familiar like the one on the Xbox launch by Peter Isansee in 2002 and the one on Memory Optimization by Christer Ericson (a lot of good compiler details) from 2003. It's not the same just reading the slides, but they can be great for jogging your memory.