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The 2004 Game Developers Conference brings developers together to make the industry better

by Louis Bedigian

 

“The free exchange of ideas is what enables evolution in games to occur at such an exponential pace, providing the average gamer with incredible advances in gameplay.”

 

 

 

Sony recently made a big announcement.  They say that men are more interested in playing games than watching TV.  This was not news to me; games have always taken more of my time than the non-interactive television.  Why simply watch when you could become a part of the action?

 

It was, however, surprising to hear that games were beating TV not only with the hardcore audience but is also reaching mainstream territory.

 

This would have never happened if we didn’t have so many committed game developers out there.  Nor would it have happened if those developers didn’t have a place where they could meet, share ideas, and discuss the future of gaming.

 

The #1 place to do just that is the Game Developers Conference.  Smaller, quieter, and more developer-oriented than the Electronic Entertainment Expo, GDC draws thousands of attendees each year by giving them what they want.  Developers love the atmosphere.  They love being able to show off their wares and get opinions from their colleagues.  They also love the variety of conferences and events, like “Got Art?” (an art contest sponsored by Nvidia) and the GANG (Game Audio Network Guild) awards ceremony.

 

If you’re like us, you want to know as much about the conference as possible.  Maybe you’re a developer-in-training, or a new graduate just waiting to get your foot in the door.  Or perhaps you’re a new gamer just waiting for adulthood to come so you can pursue your dream career.

 

But before you get on a plane and fly to San Jose, read our interview with GDC director Alan Yu.

 

 

First off, tell our readers what the Game Developers Conference is all about.  Why is it cool, why should developers and publishers attend, and why should gamers be interested in it?

 

Alan Yu: The focus of the GDC is game creation. Hands down, the GDC is the best place to find out what the worldwide games market will be two and three years from now. Every year game creators come together to openly share ideas, technology, and methodologies. The free exchange of ideas is what enables evolution in games to occur at such an exponential pace, providing the average gamer with incredible advances in gameplay.

 

How big is the show?  How many people attend?

 

AY: The GDC is the largest professional development event for the game industry. More than 10,000 game industry professionals attend every year.

 


GDC isn’t just about making the industry a better place.

Attendees will find a number of playable demos at the show.

 

 

Some prefer GDC over E3 and other trade events.  What are a few of the things that make GDC superior?

 

AY: It’s not a question of superiority; these are two very different events. At the GDC, everyone involved in the creation of games can completely immerse themselves in the art, business or technology of making games.

 

How many hours will this year's GDC be open each day?

 

AY: The first two days of the GDC are devoted to tutorials – so one and two-day sessions run from 10am to 6pm and go in depth on a single topic. More than 300 sessions will run from 9am to 6:30 pm on Wednesday-Friday, and the Expo floor is open for 7 hours each day Wednesday-Friday as well.

 

Is there are a part of the show dedicated to indie game developers?

 

AY: Yes. We established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers, kind of the way the Sundance Film Festival has benefited the independent film community. This is the sixth year for the IGF, and it received more than 111 original entries representing 18 countries.  A panel of 51 narrowed down the field to the 20 most innovative independent game projects worldwide. This year, we split the competition into two separate categories:  “Web/Downloadable Games” and an “Open” category for all other games.  Games in each category are eligible for six awards: Innovation In Audio, Innovation In Game Design, Innovation In Visual Arts, Technical Excellence, The Audience Award, and the Seumas McNally Grand Prize for Independent Game of the Year, for a total of $40,000 in cash awards – double the payout from previous years.

 

The festival culminates at what you see at the GDC, where finalists demonstrate their games in the IGF Pavilion on the GDC Expo floor.

 

If your readers want to actually play the games, they are available for free download on Gamespot.com. 

http://www.gamespot.com/features/6090171/index.html

                                                                                       

 


Façade’s unique concept (it’s being called an “interactive drama”)

is what made it one of the indie game finalists.

 

 

What was the toughest aspect about putting GDC together?

 

AY: Scheduling!  The GDC hosts the most innovative, respected game and entertainment visionaries, and our attendees are very excited to hear what these speakers have to say. Packing 300 sessions into a 5 day period, trying to minimize attendees having to choose between several speakers they have waited all year to see is definitely the toughest aspect. But it’s a problem we are honored, and humbled, to have.

 

What are your thoughts on companies like Fund4Games who take risks for developers that cannot fund or can no longer fund their projects?

 

AY: I can’t speak [about] Fund4Games in particular but I think alternative funding models are always worth exploring. Games are becoming more and more expensive to make, but at the same time, the interest in games from the financial community has never been higher. The next few years will be very interesting to watch.

 

 

Take Command, another impressive finalist.

 

 

With the gaming industry always so busy, is it hard to get people like Will Wright and Shigeru Miyamoto to be a part of the conference?

 

AY: If you dig in and see what makes the GDC tick, you will find that they are more a part of the conference than we are. The game industry is an incredibly open, supportive community. For example, the GDC Advisory Board is comprised the leaders of the game industry, people who have achieved incredible things, and they freely give back huge amounts of their time to move the entire industry forward. We are very fortunate to work with them.

 

How is GDC promoted?  Which media do you primarily use?

 

AY: The GDC has been around for nearly two decades, and really has a life of its own, outside of anything we do. It’s very interesting to us, that when we survey our attendees on what motivated them to attend, more than half give their first reason for attending is that a colleague recommended the conference.

 

What else does GDC have to offer?

 

AY: Something your readers might find interesting is the phenomenon of serious games. We felt it was important to cover this topic at the GDC this year because the number of serious games projects is increasing so rapidly. The Serious Games Summit is a two-day event focusing on non-entertainment uses of interactive applications. What this means to gamers is that in the not so distant future, they could find themselves playing a serious game while training for a job, or to improve their health.

 

Thank you for your time.

 

 

For more information on the Game Developers Conference, visit:

http://www.gdconf.com

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