|Game Developers Conference|
Official Logo of the Game Developers Conference
|Genre||Video game development|
|Inaugurated||April 1988 (as Computer Game Developers Conference)|
The Game Developers Conference (GDC) is an annual conference for video game developers.
A conference is a meeting of people who "confer" about a topic. Conference types include:
A video game developer is a software developer that specializes in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programming, design, art, testing, etc. Most game development companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games.
The event has learning, inspiration, and networking. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutorials, lectures, and roundtables by industry professionals on game-related topics covering programming, design, audio, production, business and management, and visual arts.
The Game Developers Choice Awards are awards annually presented at the Game Developers Conference for outstanding game developers and games. Introduced in 2001, the Game Developers Choice Awards were preceded by the Spotlight Awards, which were presented from 1997 to 1999. Since then, the ceremony for the Independent Games Festival is held just prior to the Choice Awards ceremony.
The Independent Games Festival (IGF) is an annual festival at the Game Developers Conference (GDC), the largest annual gathering of the indie video game industry.
A tutorial is a method of transferring knowledge and may be used as a part of a learning process. More interactive and specific than a book or a lecture, a tutorial seeks to teach by example and supply the information to complete a certain task.
Originally called the Computer Game Developers Conference, the first conference was organized in April 1988 by Chris Crawford in his San Jose, California-area living room.About twenty-seven designers attended, including Don Daglow, Brenda Laurel, Brian Moriarty, Gordon Walton, Tim Brengle, Cliff Johnson, Dave Menconi, and Carol and Ivan Manley. The second conference, held that same year at a Holiday Inn at Milpitas, attracted about 125 developers. Early conference directors included Brenda Laurel, Tim Brengle, Sara Reeder, Dave Menconi, Jeff Johannigman, Stephen Friedman, Chris Crawford, and Stephanie Barrett. Later directors include John Powers, Nicky Robinson, Anne Westfall, Susan Lee-Merrow, and Ernest W. Adams. In the early years the conference changed venue each year to accommodate its increases in size. Attendance in this period grew from 525 to 2,387. By 1994 the CGDC could afford to sponsor the creation of the Computer Game Developers Association with Adams as its founding director. Miller Freeman, Inc. took on the running of the conference in 1996, nearly doubling attendance to 4,000 that year. In 2005, the GDC moved to the new Moscone Center West, in the heart of San Francisco's SOMA district, and reported over 12,000 attendees. The GDC returned to San Jose in 2006, reporting over 12,500 attendees, and moved to San Francisco in 2007 – where the organizers expect it will stay for the foreseeable future. Attendance figures continued to rise in following years, with 18,000 attendees in the 2008 event. The 2009 Game Developers Conference was held in San Francisco, on March 23–27, 2009. The IGDA awarded 25 scholarships to send qualified students to attend the 2009 GDC.
Christopher Crawford is a computer game designer and writer. He designed and programmed several important computer games in the 1980s, including Eastern Front (1941) and Balance of Power. Among developers he became known for his passionate advocacy of game design as an art form, founding both The Journal of Computer Game Design and the Computer Game Developers Conference. In 1992 Crawford withdrew from commercial game development and began experimenting with ideas for a next generation interactive storytelling system. In 2018, Crawford announced that he had halted his work on interactive storytelling, concluding that it will take centuries for civilization to embrace the required concepts.
San Jose, officially the City of San José, is the economic, cultural and political center of Silicon Valley, and the largest city in Northern California. With an estimated 2017 population of 1,035,317, it is the third-most populous city in California and the tenth-most populous in United States. Located in the center of the Santa Clara Valley, on the southern shore of San Francisco Bay, San Jose covers an area of 179.97 square miles (466.1 km2). San Jose is the county seat of Santa Clara County, the most affluent county in California and one of the most affluent counties in the United States. San Jose is the most populous city in both the San Francisco Bay Area and the San Jose-San Francisco-Oakland Combined Statistical Area, which contain 7.7 million and 8.7 million people respectively.
Don Daglow is an American computer game and video game designer, programmer and producer. He is best known for being the creator of early games from several different genres, including pioneering simulation game Utopia for Intellivision in 1981, role-playing game Dungeon in 1975, sports games including the first interactive computer baseball game Baseball in 1971, and the first graphical MMORPG, Neverwinter Nights in 1991. He founded long-standing game developer Stormfront Studios in 1988.
Crawford continued to give the conference keynote address for the first several years of the conference, including the famous "whip" speech in the early 1990s where he punctuated a point about game tuning and player involvement by cracking a bullwhip perilously close to the front row of the audience. Crawford also founded The Journal of Computer Game Design in 1987 in parallel to beginning the GDC, and served as publisher and editor of the academic-style journal through 1996.
A bullwhip is a single-tailed whip, usually made of braided leather, designed as a tool for working with livestock.
During the late 1990s the conference expanded from its original strict focus on game design to include topics such as marketing and legal issues.
The CGDC changed its name to "Game Developers Conference" in 1999. The GDC has also hosted the Spotlight Awards from 1997 to 1999, the Independent Games Festival since 1999 and the Game Developers Choice Awards since 2001. The GDC is also used for the annual meeting of the International Game Developers Association (IGDA).
The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers."
The Independent Games Festival (IGF) is the first and largest competition for independent games, and highlights the innovative achievements of developers ranging in size from individuals building PC titles to studio teams creating console downloadable titles. A pool of judges from the game industry selects the finalists and winners, and the individual creators are named as the recipients of the awards. The IGF is managed and developed by UBM TechWeb, the organizer of the GDC.
The Game Developers Choice Awards is the game industry's only open, peer-based awards show. Any member of the IGDA may nominate games, and then the membership votes on the finalists. As with the IGF, the individual creators are named as the recipients of the awards. Specialty awards such as Lifetime Achievement and First Penguin are determined by the GDCA committee, and all are revealed at the Game Developers Choice Awards ceremony at the GDC. The IGF and the GDCA are presented back to back, in an awards show produced by UBM TechWeb, typically on the Wednesday of the GDC.
UBM TechWeb has added several other events to the GDC in recent years. At the GDC Expo, developers display the latest techniques useful in game development. "GDC Mobile," first held in 2002, focuses on developing games for mobile phones. Starting in 2004, the GDC partnered with Game Connection to present Game Connection @ GDC, a live matchmaking service for developers and publishers, which in 2007 expanded to include Game Connection Services for outsourcing and other services. Starting in 2006, the GDC partnered with Video Games Live to feature their symphonic performance of videogame music as the closing night event. In addition, the GDC has hosted a number of conference-wide game experiments designed by GameLab. The 2017 GDC included a Board Game Design Day, featuring talks from developers and publishers of tabletop games on their design processes.
UBM TechWeb has also produced several spinoff events. For example, the first GDC Europe (GDCE) was featured at the European Computer Trade Show (ECTS) in London between August 31 and September 1, 2001. Other GDC-related events include the Serious Games Summit, first held in 2004 as a GDC tutorial, and spun off as a standalone event in 2005, focusing on developing games for practical purposes, such as education, corporate training, military, and health care applications; and the Hollywood and Games Summit in conjunction with The Hollywood Reporter first held in June 2006. Additional events include the Game Advertising Summit, the Game Outsourcing Summit, the Game Career Seminar, GDC Russia, the China Game Summit, GDC London, the London Games Summit, the London Game Career Fair, and many others. In late 2006, UBM TechWeb acquired The Game Initiative, and now produces the Austin Game Developers Conference.
Recognizing the burgeoning games market in China, UBM TechWeb brought its flagship event to Shanghai in 2007. With the continued support of Ministry of Culture of the People’s Republic of China, GDC China is held in Shanghai annually and approached its fifth year in November 2012. GDC China has since been cancelled.
GDC China hosted the annual Independent Games Festival China (IGF China) from 2009, calling for entries developed by the independent game studios and individuals in the Asia-Pacific region. IGF China includes the Independent Games Summit, the Independent Games Festival Pavilion, and the Independent Games Festival Awards Ceremony.
About half of the time during the first two days of GDC are given over to tutorials, one- or two-day-long sessions on a given topic. Tutorials take the form of hands-on workshops and cover a variety of technical subjects such as game design, audio, topics in computer programming (such as physics, graphics programing or web technologies), production and business management.
A summit is a section of panels dedicated to a sub-segment of the game industry, also usually held on the first two days of the conference. Past and current summit topics include mobile games, independent games, game education (of students aspiring to join the industry), serious games, social games, artificial intelligence, and online games.
Regularly, Sony Computer Entertainment, Microsoft and Nintendo deliver keynotes at the conference showcasing upcoming products and technologies. Next to the Electronic Entertainment Expo, GDC keynotes are one of the more significant sources of news about upcoming console hardware and platforms, but with a focus on the developer audience instead of the wider press. A number of games in development or upcoming releases are also showcased, but generally far fewer than at E3.
Since 2005, the "rant" panel has been one of the most popular sessions at the conference. Moderated by Eric Zimmerman and Jason Della Rocca, a selection of notable industry figures are invited to speak on industry-related subjects they are passionate about. According to Zimmerman, the idea of the panel "is to really take those grumblings and mutterings and bring them out into the light, speak truth to power, cut through to the real s***, and talk about what is going on in our industry—what's wrong and what we can do to change it."Many rants inspire controversy, discussion and a good deal of media coverage in industry press. Most rant sessions focus on a particular segment of the industry to draw their speakers from:
The Rant panel has inspired similarly structured sessions, with more specialized topics (e.g., "Game Educators Rant" during the Education Summit, or rants during the Indie Game Summit).
Eric Zimmerman created the Game Design Challenge."The idea of the challenge, he said, was to give everyone a sense of the process behind game design, and to attempt to get everyone thinking about new kinds of games." No actual game needs to be built, just designed. The goal of the 2nd annual Game Design Challenge was to create a game based on Emily Dickinson. It was won by Will Wright who designed an Emily Dickinson personality simulator contained entirely on a USB flash drive. The personality would interact with the player by sending Instant Messages and email. The goal was to maintain a stable relationship and avoid the two extremes: romantic obsession with the player or suicidal depression. The first occurrence meant constant interruptions when using the computer. The latter occurrence allowed for the simulation to delete itself. The 3rd time, the task was to create a game worthy of a Nobel Prize. Harvey Smith won with his PeaceBomb game. It would utilize wireless devices to organize flash mobs to engage in random acts of charity. For the first 3 challenges, Eric Zimmerman has always ended the challenge by indicating that all the contestants ideas could really be made into a game.
The goal of the 4th annual Game Design Challenge was to create a game which was a religion, or which could become one. It was won by Jason Rohrer who designed a one-player at a time multiplayer game named Chain World contained entirely on a USB flash drive.
The Experimental Gameplay Workshop is a two-hour workshop that showcases experimental video games and game prototypes.A number of experimental titles that were featured at EGW went on to become some of the most well-regarded in the industry, such as Katamari Damacy and Portal .
Held at the main GDC event in the first part of the year, the presentation for the Game Developers Choice Awards (GDCA) is held. The GDCAs are available for any game made in the previous calendar year, nominated and voted on by members of the game development community.
The Independent Games Festival (IGF) is an event held during the main GDC in the early part of the year, open to games from small independent studios and from students at universities. The IGF culminates with the presentation of several awards to games which have been nominated and voted on in the months prior, and which are given space at the IGF to showcase their game. These awards have cash prizes associated with them, ranging from US$1,000 to US$30,000 for the Seumas McNally Grand Prize. The ceremony is typically held as the lead-in to the GDCA award ceremony.
|GDC 2009||San Francisco, California||March 23–27|
|GDC Europe 2009||Cologne, Germany||August 17–19|
|GDC Austin 2009||Austin, Texas||September 15–28|
|GDC China 2009||Shanghai, China||October 11–13|
|GDC 2010||San Francisco, California||March 9–13|
|GDC Canada 2010||Vancouver, Canada||May 6–7|
|GDC Europe 2010||Cologne, Germany||August 16–18|
|GDC Online 2010||Austin, Texas||October 5–8|
|GDC China 2010||Shanghai, China||December 5–7|
|GDC 2011||San Francisco, California||February 28 – March 4|
|GDC Europe 2011||Cologne, Germany||August 15–17|
|GDC Online 2011||Austin, Texas||October 10–13|
|GDC China 2011||Shanghai, China||November 12–14|
|GDC 2012||San Francisco, California||March 5–9|
|GDC Europe 2012||Cologne, Germany||August 13–15|
|GDC Online 2012||Austin, Texas||October 9–11|
|GDC China 2012||Shanghai, China||November 17–19|
|GDC 2013||San Francisco, California||March 25–29|
|GDC Europe 2013||Cologne, Germany||August 19–21|
|GDC China 2013||Shanghai, China||September 15–17|
|GDC Next 2013||Los Angeles, California||November 5–7|
|GDC 2014||San Francisco, California||March 17–21|
|GDC Europe 2014||Cologne, Germany||August 11–13|
|GDC China 2014||Shanghai, China||October 19–21|
|GDC Next 2014||Los Angeles, California||November 3–4|
|GDC 2015||San Francisco, California||March 2–6|
|GDC Europe 2015||Cologne, Germany||August 3–4|
|GDC China 2015||Shanghai, China||October 25–27|
|GDC 2016||San Francisco, California||March 14–18|
|GDC Europe 2016||Cologne, Germany||August 15–16|
|GDC 2017||San Francisco, California||February 27 – March 3|
|GDC 2018||San Francisco, California||March 19–23|
|GDC 2019|| Moscone Convention Center |
San Francisco, California
|GDC 2020||Moscone Convention Center|
San Francisco, California
Game Developer magazine was the premier publication for working video game creators, originally started in March 1994 by Miller Freeman, Inc as quarterly, later bimonthly, and finally monthly. In each issue, industry leaders and experts shared technical solutions, reviewed new game development tools, and discussed strategies for creating innovative, successful video games. Monthly postmortems dissected the industry’s leading games, from AAA console to social and mobile games and beyond, and columns gave insight into deeper development practices from across all disciplines, from design, to programming, to art, to business, and audio. It was closed in 2013 as part of a restructuring at parent company UBM Tech that included the closing of all print publications owned by that company.
Robert "Bob" Bates is an American computer games designer. One of the early designers of interactive fiction games, he was co-founder of Challenge, Inc., which created games in the 1980s for the pioneering company Infocom. After Infocom's dissolution in 1989, Bates co-founded Legend Entertainment to continue publishing games in the Infocom tradition, but with added graphics. He has designed, written, or produced scores of games, including Unreal II (2003), Spider-Man 3 (2007), and Eric the Unready (1993), listed as Adventure Game of the Year by Computer Gaming World magazine and also included on the 1996 list of "150 best games of all time". In 1998 he wrote the award-winning game Quandaries for the U.S. Department of Justice. He has twice been the chairperson of the International Game Developers Association, which honored him with a Lifetime Achievement Award in 2010. Bates has written extensively about game design and development in works such as the 2001 book Game Design: The Art and Business of Creating Games, which is commonly used as a game design textbook in college courses. From 2011–2014, Bates was Chief Creative Officer for External Studios at Zynga. He continues to work as an independent consultant with various publishers in the games industry.
Simon Carless is an English video game industry publisher, journalist, editor and game designer. He was born in London, England, and presently resides in Alameda, California. Simon works in San Francisco for UBM Tech as head of its Game Network, including overseeing the worldwide Game Developers Conference shows, and as publisher of the Webby Award-winning Gamasutra.
Sheri Graner Ray is an American computer game designer. Active since 1990, she has worked for such companies as Electronic Arts, Origin Systems, Sony Online Entertainment, and Cartoon Network, and has worked on such licenses as Star Wars Galaxies, Ultima, and Nancy Drew. She is author of the book Gender Inclusive Game Design-Expanding the Market and is the computer game industry's leading expert on the subject of gender and computer games.
Brenda Louise Romero, previously known as Brenda Brathwaite, is an American game designer and developer in the video game industry. She was born in Ogdensburg, New York and is a graduate of Clarkson University. Romero is best known for her work on the Wizardry series of role-playing video games and, more recently, the non-digital series The Mechanic is the Message. She has worked in game development since 1981 and has credits on 49 game titles.
The Digital Game Xpo (DGXPO) was the Southeast U.S.'s largest game industry conference. The event was organized and hosted by Wake Technical Community College in Raleigh, North Carolina. The first event was held in 2005 and it was held annually until 2009. The event comprised an expo, career fair, student showcase, and a variety of tutorials, lectures, and roundtables by industry professionals. The expo also held a number of tournaments for popular games of the time like Guitar Hero, Super Smash Bros., and Halo 3.
GCA GAMES CONVENTION ASIA is a major video game exhibition in the Asia-Pacific region. It consists of a public exhibition and a conference where the various players in the video game industry network and interact with each other, while showcasing their latest products and services to the public. Games Convention Asia serves as an entryway for companies trying to enter the Asian interactive entertainment market.
The Graveyard is a computer art game developed by Belgian developer Tale of Tales in which the player assumes the role of an elderly woman walking through a graveyard to a bench. The game ends either with the woman leaving the graveyard or dying of natural causes.
Heather Kelley is a media artist and video game designer. She is co-founder of the Kokoromi experimental game collective, with whom she produces and curates the annual Gamma game event promoting experimental games as creative expression in a social context. She is regular jury member for different computer gaming festivals and public speaker at technology events.
Robin Hunicke is an American video game designer and producer. She is a professor of game design at UC Santa Cruz and the co-founder of Funomena.
Philippe Poisson, better known as Phil Fish, is a French-Canadian former indie game designer best known for his work on the 2012 platform game Fez. He was born and raised in Quebec, where his experiences with Nintendo games in his youth would later influence his game design. He studied game design at the Montreal National Animation and Design Centre, and worked at Ubisoft and Artificial Mind and Movement before starting Polytron in 2008.
Michael Todd is a Canadian independent video game programmer and designer. He is an active member of the Toronto video game developer community, and an advocate for mental health awareness within the profession.
The Seumas McNally Grand Prize is the main award given at the Independent Games Festival, an annual event that takes place during the Game Developers Conference, one of the largest gatherings of the indie video game industry. The award is named after computer game programmer Seumas McNally (1979–2000), founder of independent game development company Longbow Digital Arts. McNally died of Hodgkin's lymphoma shortly after receiving the award in 2000 for his game Tread Marks. The award is given alongside a prize of US$30,000.
The Game Developers Choice Award for the Game of the Year, also known as GDCA Game of the Year is the main video game award presented at the Game Developers Conference (GDC), the largest annual gathering of professional video game developers. The conference, usually held in or around March in San Francisco, presents the award as part of the Game Developers Choice Awards (GDCA), a series of awards honoring outstanding achievements in video game design for games released during the previous calendar year.
The Game Developers Choice Award for Best Visual Art is one of the video game awards presented at the Game Developers Conference (GDC), the largest annual gathering of professional video game developers. The conference, usually held in or around March in San Francisco, presents the award as part of the Game Developers Choice Awards (GDCA), a series of awards honoring outstanding achievements in video game design for games released during the previous calendar year.
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