By Simon Carless

Borderlands, Mass Effect 2 Talks Showcased As GDC 2010 Deadline Nears

[Well, we're almost at GDC 2010, but here's some final details, since online pre-reg closes this Thursday lunchtime - though you can still buy passes onsite from my erstwhile colleagues, if you're just plain lazy.]

As Game Developers Conference 2010's online pre-registration nears its end, GDC organizers are highlighting talks on Borderlands, Mass Effect 2, and Unreal Engine 3's iPhone port, among others.

The conference, taking place from March 9th-13th at the Moscone Center in San Francisco, is closing its discounted pre-show registration at 1pm PT on Thursday, March 4th.

With nine notable Summits - spanning iPhone, social/online gaming, indie, GamesBeat@GDC and beyond -- and multiple tutorials on Tuesday 9th and Wednesday 10th, followed by three days of Main Conference content from Thursday 11th through Saturday 13th, there are now more than 450 sessions in total.

The final set of highlighted sessions, including recently announced lectures and relatively unpublicized talks, include the following notables:

- In 'Where Did My Inventory Go? Refining Gameplay in Mass Effect 2', BioWare's lead gameplay designer Christina Norman "will discuss how a small vision shift lead to radical design changes in Mass Effect 2’s combat gameplay and RPG systems. Lessons learned will be presented, including the challenge of communicating gameplay changes to the existing player community."

- The audio track now includes a Rock Band Network postmortem, with Harmonix's Matthew Nordhaus and Caleb Epps discussing the creation of the still-in-Beta system which allows any musician to record and then sell their music in the Rock Band franchise, thanks to a complex user-created content pipeline.

- In the amusingly named 'Borderlands and the 11th Hour Art Style Change. Or: Kids, Don’t Try this at Home!', Gearbox's Randy Pitchford and Brian Martel will discuss, regarding the 'first successful shooter-looter', why "the company made the decision to change the art style of the game... not in the concept phase, not in preproduction, not at the midpoint, but three quarters of the way through development" -- and how the change was marshaled through.

- An iPhone Games Summit lecture called 'Bringing UE3 to Apple's iPhone Platform' sees Epic Games' Josh Adams discussing "the methods Epic used to bring a large-scale game engine over to a mobile device in only a few months time. Important points include what we had to change in Unreal Engine 3 to target the iPhone, what we were able to leverage directly, and what features we cut to overcome limitations of the hardware."

- Several signature GDC microlecture and rant sessions round off this year's show, including Uncharted 2's Richard Lemarchand leading the second GDC Microtalks session, with CMU's Jesse Schell and Denki's Gary Penn; The Indie Game Maker Rant at the Indie Games Summit, including Captain Forever's Jarrad Woods and Thatgamecompany's Robin Hunicke; and the Game Design Challenge, this year including Portal's Kim Swift and Flower's Jenova Chen and focusing on 'real-life permadeath'.

Other recently confirmed GDC 2010 talks include Civilization V and Chris Hecker lectures, plus Blizzard design, Shadow Complex and PS3 Motion Controller talks. Other notable talks have been announced on Deus Ex 3's "cyberpunk renaissance" look, Silent Hill producer Akira Yamaoka's ethos, and Batman: Arkham Asylum's art direction. Organizers also detailed a talk by Metroid creator Yoshio Sakamoto, confirmations of Peter Molyneux and Pixar lectures, and a keynote from game design legend Sid Meier (Civilization).

More information about GDC 2010 -- run by this website's parent firm -- is available on the official Game Developers Conference weblog, and the GDC Schedule Builder has a complete list of lectures for the event. Regular discounted online registration for GDC 2010 is only available until Thursday, March 4 at 1pm PT.

By Simon Carless

GameSetNetwork: Best Of The Week, Oct. 18th

The end of another seven days, so it's time to go through the top full-length features of the past week on big sister site Gamasutra, plus some GameCareerGuide features du jour.

These would include some genuinely interesting interviews with Randy Pitchford (about Gearbox and Borderlands) and Rex Ishibashi (about his work heading up EA Japan), as well as pieces on Osiris and game design, the necessity to iterate in game creation, making games for Android, and several other neat GCG pieces.

Here we go:

EA Takes Japan: An Interview With Rex Ishibashi
"Publishing giant Electronic Arts is getting more aggressive in Japan once more, thanks to Eastern-targeted games such as Tsumuji, and Gamasutra speaks in-depth to EA Japan veteran and head Rex Ishibashi on the market and the company's plans there."

Making Better Games Through Iteration
"Though it may seem self-evident, rapid iteration is a great tool for creation small games, and Mobile Pie's Will Luton discusses how his team made iPhone title B-Boy Brawl iteratively, after initial failure through too much rigidity."

Sponsored Feature: Fluid Simulation for Video Games (Part 1)
"This sponsored feature, part of Intel's Visual Computing site and written by Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy, begins a multi-part series that explains fluid dynamics and its simulation techniques."

The Birth of Collecting: The Osiris Archetype In Games
"Jason Johnson looks to the mythological Egyptian god Osiris to draw an inconspicuous parallel between the story of the supernatural being and the practice of collecting objects in video games."

Developing Games for Android
"Amid the iPhone game development gold rush, developer Derek James checks out the hooky, Java-based Android OS from Google, discussing advantages and disadvantages."

The Illusions We Make: Gearbox's Randy Pitchford
"Gearbox boss Randy Pitchford knows what he likes and what he does not. Here, the outspoken designer describes the studio's latest game, Borderlands, as the game he's 'been wanting to make for 10 years.'"

GCG: Educational Fantasy
"Lindsay Grace discusses the challenges facing educational game design, and how the practical matters of education intersect the enveloping fantasy we expect from games."

GCG: Postmortem - Lies and Seductions
"In this postmortem, Petri Lankoski discusses the making of Lies and Seductions, an adventure game inspired by the novel Dangerous Liaisons."

By IndieGames.com - The Weblog

Gearbox’s Pitchford: Steam Is Exploiting Indies

steam.jpgSister site Gamasutra are reporting that Randy Pitchford, co-founder of Gearbox Software, has said that Valve is exploiting independent developers with its Steam digital distribution service.

While we normally hear developers proclaiming that Valve is boosting the indie gaming market, Pitchford commented that there is too much "conflict of interest" involved and maybe a little too much money-grabbing. He said:

"Steam helps us as customers, but it’s also a money grab, and Valve is exploiting a lot of people in a way that’s not totally fair. Valve is taking a larger share than it should for the service it's providing. It’s exploiting a lot of small guys. For us big guys, we’re going to sell the units and it will be fine."

He finished by saying that as a distribution system, "Steam isn’t the answer".

I'm personally one of those who believe Steam is doing a great amount of good for independent gaming, but Pitchford's comments seem to throw that a little. If there are any independent developers who have dealt with Steam in the past, we'd love to hear your take on the issue. Are Valve helping independent gaming develop and be taken more seriously, or is it all about the moolah?

Read the full story over on Gama. Continue reading

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