GDC is home to a variety of summits, which adapt to the changing face of the games market, and its multiple facets. This year, summits
encompass artificial intelligence, education, smartphone development, indie games, serious games, localization, and social games.
Below, we’ve outlined each summit, as well as a sampling of the key talks within each. More talks will be added after press time, so
be sure to visit www.gdconf.com for more.
AI SUMMIT
The AI Summit at GDC is organized by the AI Game
Programmers Guild, and features lectures from some of
the industry’s top AI programmers, who will discuss the
key architectures and problems with modern games, as
well as where AI will go moving forward. These lectures
are directed at intermediate to advanced programmers
who hope to gain a better understanding of AI, though
most anyone interested in the subject will surely gain
crucial knowledge from any of the numerous sessions.
will explain how to create more environmentally
aware AI using influence maps, detailing their
use for spatial analysis and position evaluation
for strategy and action games.
PEOPLE IN YOUR POCKET: HIGH-QUALITY AI ON MOBILE DEVICES
Richard Evans (Little Text People), Emily Short
(Freelance Writer and Consultant), and Andrew
Stern (ngmoco)
/// While simulating human behavior on PC
and consoles can require huge amounts of
animation and graphic resources, developing
on mobile devices allows developers to focus
less on appearance, and more on behavior. This
lecture focuses on the unique challenges of
mobile development as regards AI design; with
lower expectations for high-quality visuals,
developers can focus on generating high quality
behavior, even under strict technical limitations.
GAME EDUCATION SUMMIT
The GDC Education Summit aims to bring together
educators and working professionals to share their
experiences and ideas to benefit game education in
the classroom, and to give advice to current and former
students. Lectures will highlight experimental and
inventive educational approaches that conference
attendees can bring back to school, whether they are
educators or students. Other sessions will focus on
collaboration and how students should aim to succeed in
the industry after graduation.
BRINGING GAMES USER
RESEARCH INTO OUR
EDUCATIONAL PRACTICE
Katherine Isbister (NYU’s Polytechnic Institute)
programs to teach students how to bring
together the multi-dimensional aspects of game
development.
USING RANDOMNESS IN AI: BOTH
SIDES OF THE COIN
Dave Mark (Intrinsic Algorithm), Brian Schwab
(Blizzard Entertainment)
/// When players begin to notice AI becoming
repetitive or predictable, it can severely harm a
game’s longevity. To alleviate this risk, adding
elements of randomness can keep a game
interesting, just so long as it continues react
in a believable way to the player’s actions.
This lecture examines how players interpret
randomness as more complicated game
systems, as well as how to avoid some of the
problems that random elements can generate.
/// In order to understand audiences and users,
developers must understand how to conduct
effective research to aid design decisions. This
talk will examine games education programs
at four different universities, and how research
techniques can be woven into the curriculum and
also into the general atmosphere of a program.
EDU TO INDIE: TEACHING
STUDENTS SELF-RELIANCE
Jeremy Gibson (USC - Interactive Media Division)
GDC SMARTPHONE SUMMIT
In previous incarnations, GDC has featured a mobile
summit, and later an iPhone summit. This year will
mark the first annual GDC Smartphone Summit, which
looks more broadly at the iPhone and iPad, Android
OS devices, Blackberry, and other similar handheld
platforms. The mobile space’s top developers will
share their ideas and practices for developing mobile
games, focusing on emerging business and marketing
strategies, as well as design tips for taking advantage
of these successful platforms.
/// While many students may dream of starting
their own company after graduation, achieving
such a goal can prove incredibly difficult. In
this talk, USC faculty member Jeremy Gibson
discusses how students should prepare for a
successful indie future, citing examples of past
student success.
CHANGING THE WAY WE MAKE
GAMES: LESSONS LEARNED IN
THE TRANSITION FROM AAA TO
MOBILE DEVELOPMENT
Vijay Thakkar (Newtoy)
LAY OF THE LAND: SMARTER AI
THROUGH INFLUENCE MAPS
Damián Isla (Moonshot Games), Alex
Champandard ( AiGameDev.com), Kevin Dill
(Lockheed Martin)
COLLABORATION ACROSS
DISCIPLINES AND PROGRAMS
Eric Zimmerman (Independent), Michael Sweet
(Berklee College of Music), Matthew Weise
(Singapore-MIT GAMBIT Game Lab), Tracy Fullerton
(USC School of Cinematic Arts) and Colleen
Macklin (Parsons the New School for Design)
/// With the rise of mobile and social gaming has
come a host of changes to the way we make
games. Based on experience from working with
AAA titles and social games, Vijay Thakkar will
examine how to improve development for new
or unexplored platforms.
/// When placing an AI-controlled character
into a game environment, it needs to be able
to successfully navigate its surroundings in
believable and interesting ways. This lecture
/// Any development team knows collaboration
is crucial for any project, and this panel will
examine how an emphasis on coordination
and communication can be used in education
THE NGMOCO LIVE TEAM
PLAYBOOK: LIFE AFTER LAUNCH
Caryl Shaw (ngmoco)
/// With a slew of online-enabled iOS and
Android games under its belt, developer ngmoco
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