2月に発表されたプレイステーション4や今後発表が予定されるXbox次世代機など久しぶりに家庭用ゲーム機が賑わいを見せそうな2013年。ソニーの「Overview of PS4 for Developers」ではPS4のゲーム開発の概要が明らかにされる予定。Wii Uで迎え撃つ任天堂は「Nintendo Wii U Application Development with HTML and JavaScript」と題してウェブ技術を用いた開発について明らかにします。新興勢力ではNVIDIAが「NVIDIA Project SHIELD and Tegra 4」を実施します。
次世代機での開発が活発化するデベロッパーでは小島秀夫氏が「Photorealisn Though the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes」にてFox Engineの全容を語る予定。既にPS4で『Destiny』を発表しているBungieは「Brave New World: New Bungie IP」、次の一手に注目が集まるValveは「What We Learned Porting Team Fortress 2 to Virtual Reality」が行います。
引き続き注目のスマートフォン関係ではグリーのMike Lu氏が「Modern War: A Mid-Core Journey into Live Ops」としてミッドコアタイトルについて、ディー・エヌ・エーのYuji Shimizu氏が「Blood Brothers: How a Japanese Mobile RPG Made It to the Top of the American Charts」では日本のRPGの海外展開について、PopCapのJames Gwertzman氏は「OMG! Zombies on the Great Wall of China!」として『Plants and Zombies』の中国での成功について語ります。
日本人セッションではガンホーの森下一喜社長が「100% Fun: Keeping Players Engaged」としたセッションを予定。海外でも勢いを増す『パズル&ドラゴンズ』に言及されそうです。また、『LA-MULANA』の楢村匠氏は「Commun-indies: Making the Most of Your Indie Community」でインディーコミュニティについて講演します。今年はシナリオがGDCの大きなテーマの一つですが、スパイク・チュンソフトの打越鋼太郎氏は「Visual Novels: Narrative Design in Virtue's Last Reward」との講演を予定します。
毎年好評のクラシックゲームのポストモーテムでは『Myst』、『X-COM: UFO Defence』、『Pinball Construction Set』、『Crystal Castles』が予定されています。
■25日(月)■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ 10:00 Taking the Leap from Student to Studio: The Story About Making FRACT 10:00 Free to Play Game Design: A Year in Review 10:00 AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe 10:35 Molyjam: How Twitter Jokes Can Save Video Games 11:15 Games for Impact R&D: The GLS Center 11:15 The Art of Incredipede 11:15 There's More to Life Than Press Releases and Promo Codes 11:15 Put the Payer in Player: Monetizing Games Through Scalable Advertising 11:50 Shellrazer - Designing In-App Purchase Without Losing Your Soul 11:50 The Game Attorney's Intellectual Property Primer for Educators 13:45 Building Scalable, Cross-Platform Graphics Systems for Mobile 13:45 How We Created Mark of the Ninja Without (Totally) Losing Our Minds 13:45 ZombiU: Creating an Undead Cult 13:45 The Unfinished Swan: From Student Prototype to Commercial Game 13:45 Modern War: A Mid-Core Journey into Live Ops 13:45 How to Sell Your QA Services on a Free-to-Play Project 14:20 Writing Grant Proposals for Commercially Viable Game Products 14:20 Free Indie Games: Curating the DIY Revolution 14:20 NimbleDo's & Don'ts 15:00 Developing for a Moving Target: Free-to-Play in an Evolving Marketplace 15:00 OMG! Zombies on the Great Wall of China! 15:00 Creatrilogy: Three Talks Exploring Indie Game Creativity 15:00 The Winning Formula: Secrets & Strategies to Publishing Profitable Mobile Games 15:00 Avengers Initiative: Transitioning from Console to Mobile Patrick Moran 15:35 Candy Crush Saga Postmortem: Luck in the Right Places 15:35 Successfully Operating Western Games in China 16:30 Crowdfunding for Indies: Real Numbers and Trends 16:30 Narrative in Games - Role, Forms, Problems, and Potential 16:30 Scaling F2P Mobile Across Platforms - And Across the World 16:30 Game Design Curriculum Deathmatch 17:05 From Click to Tap: Building Kingdoms of Camelot for Mobile 17:05 How to Lie with Analytics 17:05 Obsessive-Compulsive Development: Retro/Grade Postmortem 17:05 Is That a Gun in Your Pocket or Are You Just Happy to See Me? Evolving the Emotional Content of Games
■26日(火)■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ 10:00 Best Practices for Leveraging Worldwide Age Ratings Submissions and Geopolitical Content Reviews 10:00 Bringing the Game to Life - Halo 4: Forward Unto Dawn Postmortem 10:00 Blood Brothers: How a Japanese Mobile RPG Made It to the Top of the American Charts 10:35 Return on Investing in a Robust Localization Database 11:15 The Emerging Landscape of African Game Development 11:15 Challenges of the Dual Customer in Kids Mobile Games - Kids and Their Parents 11:15 Why Won't FarmVille Go Away? 11:15 Game Design Is Business Design 11:50 Design Occlusion is Killing Your Creativity 11:50 The Western Games That Conquered China 13:45 Making a Better Girl Game: Playdom's City Girl Postmortem 13:45 Video Game Journalism in the National University System 13:45 Designing Without a Pitch - FTL Postmortem 13:45 Localization Microtalks: Around the World in Sixty Minutes 13:45 Publishing 2.0: What's the Real Deal? 13:45 Video Game Journalism in the National University System 14:20 We Are Not Heroes: Contextualizing Violence Through Narrative 15:00 BBC, Cross-Media and Video Games 15:00 Surviving Free to Play for Small and Early-Stage Start-Ups 16:30 Latin America - Essential Insights into the Most Vibrant Growth Market in Gaming 16:30 Science Speaks: The Necessity of Localization 17:05 Designing Beyond the Frontiers of F2P 17:05 Implementing Blizzard's Localization Vision in Real Time
■27日(水)■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ 9:30 Developing a Second Screen Experience with Xbox SmartGlass (Presented by Microsoft) 9:30 2013 Game Changers: How Will Devices Impact Your Future Growth? 11:00 Mobile Game Discovery and Engagement: The Importance of Consumer Segmentation 11:00 Kickstarter Lessons for Indie Game Developers 11:00 Overview of PS4 for Developers (Presented by Sony Computer Entertainment America) 11:00 RPG Development: Inspiration and Perspiration 11:00 Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes 11:00 Clone Wars: The All Out Assault on Innovation in Games 12:30 Basic Game Building for Windows Phone (Presented by Microsoft) 12:30 How Mobile Ad Tracking Impacts App Marketing Results (Presented by Fiksu) 14:00 Kingdom Age by the Numbers: A Postmortem 14:00 Designing DayZ: Lessons from Cherno 14:00 Game Writers' Roundtable: Tips, Tricks, and Techniques 14:00 Nintendo Wii U Application Development with HTML and JavaScript 14:00 Running the VR Gauntlet -- VR Ready, Are You? (Presented by Oculus VR) 14:00 Scapegoats No More: Improving the Public Image of Games 14:35 F2P the Wrong Way: Age of Empires Online 15:30 Classic Game Postmortem: Myst 15:30 Miiverse Support from Your Games 15:30 Next Generation Character Rendering 15:30 Usability Is Not Random 17:00 The Science Behind Shaping Player Behavior in Online Games 17:00 Exploring SimCity: A Conscious Process of Discovery 17:00 Monetize, Localize and Market Your Game in Emerging Regions, Including Russia/CIS Countries, Latin America & More 17:00 Tokyo Jungle and Japan's Gaming Potential 17:00 We Are the Space Invaders (Presented by NASA) 18:30 IGF & Choice Awards Ceremony
■28日(木)■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ 10:00 How CSR Broke the Mold in Freemium 10:00 Behind the Scenes of Dragon's Dogma: A Look at the Development of Capcom's Open-World Action Role-Playing Game 10:00 Building SimCity: Art in the Service of Simulation 10:00 PlayStation Vita Development: From Start-to-Finish and Why You Should Be Excited About It 10:35 CSR Racing: Secrets and Lessons 10:35 Designing a Live MMORPG: The First Year of Star Wars: The Old Republic 11:30 Child's Play: Making Games for Kids Roundtable 11:30 Commun-indies: Making the Most of Your Indie Community 11:30 Shout at the Devil: The Making of Diablo III 11:30 Virtual Reality: The Holy Grail of Gaming (Presented by Oculus VR) 11:30 Humanity's Last Game: The Game Design Challenge Final Championship 13:00 The Future of Mobile Gaming (Presented by ARM) 14:30 Awesome Video Game Data 2013 14:30 Sex in Video Games 14:30 The 5 Key Plot Points to Creating a Great Story 14:30 Visual Novels: Narrative Design in Virtue's Last Reward 16:00 Brave New World: New Bungie IP 16:00 Casual Games Roundtable 16:00 Designing Journey 16:00 NVIDIA Project SHIELD and Tegra 4: Redefining AFK (Presented by NVIDIA) 16:00 Schrodinger's Cat in a Mercedes: Making Games with Nonlinear Narrative 16:00 Play with Data: The Many Faces of Online Game Data 17:30 The Art Direction of DmC Devil May Cry 17:30 Why Virtual Reality Is Hard (And Where It Might Be Going) 17:30 Building your Gaming Strategy for BlackBerry 10 (Presented by BlackBerry) 17:30 Crossing Microsoft Screens: Building Cross Platform Gameplay in Skulls of the Shogun (Presented by Microsoft) 17:30 Moving Games into the Cloud, Technologies and Architectures (Presented by NVIDIA) 18:05 The Walking Dead: Crafting a Stylized World for the Mature Franchise 18:05 What We Learned Porting Team Fortress 2 to Virtual Reality
■29日(金)■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ 10:00 When It's Only Sound: Creating an Audio-Only 'Video' Game 10:00 The Reinvention of Tomb Raider 11:30 100% Fun: Keeping Players Engaged 11:30 Rapid Development of High Performance Games for Mobile and Web 14:30 The Art of Journey 14:30 Halo Reborn: A Postmortem on the Creation of Halo 4 14:30 Outernauts: From AAA Console to AAA Flash Games 14:30 Simulating a City, One Page at a Time 14:30 Through the Grinder: Refining Diablo III's Game Systems 14:30 Workplace Environment Design Roundtable 15:05 Designing the 100+ Characters of Infinity Blade: Establishing Constrained Diversity 16:00 Going Rogue: Game Design Freelancing 101 16:00 Counterplay and Teamplay in Multiplayer Game Design 16:00 Cutscenes Everywhere: The Tech Behind StarCraft II's Storytelling 16:00 Ten Principles for Good Level Design 16:35 Defining a Target Market for a Connected TV Platform
《土本学》