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Game Developers Conference
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==Recurring highlights== === Tutorials === 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 programming or web technologies), production and business management. ===Summits=== 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 (for students aspiring to join the industry), [[serious games]], [[Social-network game|social games]], [[Artificial intelligence (video games)|artificial intelligence]], and online games. ===Console Maker's Keynotes=== 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 traditional gaming conventions. ===Developer's Rant=== 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."<ref>{{cite web|url=http://www.gamespot.com/news/6120449.html |title=GDC rant heard 'round the world |date=March 18, 2005 |first=Galen |last=Davis |publisher=Gamespot.com |url-status=dead |archive-url=https://web.archive.org/web/20070606215623/http://www.gamespot.com/news/6120449.html |archive-date=June 6, 2007 }}</ref> 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: * 2005: "Burning Down the House: Game Developers Rant" * 2006: "Burn Baby, Burn: Game Developers Rant" * 2007: "Burning Mad: Game Publishers Rant" * 2008: "Pouring Gas on the Flames: Game Designers Rant" * 2009: "Burned by Friendly Fire: Game Critics Rant" * 2010: "Fired and Fired-Up: Jobless Developers Rant" * 2011: "No Freaking Respect! Social Game Developers Rant Back" * 2012: "Burn this MotherFather!: Game Dev Parents Rant" * 2013: "Mad as Hell: Hothead Developers Rant Back" * 2014: "Rant Apocalypse: The 10th Anniversary Mega Session" 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). ===Game Design Challenge=== [[Eric Zimmerman]] created the Game Design Challenge.<ref>{{cite web | title = GDC: The Game Design Challenge: The Nobel Peace Prize | url = https://www.gamedeveloper.com/design/gdc-the-game-design-challenge-the-nobel-peace-prize | date = March 24, 2006 | access-date = July 25, 2007 | first = Vincent | last = Diamante | archive-date = December 1, 2007 | archive-url = https://web.archive.org/web/20071201134554/http://www.gamasutra.com/view/feature/2633/gdc_the_game_design_challenge_.php | url-status = live }}</ref> "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 (game designer)|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 messaging|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 (game designer)|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]].<ref>{{cite web | title = GDC: The Game Design Challenge: Bigger Than Jesus | url = https://www.gamedeveloper.com/design/gdc-vault-debuts-2011-s-game-design-challenge-session-video | date = July 22, 2011 | access-date = July 25, 2011 | author = Gamasutra Staff | archive-date = July 23, 2011 | archive-url = https://web.archive.org/web/20110723211237/http://www.gamasutra.com/view/news/36021/GDC_Vault_Debuts_2011s_Game_Design_Challenge_Session_Video.php | url-status = live }}</ref> === Experimental Gameplay Workshop === The Experimental Gameplay Workshop is an influential 2-hour game presentation session held annually at the Game Developers Conference in [[San Francisco]]. The event showcases experimental video games and game prototypes. The workshop was founded by [[Jonathan Blow]], the developer behind the game [[Braid (video game)|Braid]]. As of 2021, it was headed by [[Robin Hunicke]] and [[Daniel Benmergui]].<ref name="organizers">{{cite web |title=Organizers |url=http://www.experimental-gameplay.org/organizers |website=Experimental Gameplay Workshop |access-date=August 14, 2021 |archive-date=July 29, 2020 |archive-url=https://web.archive.org/web/20200729112010/http://www.experimental-gameplay.org/organizers |url-status=live }}</ref><ref name="womeningaming">{{cite book |last1=Marie |first1=Meagan |title=Women in Gaming: 100 Professionals of Play |url=https://books.google.com/books?id=0ad2DwAAQBAJ&pg=PA119 |date=December 4, 2018 |publisher=Penguin |isbn=978-0-7440-1993-3 |page=119 |language=en}}</ref> The session generally showcases 20 titles from over 250 submissions each year.<ref name="womeningaming" /> Keita Takahashi showcased his title [[Katamari Damacy]] before it was released in the US at the workshop in 2004. At lecture at the GDC in 2005, Keita credited the session for helping get the game released in the US.<ref>{{cite web |title=Impact |url=http://www.experimental-gameplay.org/impact |website=Experimental Gameplay Workshop |access-date=August 14, 2021 |archive-date=July 14, 2021 |archive-url=https://web.archive.org/web/20210714144555/http://www.experimental-gameplay.org/impact |url-status=live }}</ref> In a 2009 interview, he however expressed some criticism of the format, saying the games chosen felt gimick-y and the presentations being uninteresting.<ref name="gamesetwatch">{{cite web |title=GameSetWatch GameSetBaiyon: 'Keita Takahashi's Interstellar Art' |url=http://www.gamesetwatch.com/2009/11/baiyon_keita_takahashi_interview.php |website=www.gamesetwatch.com |access-date=August 14, 2021 |archive-date=July 17, 2021 |archive-url=https://web.archive.org/web/20210717114331/http://www.gamesetwatch.com/2009/11/baiyon_keita_takahashi_interview.php |url-status=dead }}</ref> === Game Developers Choice Awards === 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. === Independent Games Festival === [[File:IGF Pavilion at GDC 2019.jpg|thumb|right|The Independent Games Festival Pavilion at the 2019 GDC]] 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 {{USD|1,000}} to {{USD|30,000}} for the [[Seumas McNally Grand Prize]]. The ceremony is typically held as the lead-in to the GDCA award ceremony. === alt.ctrl.GDC === alt.ctrl.GDC is an exhibit taking place in the GDC Expo. Visitors can play games using alternative controllers and meet the developers behind the projects. One of these games win the alt.ctrl.GDC Award, which includes a $2,000 prize plus a special trophy, at the IGF ceremony during GDC, with judging taking place on-site.<ref>{{Cite web|url=https://www.rockpapershotgun.com/2019/04/04/i-got-tied-to-a-chair-at-alt-ctrl-gdc-and-it-was-wild/|title=I got tied to a chair at Alt.Ctrl.GDC and it was wild|last=Cox|first=Matt|date=April 4, 2019|journal=Rock Paper Shotgun|access-date=January 19, 2020|archive-date=November 2, 2019|archive-url=https://web.archive.org/web/20191102170312/https://www.rockpapershotgun.com/2019/04/04/i-got-tied-to-a-chair-at-alt-ctrl-gdc-and-it-was-wild/|url-status=live}}</ref><ref>{{Cite web|url=https://www.gdconf.com/alt.ctrl.gdc|title=alt.ctrl.GDC|website=GDC|date=August 7, 2018|access-date=January 19, 2020|archive-date=January 6, 2020|archive-url=https://web.archive.org/web/20200106003705/https://gdconf.com/alt.ctrl.gdc|url-status=live}}</ref>
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