GDC2019 記事まとめ (65セッション99記事)

2019年3月18日から3月22日にかけてサンフランシスコで行われた世界最大のゲーム開発者会議「Game Developer Conference」についての日本語記事をまとめました!
Contents
- 1. Keynote
- 2. Advocacy
- 3. AI
- 4. Audio
- 5. Business & Marketing
- 5.1. PR Success.gif: How to Get Your Game Across in 5 Seconds
- 5.2. 'Tetris’ World Championship: Building Explosive Esports on 8-bit Nintendo
- 5.3. Game Discoverability Day: Building a Community for Your Game from Scratch
- 5.4. 10 Rules to Build the Next Great Esport Game
- 5.5. Steam Business Update (Presented by Valve)
- 5.6. The ZERO Marketing Experiment on Steam: Launching a Game Without Telling Anyone
- 6. Community Management
- 7. Design
- 7.1. Making 'Tetris Effect’-ive
- 7.2. Classic Game Postmortem: 'Panzer Dragoon’, 'Panzer Dragoon Zwei’, and 'Panzer Dragoon Saga’
- 7.3. 'Devil May Cry 5’: Creating a Standout Action Game
- 7.4. Classic Game Postmortem: 'Lemmings’
- 7.5. Reinventing 'God of War’
- 7.6. Lessons from 'Duolingo’: How to Make Learning Hard Things Easy
- 7.7. 'The Missing’: An Attempt at Complete Cohesion of Gameplay and Narrative
- 7.8. Board Game Design Day: Edible Tabletop Games: Using Constraints to Innovate
- 7.9. Can You Make a Good Game Without Good Play Mechanics?
- 7.10. Down the Rabbit Hole with Oculus Quest (Presented by Oculus)
- 7.11. Making of 'ASTRO BOT Rescue Mission’: Reinventing Platformers for VR
- 7.12. Building 'SAM’ the First AI Chatbot for Players
- 7.13. 'Dead Cells’: What the F*n!?
- 7.14. Level Design Workshop: The Level Design of 'God of War’
- 7.15. Classic Game Design Postmortem: Swinging with Spider-Man
- 7.16. Data Informed Decisions with the Champions of 'League of Legends’
- 8. eSports
- 9. Game Career / Education
- 10. Game Narrative
- 11. Independent Games Summit
- 11.1. Put Your Name on Your Game
- 11.2. 2014 vs. 2018: The Shape of Financial Success Before and After the Indiepocalypse
- 11.3. 'Slay the Spire’: Success through Marketability
- 11.4. Squeezing into the Industry: How a Couple African Kids Made a Video Game
- 11.5. 'Subnautica’ Postmortem
- 11.6. Letting Go: A 'Florence’ Postmortem
- 12. Localization / QA
- 13. Monetization
- 14. Production
- 15. Programming
- 15.1. Xbox Live: Growing & Engaging Your Gaming Community Across Platforms
- 15.2. Procedural Generation of Cinematic Dialogues in 'Assassin’s Creed Odyssey’
- 15.3. Advanced Graphics Techniques Tutorial: Four Million Acres, Seriously: GPU-Based Procedural Terrains in 'Serious Sam 4: Planet Badass’
- 15.4. Project xCloud: The Future of Streaming Xbox Games on Mobile Devices and Beyond (Presented by Microsoft)
- 15.5. Voxel-Based Navigation in Black Desert for Increased Efficiency and Flexibility (Presented by Pearl Abyss)
- 15.6. Truly Next-Gen: Adding Deep Learning to Games & Graphics (Presented by NVIDIA)
- 16. Serious Games
- 17. Smartphone / Tablet Games
- 18. Social / Online Games
- 19. UX
- 20. Virtual / Augumented Reality
- 20.1. Digging for Fire: Virtual Reality Gaming 2019
- 20.2. Characters to Get Immersed In: Creating the Cast of 'Blood & Truth’
- 20.3. Embracing Chaos: Designing for Emergent Gameplay in VR
- 20.4. Galactic Lessons in Mixed Reality Storytelling
- 20.5. Enhanced Immersivity: Using Speech Recognition for More Natural Player AI Interactions
- 20.6. The State & Future of AR Games: Rose-Colored Glasses
- 21. Visual Arts
- 21.1. Procedurally Crafting Manhattan for 'Marvel’s Spider-Man’
- 21.2. Costume in Games: Integrating a Costume Designer into the Character Pipeline
- 21.3. Illustrating Tamriel: Creating Key Art for 'The Elder Scrolls Online’
- 21.4. The Art of 'FAITH’: Horror at 192×160 Pixels
- 21.5. Animation Bootcamp: Rocket Man: Creating Flight and Underwater Movement for 'Anthem’
- 21.6. The Animation of 'Spider-Man PS4’
- 22. Special Events
- 23. GDC EXPO
- 24. Others
- 25. まとめ
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