Keynote: Building a Creative Culture, Together
Keynote: DEATHLOOP: Looking Inside a Design Loop
In this fireside chat, members of the Award-winning Arkane Lyon studio team, including this year’s Develop Star Award recipient Dinga Bakaba, discuss some of the development challenges and successes they had during production of DEATHLOOP.
Discussion topics will include:
- Creating a first-person action game in a brand new world, while preserving the Dishonored heritage.
- Analyzing the challenges of developing an immersive sim with the added complexity of multiplayer components.
- How the studio focused on the personal skills they had to develop during DEATHLOOP's development.
- The creative team will share their choices on the design of the characters, environments, and weapons design.
This panel will change how you look at making your next game.
Keynote: Wolfenstein 3D Postmortem
In early 1992, id Software had just shipped their latest 2D platform games and were ready for something different. Having released the first texture-mapped 3D shooter, Catacomb 3D, just a couple months earlier, they were planning what their next project would be. Wolfenstein 3D was an ambitious design for an MS-DOS PC in 1992. There were no GPUs, most games were 320x200 pixels, a lot of memory was 4GB, and mice were rarely used. Follow the journey that the four founders of id Software took to create a watershed moment in gaming history that showed the world that the PC could play a new kind of game that no other machine could replicate. Game designer, programmer, and id Software co-founder, John Romero, will take the audience through this short seven month timeline and show you just how much happened during Wolfenstein 3D's development rollercoaster ride.