Game Developers Conference 2006--Featuring The Game Design Track
Game designers need to understand and exploit the possibilities of new technologies even as they continue to master the traditional disciplines of drama, gameplay, and psychology. The Game Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques.
Here are the GDC:06 Game Design Track Highlights
Defining The Assassin: Designing Next-Gen Gameplay in Theory and in Practice
Jade Raymond
Patrice Desilets
(Ubisoft Montreal)
Harnessing Hulk: Controls, Motion, Gameplay!
Eric Holmes
Bryan Brandt
(Radical Entertainment)
Scaring the Beejezus out of the Player in an FPS
Brent Disbrow
Matt Tieger
(High Moon Studios)
MMO Player-to-Player Sales, or You only paid $50 for that blaster?
Sam Lewis
(Sony Online Entertainment)
Game Design Considerations for Alternate Controllers
Greg LoPiccolo
Tracy Rosenthal-Newsom
(Harmonix Music Systems)
Sixty of 210 session are in the Game Design Track. For complete descriptions of all Game Design sessions, check out this GDC:06 Web page. [Bill Fox]
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