View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
Noah Sasso (Technical Designer, Iron Galaxy Studios)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: Video
Audience Level: All
In 2009, 'Street Fighter IV' revitalized the traditional fighting game genre, kicking off a decade of renewed interest from developers, players and viewers. Nonetheless, even in an era where competitive games like 'Fortnite' and 'Overwatch' are more dominant than ever, mainstream appeal seems to remain slightly out of reach.
This talk surveys the ways developers have attempted to broaden the audience for one of the oldest and most exciting genres in the industry. Noah analyzes a wide variety of games released between '09 and '19, revealing how specific design and aesthetic decisions can shape player experiences in unexpected ways.
Attendees learn about how the genre's design traditions have shifted over time, as well as the most (and least!) effective ways to make fighting games more broadly appealing while retaining their competitive core.
No prior knowledge about fighting games or design terminology is necessary.