View, browse and sort the ever-growing list of sessions by pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.
Use the Viewing Experience filter to see which sessions will be available on-site, on the virtual platform, or both:
All registered attendees will be able to build their personal schedule in the virtual GDC event platform and mobile app. Download the Informa Tech Events app to gain access to the Game Developers Conference 2022 virtually. Login with the email address you used to register.
Alan Blaine (Principal Technical Designer, Bungie)
Location: Room 2014, West Hall
Date: Wednesday, March 23
Time: 2:00 pm - 3:00 pm
Pass Type: All Access Pass, Core Pass, All Access Online Only Pass - Get your pass now!
Topic: Design, Production & Team Management
Format: Session
Viewing Experience: In-Person/Virtual
Vault Recording: Video
Audience Level: Yes
Bungie is well-known for the '30 seconds of fun' loop pioneered in its award-winning franchises, including both Halo and Destiny, but that isn't enough in today's market. As a Live Service game, Destiny 2 also needs hundreds and thousands of hours of pursuit to keep players entertained and engaged. In order do that without breaking the production cycle every release, they enhance their bespoke activity and sandbox content with numerous systemic adjustments to challenge players in seven difficulty categories. Learn about these categories and the kind of pressure they apply to players, the tools players use to overcome that pressure, as well as solo and group case studies that show how core activities are transformed to provide near-infinite challenge. Lastly, learn about techniques for effectively playtesting and tuning challenging content without making it impossible to beat!
Attendees to this talk will learn how to apply Challenge Categories to their live service or multiplayer game and use them to systemically improve challenge, entertainment, and engagement for their players, while keeping implementation and test costs low.
This talk is intended for is for Designers, Testers, and Producers of all experience levels on MMOs, Live Service and multiplayer co-op games, who want to learn how to build, test, and maintain challenging content.