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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view session and speaker details for the 2024 Game Developers Conference. New sessions are regularly added leading up to GDC, and all dates and times will be announced about 4 weeks before the event. Once live, you will be able to build your schedule with the GDC Mobile App.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Attention Economics in Games: How to Avoid Information Overload

Hanno Hinkelbein  (Lead VFX Artist, Rocksteady Studios Ltd)

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Complex games need visual feedback for lots of different character actions, weapons and talents—and therefore can quickly result in total chaos on screen. This is a talk about how to wrestle the beast of information overload and how to use VFX to drive player attention in the right direction without overwhelming them.The talk uses Suicide Squad: Kill The Justice League as an example to illustrate these problems, how the VFX team approached them and what was learned in the process.

Often problems start in the beginning of the design process—when VFX artists are not included, or when single designs come together late in the game—so this talk touches on how to structure teams to include VFX in design, what extended ownership means, some work examples, screenshot analysis and a short postmortem on what was learned and what they'd do different if they started all over again.


Attendees will dive into what the VFX team at Rocksteady learned about visual overload and attention economics in the production of Suicide Squad: Kill The Justice League. They will learn how the team was structured, methods to deal with lots of information on screen, and how to prioritize information to guide the player via VFX

Intended Audience

This is for VFX artists of all levels, but also for game designers who struggle with how to handle lots of information and how to push that information to the player. This talk may also inform entry level concept artists about screenspace composition.

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