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.
Jamie Fristrom (Chief Scientist, Happion Laboratories, LLC)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: TBD
Audience Level: All
This unique format of a Classic Postmortem features a design 'deep dive' from Jamie Fristrom, technical director and designer on Treyarch's 2004 game 'Spider-Man 2', into its widely acclaimed web-swinging mechanics. He'll talk about the trade-offs the team made while developing the locomotion of 'Spider-Man 2', the lessons they learned the hard way, and compare them to other swinging games such as 'Bionic Commando Rearmed' and Insomniac's 2018 version of 'Spider-Man'. Swinging mechanics are an interesting beast in that they tend to err on the side of *too* challenging, knocking players right out of a "flow" state, and developing 'Spider-Man 2' was mostly a process of finding ways to make a very difficult challenge accessible. Physics, the controls, flow, ease of use, cosmetics, tutorializing and more will be discussed.
The Spidey 2 team's experiences can act as a lens for attendees to look at their own game designs, and hopefully gain new insights!
Attendees will ideally have some game design knowledge or experience.