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.
Aleksander Kauch (Lead Game Pogrammer, 11 bit studios)
Location: Room 2006, West Hall
Date: Wednesday, March 20
Time: 5:00pm - 6:00pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: Video
Audience Level: Intermediate
Data driven architecture is a very common concept in video games as new features needs to be easily added by non-programming parts of the team. This paradigm is implemented in every popular game engine and it's a critical technique for empowering content creators and unlocking their creativity. This session will present the data driven gameplay architecture of 11 bit studios' in-house technology, how it affected the gameplay code of 'Frostpunk' and the game’s overall production process.
Attendees will be shown a breakdown of the major gameplay code systems for Frostpunk, and how they each support data driven content creation, including the entity system, behavior tree system, and XML game configuration system. We will present examples taken from gameplay and attendees will be shown an analysis of the system design tradeoffs that they can use when designing their own gameplay systems in future.
Gameplay and engine programmers who want to empower their content creators, allowing them to create better content, faster, and unlocking their creativity by giving them direct control over gameplay features.