GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by pass type, topic, and format. All registered attendees will be able to build their personal schedule in the mobile event app, once live early 2022.

GDC Masterclass courses require a paid pass to attend. Class sizes are kept intentionally small and seats are limited to ensure every student receives one-on-one assistance from the instructor. Pass pricing per course varies, please review the passes and pricing page for more details and secure your spot today!

Design Sandbox: Analog vs Digital Systems

Gregory Peng  (Principal Game Designer, Bungie)

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

Topic: Design

Format: Session

Vault Recording: TBD

Audience Level: No

Sandbox is the game design discipline that builds core combat mechanics and movement for Bungie action games like Destiny 2 and more. Sandbox designers strive to maximize expressiveness and readability, all the while maintaining intuitive controls and systems. This is achieved through meticulous attention to detail, building mechanics that approximate a reality built from player expectations. But how does one approximate reality while at the same time not overburdening the player with complexity? This talk presents one way of framing the problem, through the lens of an Analog & Digital dichotomy.

Takeaway

Attendees will take away a different approach and philosophy on building more nuanced systems and game feel, as well learning some of the ways that Destiny 2 tackles these problems.

Intended Audience

This talk is intended for combat designers, systems designers, or in general anybody interested in building player mechanics and systems.