GDC + VRDC 2019 Session Scheduler

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.

Game Design Workshop Day 1

Marc LeBlanc (Senior R&D Software Engineer, Riot Games)

Jeb Havens (Game Designer, Jeb Havens Games)

Eric Todd (Designer, Orange Monkey Games)

Stone Librande (Lead Designer, Riot Games)

Andrew Leker (CEO, Sholari, LLC)

Marcus Montgomery (Product Specialist, Oculus)

Tim Stellmach (Designer, OtherSide Entertainment)

Jonathan Hamel (Lead Designer, Ready at Dawn Studios)

Jason Vandenberghe (Design Director, ArenaNet)

Kim Swift (Studio Design Director, EA Motive)

Lauren Scott (Systems Designer, Double Fine)

Frank Lantz (Director, NYU Game Center)

Kellee Santiago (Partnerships Development Lead, AR/VR, Google)

Sam Villanueva (Game Designer, Niantic, Inc.)

Andy Ashcraft (Game Designer, Giantsdance Games)

Location: Room 207, South Hall

Date: Monday, March 18

Time: 10:00am - 6:00pm

Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!

Topic: Design

Format: Tutorial

Tutorials: Game Design Workshop

Vault Recording: Not Recorded

Audience Level: All

This intensive two-day workshop will explore the day-to-day craft of game design through hands-on activities, group discussion, analysis and critique. Attendees will immerse themselves in the iterative process of refining a game design and discover design concepts that will help them think more clearly about their designs and make better games. The workshop presents a formal approach to game design in which games are viewed as systems and analyzed in terms of their mechanics, dynamics and aesthetics. Before game designers can even begin to design a game, they need to understand their aesthetic goals. In other words, they need to enumerate all the kinds of "fun" that they hope the game will provide its users. They can formalize their understanding of their game's aesthetic goals by formulating an aesthetic model for each goal; a formal description of the goal that identifies its criteria for success and possible modes of failure. The workshop will present a handful of aesthetic models as examples and encourage attendees to formulate their own. During the game design exercises, attendees will use aesthetic models as a yardstick to measure their progress throughout the design process. Working in small groups, attendees will be given specific games to play and will analyze them in terms of aesthetic goals and models. Several different games will be explored and common game design themes will be identified as different groups share their results. For each game that they analyze, attendees will be presented with a concrete design exercise to undertake. An exercise might involve adding a new feature, accommodating a new goal or requirement, or fixing a design flaw. These exercises will challenge attendees to analyze and identify the design principles at work in a game, and to think flexibly and creatively while working within design constraints. They will serve as a starting point for discussing how the iterative design applies to games in digital and non-digital media. In addition to these analysis-and-revision exercises, attendees will gain further practical experience working with these models through brief collaborative design projects, brainstorming sessions, critical analysis and discussion.