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.
Robin-Yann Storm (Tool UX & Workflow Designer, Independent)
Pass Type: All Access Pass, Core Pass - Get your pass now!
Topic: Design, Programming
Vault Recording: TBD
Audience Level: Advanced
When we make game development tools it is very easy to pick what we think is a 'sensible default', and have all users deal with it. We think those defaults makes sense, and work for most users. However, even a cursory look at DCCs such as Unity, Unreal, 3dsMax, Maya, and Blender shows us that this is wrong. Unity, Max, and Maya have the hierarchy on the left side of the screen, while Unreal and Blender have the hierarchy on the right side of the screen. The same differences can be found between all of them when it comes to toolbars, the 3D view, the property panel, and the asset browser. There is no 'sensible default' for any of those panels in the UI, yet we often hear they 'should' be on the left or 'should' be on the right.
What do we have to unlearn, to improve the UX of our tools?
Attendees will learn what to look out for when designing the user interfaces of game development tools, for when they want to improve the user experiences of their users and the content that they produce.
Tool programmers, user experience designers, producers, and especially the artists, designers, and other users of all the DCCs we use throughout our careers in the game development industry.