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 GDC sessions by time, pass type, topic, and format. With GDC 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.

If you've registered for GDC, you can use the same login credentials for your Session Scheduler account. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Independent Games Summit: Playing with Perspective: Unexpected Design Problems in 'Overpass' and 'Superliminal'

Michael Molinari (Developer, Studio Bean)

Albert Shih (Developer, Pillow Castle)

Location: Room 2009, West Hall

Date: Monday, March 16

Time: 10:50am - 11:50am

Pass Type: All Access Pass, Core+Summits Pass, Summits Pass, Independent Games Summit Pass - Get your pass now!

Topic: Independent Games

Format: Session

Vault Recording: TBD

Audience Level: All

Overpass and Superliminal are two experimental games with a strong focus on subverting expectations of the player's understanding of perspective. While both games solve related visual problems, they go about them in very different ways. From manipulating spacetime based on clarity to self-correcting portal sizes as players scale themselves infinitely, learn about the many unforeseen issues that arise when working so closely with a player's point of view.

Takeaway

Learn about the many issues that come from designing for perspective, including solutions and workarounds that provide players with clarity while maintaining a challenge. A player's decisions cannot be forced, but forcing perspective is an excellent way to guide them.

Intended Audience

The intended audience includes any game developer working within specific constraints, regardless of a focus on perspective or experimentation, as well as any developer interested in finding unique solutions to visual design problems.