Clifton B (Designer, Kitewing Studio)
Jarryd Huntley (Lead Developer, Freelance)
Star St.Germain (Art Director, Aconite)
Chase Bethea (Composer & Technical Audio Designer, Freelance)
Xalavier Nelson Jr. (Creative Director, Strange Scaffold)
Henning Steinbock (Gameplay Programmer, Triband)
Location: Room 2005, West Hall
Date: Tuesday, March 21
Time: 4:10 pm - 5:10 pm
All Access Pass, Summits Pass, Independent Games Summit Pass
Vault Recording: Video
Audience Level: All
In this series of microtalks, developers from six studios will present custom toolsets they've built and/or used to help development run more efficiently and comfortably.
Game developers are a creative bunch. So why do we so often limit ourselves to the default working environments our game engines force on us? There's always a better way to get things done, even if it takes a little effort to break out of that box.
With a bit of research and creativity, we can build better tools, leading to a more comfortable working environment, a more efficient pipeline, easier asset management, and ultimately a better product in the end. Or at least a faster way to get there.
Attendees will learn how to look outside the confines of traditional game dev environments and utilize more creative forms of design and development tools, and, if possible, create their own toolset when what's available just isn't doing the job.
This is for anyone involved in game development, at every imaginable skill level. Everyone from an entry-level background artist to the most seasoned C++ engineer could benefit from a more comfortable toolset.