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Pass Type: All Access Pass, Core+Summits Pass, Summits Pass - Get your pass now!
Vault Recording: TBD
Audience Level: Intermediate
The session starts with an introduction explaining what a GaaS is and how it differs from traditional games, then dives into the making of these live games, the design process, implementation and challenges such projects face. This section also addresses the basics of Ubisoft's online architecture for GaaS and how standard services are used alongside custom project specific ones to achieve a game's vision.
The presentation then moves on to the main subject, managing these live games, covering the tools needed for operations, how they are made, which ones are standardized and how the creation of non-standard tools can be streamlined. Examples from Ghost Recon Breakpoint help illustrate this framework approach.
The last section takes a technical dive into the framework with the technologies used and why and then finishes with a philosophical step back that summarizes the pros and cons of such an approach and how it can be executed correctly.
This presentation shows how web frameworks tie into the making of live games and how they can streamline tooling for online/network developers due to their simplicity and user-friendliness. A nicely designed web framework also helps with the sharing of code and tech between projects, which for AAA developers, can be very beneficial.
This presentation is targeted towards video game professionals interested in how we design, develop and operate games that live for years after launch and It's also interesting to web developers wanting to join the video game industry as web development was always kind of absent from the cycle of game development itself.