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Advanced registration pricing ends July 22. Get your pass now!
Advanced registration pricing ends July 22. Get your pass now!
August 4-6, 2020 | San Francisco, CA
Get Your Conference Pass by July 22
GDC Summer will be a three-day celebration of the art, craft, and business of game development and represents a unique opportunity for developers to get up to speed on advances in the field. Be sure to get the full Conference Pass to enjoy everything GDC Summer has to offer. Your Conference Pass will include:
GDC Summer Highlights
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Advocacy
Hidden Histories
Brenda Romero - Game Director - Romero Games
The history of women in computing has largely been lost, like the histories of factory workers who built the first cars. Yet, women invented programming, were the original developers for the ENIAC, created assembly language and developed the first compiler (not to mention the term “compiler” and “bug”), and were instrumental to the development of many seminal programming languages. So what happened? It’s a drama that’s equal parts cultural excavation and celebration. In this talk, Brenda Romero digs up this fascinating history, explores what happened, and looks at how the artefacts of this legacy still affect computing and its growth today. Read More >>
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Programming
The Early Days of Id Software: Programming Principles
John Romero - Game Director - Romero Games
As co-founders of id Software, John Romero and John Carmack created the code behind the company's seminal titles. The principles they defined through experience in id’s earliest days built upon one another to produce a unique methodology and a constantly shippable codebase. In this talk, John Romero discusses id software’s early days, these programming principles and the events and games that led to their creation. Read More >>
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Visual Arts & Programming
Destructible Environments in 'Control': Lessons in Procedural Destruction
Johannes Richter - Principal VFX Artist - Remedy
This talk showcases the technology used and lessons learned creating the destructible world of Remedys Oldest House in 'Control'. It will outline which technological and creative constraints had to be navigated to suit the visual style, performance requirements and overall look and feel of Control's paranormal but grounded reality. Covering the principles of how dynamically destructible environments can be achieved, it will give a detailed look on the Houdini based procedural pipeline used to create the games' destructible content. It demonstrates the path of an asset from conception to destruction and will also allow to shed some light on the glad-we-dids and should-not-haves of the used approach and ideas for future development. Read More >>
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