Showing posts with label GDC. Show all posts
Showing posts with label GDC. Show all posts

Wednesday, March 2, 2011

GDC signing!



UPDATE: The GDC signing was a HUGE success! Level Up! completely SOLD OUT at the show!



I drew over 25 unique levels for Level Up! readers!



I got to meet many nice people from all corners of the world!



MANY THANKS to everyone who stopped by!

********

Hey all!

I will be signing copies of Level Up! At the GDC bookstore in the Moscone Center South from 1-3 pm on Thursday March 3rd.

You don't have to attend GDC to go to the signing.

Come by, say hi and get your FREE unique level design and MYSTERY GIFT (while supplies last!)

See you there!

Thursday, January 27, 2011

PARTY!! Well, kinda...



HEY ALL MY GDC ATTENDING FRIENDS!

This year I am making good on a 15 threat to have the "I didn't get invited to the Sony Party Party" at GDC.

OK, so it's not so much of a "party" and more like getting together to have dinner and an evening of talkin' about making and playing video games but without all the bad appetizers and the threat of losing your hearing.
If you are interested in joining me, please contact me via the e-mail address on this website.
More details coming soon!

Friday, March 12, 2010

I hate not being at GDC



The game developer's conference is going on RIGHT AT THIS MOMENT in San Francisco and I'm not there.

And I hate that I'm not there.

When I first started in games, I asked my employers to send me to the show (as many other companies do) and I was told by my bosses that "GDC is just a place for people who are out of work to go to distribute their resumes." I believed this nonsense for many years. Then one year, Capcom Studio 8 head Dave Siller recommended that I attend. He was very positive about the conference and knew it would be good for me.


(Thanks Dave)

And he was right.

While GDC is a really good place to distribute your resume (and check out the latest tech and see some really great student and independent games), the GDC at it's best is a way to hear some of the most important thinkers and creators in the industry talk about how they work, how they think, their mistakes and their successes. It's very inspirational and informative. Even the bad lectures (though you shouldn't feel compelled to stay through the whole talk if it's not helping you - there are too many other ones going on at the same time) can be educational as they provide great food for thought and conversation.

The conversations. That's actually the part I miss the most about GDC.

I have been in some great roundtable discussions that have been helpful to me in my career - being the same room with game developers I would normally never get a chance to talk to, discussing game development.

Even when sitting at one of the big round table in the main hall while waiting for a talk to start, I have been known to strike up random conversations with interesting people. One conversation literally lasted two days as the person and I talked through the night about making games.

(That slide needs more pictures)

So, if GDC is so great, why aren't I there right now? I intended to go. I even intended to speak at the show. I wrote and submitted a talk proposal that passed the first round of judging (it was called "Why I Hate Fun" and supposedly, it made one of the judges laugh so hard that he shot Mountain Dew out of his nose) but it didn't pass the second round and to be honest, I knew it wouldn't. It was too thin on content and I knew it. I was literally thinking about asking the panel to remove my submission when they let me know the had passed. Not a surprise and frankly, a bit of a relief. (Which brings up the question - Why was it so thin, Rogers? Because I was literally spending every waking hour I wasn't working or spending with my kids working on my game design book.)

Actually, I'm fine with it not being accepted. It re-taught me a valuable lesson about being professional and being thorough with my work. When I didn't get into the show for a talk, I asked my work if they could send me and they just didn't have the budget for it. I should have booked a flight and a hotel room (or crashed with a friend) because I had a chance to get discounted tickets, but even that was too expensive and I threw out my back... blah blah blah. Now I just sound like I'm making excuses. Anyway, I miss not being at GDC. You just don't feel like you are taking part in the industry if you aren't there. And you bet your ass I'm going to be there next year.

At least I can read about it on-line.

Thursday, April 30, 2009

Talk video up at the GDC Vault!

The moment you may or may not have been wating for has arrived!

The video (with corresponding slides) of "Everything I learned about level design I learned from Disneyland" is now up at the GDC Vault.

However, I don't know if acces to the video is limited to those with all-access passes.

Anyway, here's the video!

Enjoy!

Tuesday, April 7, 2009

Lectures are even more awesome in Japanese.



I've officially gone world-wide.

The Japanese gaming site: Inside for Business has put up a review of my GDC talk. And if my website translator wasn't broken, it's seemed to be a pretty favorable review!



And yes, that is me wearing a pair of mouse ears. See what you miss when you don't attend these things in person?

You can read the untranslated article here.

Monday, March 30, 2009

You liked it. You really liked it.



I thought I'd share a few more links to blogs and nice reviews from around the interwebs about my GDC talk.

Penultimate Level Design's Tinkergirl didn't actually attend the talk, but she obviously ended up at the Design Lair! Her (?) review is here.

Terminally Trivial twittered that he (?) attended and enjoyed the talk. Still waiting for that review though!

...and Stephen Jacobs (definitely a guy!) gives my talk a shout out on the Gamasutra Blog in his "Class Acts of GDC."

Thanks guys and gals for all the love!

Saturday, March 28, 2009

I guess I DID say that...



Joystiq
, one of the better video game related blogs I actually read, has printed a very complimentary article about my GDC talk. http://www.joystiq.com/2009/03/28/gdc09-disneylands-the-haunted-mansion-is-a-first-person-shoo/ - in which I am quoted as saying "The Haunted Mansion is essentally a First Person Shooter" - I was talking about the way the omnimover directs what the guest sees in the same way that the environment should direct the player in a FPS.

This article is already starting to make the rounds to all the news feeds. Anyone who knows me knows I'm a HUGE Haunted Mansion fan (I proposed to my wife there, but that's another story), so having my name and the Haunted Mansion actually be a searchable topic on Google is pretty darn cool!

Speaking of a Haunted Mansion FPS, check out this rad Counterstrike mod on Youtube: http://www.youtube.com/watch?v=LnFekqVATLU


Mr Boss goes BOINGBOING!


BoingBoing is a very fine blog.

Not only do they update their blog far more often than I do, they also have impecable taste - which is why Cory Doctorow wrote a very flattering article about my GDC talk. He also takes great notes (now I know who to sit next to in class) and has a very cool business card.

You can read his write-up about my GDC talk here: http://boingboing.hexten.net/2009/03/27/gamedesign-lessons-f.html

And if you are visiting Mr Boss' Design Lair from BoingBoing, Welcome!

Everything I Learned About Game Design I Learned From Disneyland

As promised, here are the slides from my GDC talk. We had a "sold out" crowd and I got to meet lots of nice people after the talk. Please share these with your friends and co-workers. According to show officials, video and audio will be available after the show. I'll post more info when I know it. Enjoy!