Several Blizzard Entertainment developers are currently converging at the Game Developers Conference (GDC) in the Moscone Convention Center, San Francisco. Below you can browse through the schedule and what game they will focus on during the panels, which range from Diablo III, StarCraft II, Hearthstone and World of Warcraft. Additional topics focus on Women in eSports and Blizzard Careers.
Check out the GDC 2015 Moscone: Blizzard Entertainment Schedule:
- Art Direction Bootcamp : 7 Habits of Highly Effective Art Directors
- Physics for Game Programmers: Numerical Methods
- StarCraft II and GameHeart: Evolving eSports Interfaces with Modders
- Growing the Participation of Women in eSports
- Hearthstone: How to Create an Immersive User Interface
- Against the Burning Hells: Diablo III’s Road to Redemption with Reaper of Souls
- For Students: Careers in Game Development (Presented by Blizzard)
- Those that Slay Together A Co-op Manifesto
- Edge Detection Based Post Processing in Warlords of Draenor (Presented by Intel)
- Soundtracking Hell – The Music of Diablo III: Reaper of Souls
Art Direction Bootcamp : 7 Habits of Highly Effective Art Directors
Intended Audience
This talk will be applicable to not only Art Directors but any and all who have regular interactions with them. By the end it is my hope that the attendee will leave with a set of tools that might work for them on their own teams, in addition to a better understanding as to how and why their own AD may do the things they do. (source)
Physics for Game Programmers : Numerical Methods
Takeaway
Attendees will learn fundamental elements and practical considerations for using collision detection and physics simulation in games.
Intended Audience
Programmers of all disciplines. Some basic knowledge of calculus and physics is helpful. (source)
StarCraft II and GameHeart: Evolving eSports Interfaces with Modders
In two years, the GameHeart project changed expectations for audiences of StarCraft II by Blizzard Entertainment, becoming the standard for tournaments around the world. The presenters will detail how a game company, a community modding group, tournament managers, and a university research lab worked together to rapidly iterate on the observer experience of an eSport. The presenters will retrace the experiences and best practices in the project, examining how communication between game developers, content-creating fans, and tournament organizers can push further experimentation with the live presentation of competitive digital games. The session concludes with Q&A and discussion between the speakers.
Takeaway
Attendees will better understand the responsibilities and opportunities for game developers, publishers, tournament organizers, players, content creators, broadcasters and streamers to create an iterative loop that allows an eSport to respond dynamically to the changing needs of a simultaneously maturing and broadening audience. (source)
Growing the Participation of Women in eSports
Kim Phan | Senior Manager of eSports, Blizzard Entertainment
Heather SapphiRe Mumm | Managing Editor & Professional Gamer, ESEA.net
Rachel Seltzer Quirico | Esports Host/ Interviewer, Cyber Solutions Agency
Takeaway
Attendees will come away with an understanding of the obstacles women face in the eSports sector, and ideas for strategies on how to address them. What measures can we take to encourage female participation at every level of eSports? (source)
Hearthstone: How to Create an Immersive User Interface
Learn about the organization, vision and process used to create an immersive user interface for the popular card crafting game, Hearthstone: Heroes of Warcraft. Time permitting, team culture and cross-platform development will also be discussed.
Takeaway
Attendees will get an inside look at the pipeline for a AAA game. They will also learn how team culture can affect a creative environment.
Intended Audience
Anybody wanting to learn more about Hearthstone and the team that created it. It would be helpful to be familiar with the game, but there are no technical requirements. (source)
Against the Burning Hells: Diablo III’s Road to Redemption with Reaper of Souls
Takeaway
- How to use pillars to focus development and help you solve problems.
- Why randomness is a tool in the quest for re-playability, not the other way around.
- How to understand your team’s internal design biases to ensure you are actively solving the cause of the issues and not the symptoms.
- How and when to take big risks to makes the changes your game needs.
Intended Audience
Game designers and developers of all levels. (source)
For Students: Careers in Game Development (Presented by Blizzard)
Janine Tedford | University Relations Team, Blizzard Entertainment
Stephanie Preovolos | University Relations Team, Blizzard Entertainment
Mike Perry | University Relations Team, Blizzard Entertainment
Those that Slay Together A Co-op Manifesto
Takeaway
Takeaways from this talk should be both inspirational and practical, with practical being the bulk. Primarily post-mortem style, the talk will include specific lessons and step-by-step examples of how the teams did and did not overcome different challenges of making co-op work. The talk will also contain a passionate pitch on the unique value that co-op modes add to games and “New Rules/Values” that developers can use to make their co-op games better and more fun.
Intended Audience
Game designers, UI artists, engineers, and producers. (source)
Edge Detection Based Post Processing in Warlords of Draenor (Presented by Intel)
John Hartwig | Software Engineer, Intel
Soundtracking Hell – The Music of Diablo III: Reaper of Souls
Derek Duke | Project Music Director & Composer, Blizzard Entertainment
Neal Acree | Freelance Cinematic Composer, Neal Acree Music
Joseph Lawrence | Supervising Sound Designer/Composer, Blizzard Entertainment
Takeaway
Through musical examples, color slides and detailed discussion, the attendees will gain a deep understanding and insight of an exemplary modern game score. In turn, they will apply this inspiration and practical knowledge of score production to their own projects.
Intended Audience
This panel is for anyone interested in game scoring and the aesthetic, creative, score production and collaborative challenges it presents. Novice and seasoned audio professionals will appreciate the innovative and inspired solutions in creating a complex, emotionally riveting and memorable musical experience for a top franchise. (source)