4. GDCお仕事内容(2019)
4
Xbox Live: Growing & Engaging Your Gaming Community Across Platforms
DirectX: Boost rendering performance with hardware accelerated Variable Rate Shading (VRS)
DirectX: Variable Rate Shading, a Deep Dive, Deriving Screen Space Shading Rate,
Implementation Tips and Sparse Lighting
Project xCloud: The future of streaming Xbox games on mobile devices and beyond.
Best practices for building resilient, scalable, game services in Microsoft Azure.
Save time for creativity: Unlocking the potential for your game’s data with Microsoft Azure’s
flexible, reliable & secure database services.
Accessibility as a 1st-class input for games
Accessible Voice & Text Chat with PlayFab
Introducing DirectML: How to move machine learning from research into production
8. 実験的とは
This IS Experimental Gameplay:
● Creating unexpected play experiences or promoting unique feelings within players through mechanics (Gravitation, Passage, The Marraige).
● Generative games, where the gameplay or world changes based on choices the player makes (Spelunky, flOw).
● Emergent gameplay, where the game systems interact to provide suprising situations (ROM CHECK FAIL, Portal).
● Interactive storytelling, where the plot or dialog changes in a fine-grained manner, as opposed to discrete "branching points" (Facade).
● Innovative user interfaces - natural language processing, image recognition, gestural control, new hardware devices (Guitar Hero, RENGA)
● Novel multiplayer interactions (Journey)
● 結びついている二つの四角を片方の四角が消えたりないように延命させる、The Marraige
● Gravitation、Passage、The Marraige)を介して新しい体験を生む
● 海洋生物を抽象的にイメージしたクリーチャーを操作するflOwのようなもの
9. 実験的でないものとは
This is NOT Experimental Gameplay:
● Novel content, narrative, settings, character designs, artwork, audio or plots - unless they affect the core gameplay in a major way.
● New hybrids of already-existing genres - unless the resulting gameplay is unexpectedly more than the sum of its parts.
● Purely technical innovation, experimental business models or distribution mechanisms, or games for under-served audiences - unless the
game itself is experimental as outlined above.
10. Session List
10
Trynn Check (Game Designer/Manager of Production, Level You & iThrive Games)
Nicolas Saraintaris (Founder, Beavl)
Nicolas Recabarren (Founder, Nonsense Arts)
Mohannad Al-Khatib (Co-Founder & Creative Director, Artifact 5)
Jenn Sandercock (Designer, Inquisiment)
Shawn Liu (Student, Rochester Institute of Technology)
Dennis Carr (Game Designer and Programmer, Independent)
Jonah Warren (Co-founder and Creative Director, Feedtank)
Jay Tholen (Artist, Designer and Composer, Independent)
Su Liu (Live Producer, Riot Games)
Daniel Benmergui (Designer, Storyteller)
Tim Garbos (Creative Director, Triband)
Juuso Toikka (Game Developer and Researcher, Aalto University)
Antti Sandberg (Game Developer and Designer, Aalto University)
Frank DeMarco (Arcade Manager, Babycastles)
Alex Bull (3D Artist, Kitfox Games)
Jongwoo Kim (Co-founder and Programmer, Kitfox Games)
Lee-Kuo Chen (Game Designer, Sunhead Games)
Gerben Grave (Narrative Designer and Game Writer, Multiverse Narratives)
Robin Hunicke (CEO, Funomena)
13. Hostile User Interface by Shawn Liu
13
https://www.rit.edu/news/rit-students-experimental-game-highlighted-2019-game-developers-conference?utm_source=twitter&utm_mediu
m=social&utm_campaign=student+success&utm_term=&utm_content=ShawnLiuGame
19. Plusminus
19
Juuso Toikka is a researcher in the Game
Research team at Aalto University,
https://twitter.com/PlayPlusminus
20. Picture Processing
20
The goal of this puzzle game is to restore
glitched-out NES screens. The tiles have
been shuffled out of their memory
addresses, and the screen looks like
nonsense. It is your task to put tiles back
in their proper addresses and fix your
games!
To do that, you telepathically access the
NES's internal Picture Processing Unit
and use a keyboard or gamepad and
on-screen GUI to swap tiles between
memory addresses.
Try playing with a USB controller and
pressing F11 to view full-screen!
Progress is saved automatically each
time you complete a level, so you can exit
and return later.
Based on 挿道 from My Famicase
Exhibition 2015!
27. 27
"Clothes are clues that tell your player how
to connect with a character."
https://twitter.com/TheVTran
28. The Geeky Baju Project
28
“As a community manager, I’m always looking for things to hook in players,” Tran explained.
“Players want to embody their ideal selves, online and offline, and fashion is a great way to
help them do that.”
http://gamasutra.com/view/news/339157/Boyfriend_Dungeon_dev_examines_why_game_fashion_sucks_and_what_to_do_about_it.php
38. Multi Play エンジニアが 50 人程度集まって悩みを相談する会
38
Pacing MP
Faster pacing / slow
Sporing impact
Space
Sync data
Sync/Asinc
Language + db
mongoDB
Java Scala,
C#
Sync
Position area of
virtual world
dynamically
Single world, or
separated world
(Improbable?)
Steaming
Free to play
Non determine
5G
Steaming
CPU Optimized
- Linux
- Windows
- Hyper-V
- Docker
Free in pky
45. お仕事内容(2019)
45
Xbox Live: Growing & Engaging Your Gaming Community Across Platforms
DirectX: Boost rendering performance with hardware accelerated Variable Rate Shading (VRS)
DirectX: Variable Rate Shading, a Deep Dive, Deriving Screen Space Shading Rate,
Implementation Tips and Sparse Lighting
Project xCloud: The future of streaming Xbox games on mobile devices and beyond.
Best practices for building resilient, scalable, game services in Microsoft Azure.
Save time for creativity: Unlocking the potential for your game’s data with Microsoft Azure’s
flexible, reliable & secure database services.
Accessibility as a 1st-class input for games
Accessible Voice & Text Chat with PlayFab
Introducing DirectML: How to move machine learning from research into production