Destiny, Monaco, BioShock Infinite talks round out GDC 2014 panels

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Interesting art talks looking at character customization and animation workflow for Destiny will be hosted by Bungie at this year’s Game Developers Conference, which goes down in San Francisco next month. Irrational Games (what’s left of it, anyway) will provide a breakdown of how Elizabeth’s AI-controlled movements were created for BioShock Infinite and a panel from Monaco designer Andy Nguyen will address how developer Pocketwatch Games completely streamlined its game post-launch after poring over player data.

If you’ve ever wondered how Bethesda created your favorite dungeons in Skyrim and Fallout 3, a panel on iterative level design will attempt to provide insight. A panel from two-man team Vlambeer will offer a behind-the-curtain look at the life of Nuclear Throne, which went from game jam prototype to early access offering and, later this year, full product launch. Another potentially interesting talk, headed up by Sean Vanaman, may finally give us our first glimpse at what Campo Santo is working on.

These are just a handful of the dozens of interesting engagements going down at this year’s GDC, held in San Francisco from March 17 – 21, 2014. A full list of the panels and workshops have been published online for all attendees – if you’re interested in attending, you can purchase passes through GDC’s website.

 

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