Game Developer’s Conference (GDC) is the world’s largest and longest-running gaming professionals industry event. The conference contains 400 lectures, panels, tutorials and round-table discussions on a comprehensive selection of game development topics taught by leading industry experts. GDC 2013 begins March 25th and lasts March 29th.
This year, Dead Space 3 will featured in various panels. The summaries of these can be found below. We would like to ask, is there any elements or details of these sessions that you would be interested in getting more information about? How about any questions that you would like answered? Let us know in the comments: we will be attending these sessions, and can help gather the answers you seek!
Crafting Destruction: The Evolution of the Dead Space User Interface
This is an in-depth exploration of the philosophy, evolution, and development of one of the industry's most innovative user interfaces. Dino Ignacio, the lead user interface designer of the Dead Space franchise, will break down the early attempts and concepts that led to Dead Space's interface becoming diegetic and immersive. It will discuss how and why we got to the shipped versions. Learn about the design philosophy that led to Dead Space's diegetic user interface. Dissect key elements of the UI such as the RIG, the Frontend, and the BENCH. Explore early concept art and the multitude of design ideations that led to the final versions.
The Art of Dead Space 3: Expanding the Visual Universe and Retaining the Core
In this presentation, Alex Muscat, the Art Director of Dead Space 3, will discuss the challenges and techniques used to expand the Dead Space franchise, while staying true to its signature aesthetic and core fan base. Alex will explore the key tenants of Dead Space visual universe, discuss how they were preserved, augmented and evolved to create the most refined and largest Dead Space yet.