GDC Europe 2010 Report
As always we have done a small report on GDC Europe 2010 (the main partner event of EGDF).
Here you can find some lines:
16:45-17:35, Tuesday 17
th of August: C. Coutier A Challenging Production: Heavy Rain
The task of developing an original and innovative game such as Heavy Rain, brought many challenges to the production management. In this session, C. Coutier explored the particular difficulties that he encountered as lead producer of the Heavy Rain project. As mentioned above, Coutier pointed out the difficulties associated with rely on the creative vision of one person, namely David Cage. The difficulty here was that due to the innovative nature of the project, all creative design was placed in the hands of Cage, in a dictatorial situation. Thus, the production team had to learn to trust Cage’s judgement and creative impulses. Also a challenge in the production of Heavy Rain was the studios decision to rely on outsourcing. Due to the massive, narrative game world, the creation of all the locations and settings involved a massive amount of time consuming work. In order to speed up production and keep on schedule, it was decided to have third party developers create many of the environments found in the game. Key here was clear communication and efficient instruction. Without these two factors, the act of outsourcing would have most likely created more work than it saved. Lastly, Coutier discussed the importance of having powerful, versatile and easy to use tools so that the team could concentrate on producing the final product and implementing Cage’s vision, rather than mucking about sorting out how to work productively. In short, while Heavy Rain was an extraordinarily challenging project, it has also turned out to be highly rewarding and the entire production team is proud of the final product.
17:45-18:35, Tuesday 17
th of August: M. Behrmann European Technology Support for Game Development
This session was aimed at game developers, who are interested in participating in EU funded collaborative research projects. The opportunities to receive research and development funding through programs like Framework Seven were presented by Dr. Behrmann and his panellists. Game developers from Europe can participate in these programs and finance parts of the technology, but unfortunately few actually are aware of the possibilities. It is little known, but game developers are ideally situated to be eligible for European subsidies, as they are content driven small medium enterprises
In the first part of the session, the role of NEM initiative and thematic aspects of the Framework Seven program relevant for game developers was explained. Here, Dr Halid Hrasnica, explained what the Networked and Electronic Media Initiative actually is all about. Essentially, it is a combined effort of many IT firms to coordinate and network the next generation of computational products, in order to make network technologies transparently integrated into everyday life. It covers Portable and interoperable networking, Multi-content communications, Adaptive content delivery, e-Government, e-Health, e-Learning, e-Gaming, e-Friends, e-Fun, Interactive entertainment and Digital cinema. The second part of the session illustrated examples of game related research projects which are currently ongoing from a networked media perspective. Fred Hasson discussed the CNG Project, Martin May talked about the NaDa Project and Jonathan Freeman introduced the Games@Large project.
par excellence. The session also spent time highlighting upcoming work programs which are likely to be of interest to European game developers.
The whole report you can find here GDCEurope 2010