So after skipping out on the
Game Developers' Conference for the last two years or so (three?) I've finally got time to go again.
I'm going as a volunteer, as usual, because it's free and I have much more fun meeting and helping people. As a volunteer I get to submit three panels that I would like time set aside to attend and they try their best to schedule my work around those (but it doesn't always work for the more popular ones). Last time I went I had to miss the Zelda talk and I that kinda made me sad. I still go to lots of interesting panels though, so it's always fun.
This year, I'm hoping to go to these ones:
- The Square-Enix Approach to Localization - I'm really curious if things work the way I think they do.
- Experimental Gameplay Sessions - I have a HUGE interest in new game ideas because I'm sick of seeing companies churn out the same crap over and over again. This is also why I'm a huge Nintendo (and Wii) fan.
- Light and Darkness of 2D Gaming - I'm also a HUGE fan of 2D games and I'd love to make a high-quality 2D game if I ever made a game. Koji Igarashi is one of the last hardcore 2D developers out there.
- Punk's Not Dead - A talk by Suda51. Need I say more? This should be pretty interesting.
- Final Fantasy XII Postmortem - This one should be obvious and after the Miyamoto Keynote will be the hardest thing to get into. I'm not getting my hopes up.
There are a lot of programming sessions I'd like to go to, mostly dealing with multi-threaded programming and Shader development. The problem with these ones though (in me experience) is that they are either too technical to grasp in an hour or are filled with obvious things that I either already know or could figure our pretty easily. There's also the problem of wasting my time on something that's way over my head. I think if I go to any of them I'll probably go to a multi-threading one and as many shader ones as I can find. Shaders tend to be pretty small and easy to digest.