My Notes: GDC 2014 – Day 6 – Last day at GDC
The GDC 2014 in San Francisco happened one month ago and I am going to bring you a post every day like a diary for the next few days =)
This was my first GDC in the States and I took some pictures and wrote a lot of notes about my daily stuff, the talks / lectures and what I have experienced.
Friday, the shortest day at GDC because everything was over at about 4pm, I was pretty disappointed cause of that but the Cheesecake Factory for dinner made the day good again!
My Day in Pictures
After hanging around for a while with some friends we finally went for dinner…
in The Cheesecake Factory *_*
Sessionlist + Notes:
I’ll link all sessions to the GDC-Vault, if possible to the free stuff.
All notes are my private quick notes, ask me if i need to clarify them.
- Creating a consistent crossplatform UX Design
- Main navigation in the upper left for most iPhone apps
- Navbar at the bottom part of the screen
- Wireframing is key
- 10 usability heuristics for UI design by Jacob Nielson
- Color tests with a lot of iterations
- Hide everything not needed immediately as much as possible
- Try it with a few small games first
- Character creation across multiple game genres
- Live demo; Audience can choose genre theme archetype etc.
- Female – Fighting – pirate – stealth
- He’s defining shapes with fine lines
- Fighting games – poi can be anywhere
- MOBA’s and RTS’s – the angle is important, big weapons are working fine
- Shooter – 3rd person need details on their back, its important
- Designer inspire and artists are working out and creating concepts and having ideas
- Having a story, helps… even tiny parts
- Don’t add to much stuff
- Get a few hook references and focus on them instead of searching for hours
- While concepting, being zoomed out helps to overview everything and not spending time with to much details
- Fading out lines and draw over with even more details
- Lines give you more details and more variations instead of blocking
- Blocking is faster and also helps with colors if you want
- Colors after line
- Live demo; Audience can choose genre theme archetype etc.
- Agile lessons from Ryse & Crysis 3
- They try to sell scrum like a product and indoctrinate you
- First time they used it, it failed ^^
- Different work needs different methods
- At first you need to analyze your environment
- Team got frustrated because it didn’t work
- Same team without live environment and stakeholders worked out fine, big success
- Our reality will not bend over to fit our processes
- There is nothing bad in breaking scrum
- Don’t touch retrospectives or time-boxes
- Think in suggestions, not in rules
- Know ur lifecycle
- There is no process to rule them all
- From scrum to daily planning
- KISS – Keep It Simple Stupid
- How do we plan unexpected items?
- Let go the illusion of control (By Master Oogway)
- Scrum by the book didn’t worked out again as the team had to be more reactive
- Individuals and interaction over process and tools
- PM is part of the team, not the boss
- The most important and constant thing is good prioritization, Pragmatism & Flexibility ofc