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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
  • 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
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