GDC Europe 2016 Schedule

View, browse and sort the ever-growing list of GDC Europe sessions by pass type, track, and format. With GDC Europe Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Europe Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

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  • CANCELLED: Shipping The Impossible: Lessons from 'The Witcher 3: Wild Hunt'

    Speaker:
    Location:  TBD
    Format: Lecture
    Track: Programming, Production
    Pass Type: Student Pass, All Access Pass - Get your pass now!
    Vault Recording: Video
    Audience Level: All

    This session will discuss challenges when developing a technology for a AAA game in a studio strongly driven by artistic vision. The talk will highlight custom solutions used in 'The Witcher: Wild Hunt' that were essential in making the final game possible. It will try to shine some light how CD Prokekt RED approached bridging the gap between the high demand on the game's complexity and quality vs the technological limitations of current hardware, as well as production pipelines.

    This presentation will focus on three principal areas in the 'The Witcher: Wild Hunt's' engine: gameplay scripting, environment construction and their open-world streaming solution, their pros, cons and postmortem follow-up.

    Takeaway

    Better understanding of the common technological and production pitfalls that surface when transitioning from level based to open world games. Awareness of the constantly growing gap between needs fueled by creativity and technological limitations that can be usually encountered in tools, production and hardware. Finally, the presentation will provide some new ideas for the tools that could be built and used to improve productivity and thus, the overall game quality.

    Intended Audience

    Mid-level to senior programmers and producers. People interested in improving productivity of their teams and mitigating technical and production risks encountered in game development.