GDC Sessions - Friday, March 12
 March 12, 2010

GDC Sessions - Friday, March 12

It's Friday, March 12, and the second day of the main conference portion of GDC. Naughty Dog is participating in three of the many awesome sessions to be held at GDC10 today -- hit the jump to get details on which sessions and what they're about.

There are three sessions today, Friday, March 12, at GDC10 which have participation by Naughty Dogs and/or is about UNCHARTED 2. As yesterday, if you're at GDC10 this week, we'd love to see you come by and attend! Don't forget to also stop by our booth at the GDC Career Pavilion where we are holding a business card raffle for great (and at least one item of relevant) merch.

Friday (March 12, 2010) 9:00am - 10:00am
GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas!
Richard Lemarchand (Game Designer, Naughty Dog), Ian Bogost (Associate Professor, The Georgia Institute of Technology), Chaim Gingold (levity lab), Gary Penn (Guru, Denki), Sam Roberts (Festival Director,, Margaret Robertson (Consultant and writer, Lookspring), Kellee Santiago (President and Co Founder, thatgamecompany), Suzanne Seggerman (President, Games for Change), Jesse Schell (ETC Carnegie Mellon, Schell Games), Jane Pinckard (Business Development, Foundation 9 Entertainment)
Room 134, North Hall
The short-format lecture style that has taken the creative world by storm returns to GDC for its second year of rapid-fire visuals, wide-ranging ideas, and fun! Building on the success of the first GDC Microtalks, nine all-new speakers will collaborate with organizer and MC Richard Lemarchand to create a fun, thought-provoking hour within this game-like format. The concept is simple: each speaker gets 20 slides, each of which will be displayed for exactly 16 seconds before automatically advancing, giving the speaker exactly five minutes and 20 seconds to make their point and blow our minds. United under this year's umbrella concept of 'Play with Us' - emphasizing everything from social and serious play to user-generated content and the relationship between developers and audience - ten great speakers will lead us through a garden of fresh ideas, unexpected vantage points and creativity around games and play.

Friday (March 12, 2010) 1:30pm - 2:30pm
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves
Bruce Straley (Game Director, Naughty Dog), Neil Druckmann (Co-Lead Designer, Naughty Dog)
Room 305, South Hall
In creating UNCHARTED 2: Among Thieves we strived to create an interactive summer blockbuster. We not only wanted you to play big, over-the-top action set pieces, but we also wanted you to have an emotional investment in those sequences' outcome by establishing relationships with grounded, empathetic allies. This talk will explore how Naughty Dog used The Active Cinematic Experience to parallel gameplay and storytelling in UNCHARTED 2: Among Thieves. We'll break down two examples of in-game narrative sequences from UNCHARTED 2, discussing the different techniques we used to achieve some of the more interesting plot turns in the game.

Friday (March 12, 2010) 4:30pm - 5:30pm
Uncharted 2 Art Direction
Erick Pangilinan (Art Director, Naughty Dog), Robh Ruppel (Art Director, Naughty Dog)
Room 306, South Hall
This session presents an overview of Naughty Dog's art production pipeline. It will cover the visual development process of our environments, and walk you through how we apply our design principles to translate a 2d concept art to a full 3d interactive environment. Our examples will include the design thought process in creating one of our most challenging organic environments. We will discuss how we tried to differentiate it from a similar level of Uncharted, and the tools and tech that enable us to make it possible to run in game.