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Amplifying Player Voices with LLMs in Game Development

链接:https://schedule.gdconf.com/session/amplifying-player-voices-with-llms-in-game-development/907458

作者:Joshua Koen  (Manager, User Research, Blizzard Entertainment)、Ian Livingston  (Director, User Research, Blizzard Entertainment)

Our players dedicate tens, hundreds, or even thousands of hours to the experiences that we craft for them. Players have valuable feedback about how we can improve those experiences, but it can be challenging for developers to quickly parse vast amounts of feedback and identify ways to improve experiences. The presenters will explore the benefits and risks of using Large Language Models (LLMs) for analyzing player feedback. LLMs offer a way to efficiently analyze feedback at depth and scale that has not been previously possible. However, there are dangers of producing incorrect outcomes that are easy to overlook without a careful approach. Prompt structure, game terminology, and data complexity can easily trip up LLMs. The session will present ways that Blizzard has been validating the use of LLMs for this type of analysis. We will illustrate workflows for using LLMs to enhance processes for analyzing feedback from players.

我们的玩家投入数十、数百甚至数千小时来体验我们为他们打造的游戏内容。玩家对于如何改进这些体验有着宝贵的反馈意见,但对于开发者来说,快速解析大量的反馈并找出改进的方法可能会颇具挑战性。演讲者将探讨使用大型语言模型(LLMs)分析玩家反馈的好处和风险。LLMs提供了一种高效且以前无法实现的深度和规模的反馈分析方式。然而,在没有仔细处理的情况下,很容易忽视可能导致错误结果的危险。提示结构、游戏术语和数据复杂性都可能使LLMs陷入困境。本次会议将展示暴雪公司验证使用LLMs进行此类分析的方法。我们将展示如何利用LLMs增强分析玩家反馈的过程。

'Avowed' Branching Narratives: Shifting from QA Testing to Analyzing

链接:https://schedule.gdconf.com/session/avowed-branching-narratives-shifting-from-qa-testing-to-analyzing/907172

作者:David Benefield  (QA Lead, Obsidian Entertainment)

The Quality Assurance department at Obsidian have taken great strides in shifting the perception and use case of QA Analysts on Avowed from being 'testers' who spend the majority of their work hours playing the game and reporting obvious bugs, to being 'analysts' who spend most of their time outside the game client to find, correct, and prevent defects.

This talk focuses on how QA put this philosophy into practice for Quests in Avowed. Attendees will see each step leading up to the 'Joint Analysis Sessions' that leveraged Area Designer and Quality Assurance Analysts to fix bugs before they were even reported.

Obsidian 的质量保证部门在转变《Avowed》中质量保证分析师的角色认知方面取得了显著进展,从被视为主要通过玩游戏和报告显而易见的漏洞的“测试者”,转变为更多地在游戏客户端外部工作的“分析师”,以发现、纠正和预防缺陷。

本次演讲重点介绍了质量保证团队如何在《Avowed》的任务系统中实践这一理念。与会者将看到从开始到“联合分析会议”的每一步骤,这些会议利用区域设计师和质量保证分析师在问题被报告之前就修复漏洞。

Building Big Impact, One Brick at a Time: Marginal Gains in 'LEGO Horizon Adventures'

链接:https://schedule.gdconf.com/session/building-big-impact-one-brick-at-a-time-marginal-gains-in-lego-horizon-adventures/907567

作者:Adam Russell  (Lead Designer, Studio Gobo)

If you break down everything that goes into making a game, and improve each thing by just one percent, you'll have a significant improvement when you put them all together.

This talk from Studio Gobo's Lead Designer Adam Russell will go into detail about how to build marginal gains into your team's development process, and create a mindset that empowers individual team members to identify and action micro-improvements that, when combined, compound to create improvements that benefit everyone all the way from our dev team to our players.

Using examples from LEGO Horizon Adventures, Adam will discuss how marginal gains has become a development mantra at Studio Gobo. Including how to build this into your teams at a process and features level, the benefits of doing this all the way through development, and how to overcome some of the challenges you may face.

如果你将制作游戏所需的一切拆解开来,并且在每一方面都提高百分之一,那么当你把这些提升综合在一起时,就会取得显著的进步。

Studio Gobo首席设计师亚当·拉塞尔的演讲将详细探讨如何在团队的开发过程中构建微小的优势,并培养一种心态,使团队成员能够识别并实施微小改进,而这些改进累积起来会形成从开发团队到玩家都能受益的提升。

通过《乐高无限冒险》的例子,亚当将讨论微小优势如何成为Studio Gobo的开发信条。包括如何在流程和功能层面将这一点融入你的团队,这样做从头到尾进行开发的好处,以及如何克服可能遇到的一些挑战。

Collaboration and Creativity: Building Original game IP at LIGHTSPEED STUDIOS (Presented by LIGHTSPEED STUDIOS )

链接:https://schedule.gdconf.com/session/collaboration-and-creativity-building-original-game-ip-at-lightspeed-studios-presented-by-lightspeed-studios-/911307

作者:Steve C. Martin  (Vice President, LIGHTSPEED STUDIOS)、Hideaki Itsuno  (Head of LIGHTSPEED JAPAN STUDIO, LIGHTSPEED STUDIOS)

Discover the keys to building to building a world-class AAA studio dedicated to original game IP. In this unprecedented panel discussion, LIGHTSPEED STUDIOS brings together Steve Martin (Vice President, LIGHTSPEED STUDIOS) and Hideaki Itsuno (Head of LIGHTSPEED JAPAN STUDIO) for an exclusive conversation on their unique approaches to game development. Learn from their invaluable experience – representing the best of both East and West gaming cultures – as they share insights into fostering creativity, managing resources, building high-performing teams, and the journey of overcoming challenges from an initial concept to a successful AAA launch. This is an invaluable opportunity to gain a truly global perspective on the future of game development.

探索打造世界一流AAA工作室的关键,该工作室专注于原创游戏IP。在这次前所未有的小组讨论中,LIGHTSPEED STUDIOS邀请了Steve Martin(LIGHTSPEED STUDIOS副总裁)和Hideaki Itsuno(LIGHTSPEED JAPAN STUDIO负责人),进行一次独家对话,分享他们独特的游戏开发方法。从他们的宝贵经验中学习——代表着东西方游戏文化的精华——他们将分享如何激发创造力、管理资源、组建高性能团队,以及从最初的概念到成功推出AAA级游戏所经历的挑战旅程。这是一次无价的机会,让你获得真正全球视角的游戏开发未来展望。

Company Building: Top 10 Learnings from Becoming a Cross Platform Studio

链接:https://schedule.gdconf.com/session/company-building-top-10-learnings-from-becoming-a-cross-platform-studio/907532

作者:Ian Fielding  (Studio Head, Super Evil Megacorp)

This 30 minute lecture from Super Evil Megacorp shares lessons from the evolution from a mobile first gaming company to a cross-platform developer and publisher. Studio Head Ian Fielding will discuss candid lessons from the evolution, and concrete examples of key decisions around talent, tech, marketing, and more made to set the team up for success with this transition. Fielding will also dive into how Super Evil Megacorp was able to methodically build up their capabilities in a sustainable way towards becoming a cross-platform studio, while continuing to play to their strengths around mobile development. Lastly, he will discuss some of the longer term studio goals and thinking around potential future cross-platform opportunities.

本次由Super Evil Megacorp提供的30分钟讲座分享了从专注于移动游戏的公司转变为跨平台开发商和发行商过程中的经验教训。工作室负责人Ian Fielding将诚实地讨论这一演变中的经验教训,并具体举例说明为确保团队成功转型而在人才、技术、市场营销等方面做出的关键决策。Fielding还将深入探讨Super Evil Megacorp是如何系统地建立起可持续发展的能力,从而成为一家跨平台工作室,同时继续发挥他们在移动开发方面的优势。最后,他将讨论一些长期的工作室目标以及对未来可能的跨平台机会的思考。

Demystifying VO in Games

链接:https://schedule.gdconf.com/session/demystifying-vo-in-games/910754

作者:Sini Downing  (Creative Director, Side)

Any developer tasked with the voiceover side of their game may feel out of their depth if they haven't dealt with audio production before. Let a VO veteran guide your way with practical advice on how to get a useful quote for budgeting, set up timelines, get great actors cast, and prepare for recordings so that you have fantastic files to implement straight into your game.With Side’s experience casting, directing, recording, doing post production and mastering on games -- from the diminutive casts of It Takes Two and Returnal, to the mammoth recording journey of Final Fantasy XVI and trans-Atlantic production for Cyberpunk 2077 -- Side's Creative Director, Sini Downing, has insights to help any producer prepare for VO production.

任何负责游戏配音工作的开发者,如果之前没有处理过音频制作,可能会觉得自己力不从心。让一位资深配音指导带你深入了解如何为预算制定获取有用的报价、设置时间表、挑选优秀的演员,以及准备录音,以便你能够获得可以直接导入游戏中的出色配音文件。凭借Side公司在从《双人成行》和《死亡回归》这样阵容较小的游戏到《最终幻想XVI》这样庞大的录音旅程,以及《赛博朋克2077》跨国制作的配音方面的选角、导演、录音、后期制作和母带制作的经验,Side公司的创意总监Sini Downing拥有帮助任何制片人准备配音制作的见解。

Find Your Bugs and Squash Them: Using Multi-Modal Models and Retrieval Augmented Generation to Address Bugs in Games (Presented by NVIDIA)

链接:https://schedule.gdconf.com/session/find-your-bugs-and-squash-them-using-multi-modal-models-and-retrieval-augmented-generation-to-address-bugs-in-games-presented-by-nvidia/911192

作者:Logan Herche  (Principal Engineer, NVIDIA)、Rick Grandy  (Principal Solutions Architect, NVIDIA)

As games grow increasingly complex, they present significant challenges in QA and data parsing throughout development and post-release. This talk highlights two critical solutions within the development pipeline. First, we explore how Visual Language Models (VLMs) can efficiently detect bugs in expansive open-world games, where manual inspection becomes impractical. Next, we discuss how Retrieval Augmented Generation (RAG) with Large Language Models (LLMs) can summarize the vast amounts of data generated by these systems, enabling developers to quickly identify key insights and address the most urgent issues in their games.

随着游戏变得越来越复杂,在开发和发布后整个过程中,它们在质量保证(QA)和数据解析方面提出了显著挑战。本次演讲强调了开发流程中的两个关键解决方案。首先,我们将探索视觉语言模型(VLMs)如何高效地检测开放世界游戏中的bug,因为在这些游戏中手动检查变得不切实际。接下来,我们将讨论大型语言模型(LLMs)结合检索增强生成(RAG)如何总结这些系统产生的大量数据,使开发者能够快速识别关键见解,并解决游戏中最紧迫的问题。

From Players to Creators: A Guide to User-Generated Content Success in 'Arma Reforger'

链接:https://schedule.gdconf.com/session/from-players-to-creators-a-guide-to-user-generated-content-success-in-arma-reforger/907378

作者:Natalia Agafonova  (Executive Producer, Bohemia Interactive)

In Arma's vast, open world, the path from player to creator is more than just a journey—it's a transformation that reshapes our very approach to game development and community building. This session is set to illuminate the crucial role of user-generated content (UGC) in pushing the boundaries of Arma, underlining its invaluable impact on fostering a robust community, the marvels of modularity, and ensuring the game's persistent charm.The speakers navigate the intricate process of how UGC morphs ordinary players into architects of their own adventures. You'll get an insider look at how we craft Arma's expansive sandbox tool set and tackle the unique challenges that emerge when players tinker and toy, modding the game into uncharted territories. The goal? So that you can learn from our playbook of trials, and construct your own Lego empire for your players.

在Arma广阔开放的世界中,从玩家到创造者的道路不仅仅是一段旅程——它是一种转变,重塑了我们对游戏开发和社区建设的方法。本次会议旨在阐明用户生成内容(UGC)在推动Arma边界方面的重要作用,强调其在培养强大社区、展示模块化魅力以及确保游戏持久吸引力方面的不可估量的影响。演讲者将引导大家深入了解如何通过UGC将普通玩家转变为他们自己冒险的建筑师。您将获得内部视角,了解我们如何打造Arma的扩展沙盒工具集,并应对当玩家进行修改和创作时出现的独特挑战。目标是让您能够从我们的试验手册中学习,并为您的玩家构建自己的乐高帝国。

Funding Futures Series: Chasing Unicorns: How Venture Funding Really Works

链接:https://schedule.gdconf.com/session/funding-futures-series-chasing-unicorns-how-venture-funding-really-works/911239

作者:Jason Della Rocca  (Co-Founder, Execution Labs)、Sigurlina Ingvarsdottir  (Founding Partner, Behold Ventures)、Kelly Wallick  (Partner & Community Builder, 1Up Ventures)、Jonathan Lai  (General Partner, Andreessen Horowitz/a16z)、Are Mack Growen  (General Partner, London Venture Partners)

The session will focus on how venture capital funding (broadly) and VC funds (specifically) operate and how they are completely different from publishers and other sources of project funding. We'll explore the logic behind “VC math” and why they primarily invest in GaaS+F2P, and studios that are on a path to scale to unicorn valuations (ie, $1billion). This will also uncover why chasing VCs is usually a waste of time for game developers… as we better understand what they actually look for in a potential deal. We will also examine how things are evolving since the pandemic, particularly at early stages and the need for more evidence.

本次会议将重点关注风险资本融资(广义)和风险投资基金(具体)的运作方式,以及它们与发行商和其他项目资金来源之间的根本区别。我们将探讨“风投数学”的逻辑,以及为什么他们主要投资于GaaS(游戏即服务)+F2P(免费玩)模式,并且关注那些有望达到独角兽估值(即10亿美元)的工作室。这也将揭示为什么游戏开发者追逐风投通常是一种时间浪费……随着我们更好地理解风投在潜在交易中实际寻求的内容。我们还将分析自疫情以来情况如何演变,特别是在早期阶段以及需要更多证据的需求。

Funding Futures Series: Inception Publishing: The Shift to Indie Self-Publishing

链接:https://schedule.gdconf.com/session/funding-futures-series-inception-publishing-the-shift-to-indie-self-publishing/911240

作者:Jason Della Rocca  (Co-Founder, Execution Labs)、Victoria Tran  (Community Director, Innersloth)、Genevieve St-Onge  (CEO & Co-Founder, popagenda)、Kirsten-Lee Naidoo  (Head of Publishing, Landfall)、Soren Lundgaard  (CEO, Ghost Ship Games)

With the sober reality that only a fraction of games that are pitched to publishers actually get signed, this panel will discuss the logic and justification for self-publishing. This includes the need to do marketing at the earliest phases (and what that actually looks like). The session will also explore the various pieces that are needed to make self-publishing work, like dedicated project funds and paid-for publishing services. We'll examine how the landscape is evolving to enable more self-publishing to happen successfully.

鉴于只有少数向发行商提交的游戏最终能够签约这一严峻现实,本次圆桌会议将讨论自我发行的逻辑和合理性。这包括在项目初期就需要进行市场营销(并且实际操作是怎样的)。会议还将探讨实现自我发行所需的各个要素,如专门的项目资金和付费出版服务。我们将分析市场环境如何演变以支持更多成功的自我发行。

Funding Futures Series: The Evolving Role of Publishers

链接:https://schedule.gdconf.com/session/funding-futures-series-the-evolving-role-of-publishers/911238

作者:Jason Della Rocca  (Co-Founder, Execution Labs)、Snow Rui  (President & CFO, Hooded Horse)、John Buckley  (Communications Director / Publishing Manager, Pocketpair)、Steve Escalante  (CEO, Digital Bandidos)、Matt Charles  (Chief Product Officer / Co-Founder, Cooldown Games)

This panel will explore the evolving role of publishers as the game business landscape continues to shift under our feet. Traditional publishing deals seem harder to score, with more burden to prove market demand placed on developers. Let's dig in on what publishers are looking for today, and how they determine if something actually has a chance to succeed in the market. We'll also examine how business models are evolving, and what other changes are to come in the future. Let's investigate the true value of publishers and how they can best enable developers to prosper.

本场讨论会将探讨随着游戏行业格局持续变化,发行商角色如何演变。传统的发行交易似乎越来越难以达成,开发商需要承担更多的证明市场需求的责任。我们将深入探讨当今发行商寻求什么,以及他们如何判断某个产品是否有机会在市场上取得成功。我们还将审视商业模式如何演变,以及未来可能出现的其他变化。让我们探究发行商的真实价值,以及他们如何最好地助力开发者繁荣发展。

Game Intelligence: Bringing the Player Voice to the Developers

链接:https://schedule.gdconf.com/session/game-intelligence-bringing-the-player-voice-to-the-developers/907646

作者:Louise Jackson  (Associate Producer, Massive Entertainment – a Ubisoft Studio)

Building AAA projects has never been more complex and player expectations are higher than ever - how can you ensure that you are correctly gauging those expectations and providing that data to developers so they can make informed decisions? In this talk, we will discuss how we at Massive Entertainment developed a team whose goal is to provide developers necessary/valuable player insights at every stage of the production process. We will cover what a Game Intelligence team is, how we operate, why trust is the foundation of everything we do and what impact our team has had on recent projects.

开发AAA项目从未如此复杂,玩家的期望也从未如此之高——你如何确保正确评估这些期望,并将这些数据提供给开发者,以便他们做出明智的决策?在本次演讲中,我们将讨论我们在Massive Entertainment是如何组建一个团队,其目标是在制作过程的每个阶段为开发者提供必要的/有价值的游戏洞察。我们将介绍什么是游戏情报团队,我们的运作方式,为什么信任是我们所做一切的基础,以及我们团队对近期项目的影响。

Game Studio Principles: A Case Study

链接:https://schedule.gdconf.com/session/game-studio-principles-a-case-study/907689

作者:Jesse Schell  (CEO, Schell Games LLC)

Every game studio is driven by core principles, but those principles are not always clearly stated, often because leaders are afraid they will seem like corporate doublespeak or inauthentic cheerleading. But clearly stated principles can strengthen a studio by creating clear communication about what is actually important. In this talk, Jesse Schell, the author of The Art of Game Design, will show the benefits you can gain by clearly defining your mission statement, core values, key principles, and top priority. As examples, the 18 principles that have helped Schell Games thrive for over twenty years will be revealed and discussed for the first time.

每个游戏工作室都有其核心原则,但这些原则并不总是被明确陈述,往往是因为领导者担心它们会显得像是企业套话或不真诚的鼓动。但明确表述的原则可以通过清晰地传达真正重要的内容来增强工作室的实力。在这次演讲中,游戏设计著作《游戏设计的艺术》的作者杰西·谢尔将展示通过明确界定使命宣言、核心价值观、关键原则和首要任务所能获得的好处。作为例子,谢尔游戏公司二十多年来一直受益的18项原则将首次被揭示和讨论。

Going Beyond Traditional Leadership: Embracing the Modern Team Landscape

链接:https://schedule.gdconf.com/session/going-beyond-traditional-leadership-embracing-the-modern-team-landscape/907087

作者:Cristina Vega  (Senior Technical Executive Producer, IO Interactive)

In the dynamic and rapidly evolving landscape of game development in nowadays globalized world, leadership approaches must evolve to effectively harness the diverse talents from different backgrounds, cultures and perspectives present in today's workforce. Traditional leadership models, which predominantly emerged in industrial America in the 60s or derive from those, were designed for a more homogeneous workforce and often fail to address the complexities of modern teams. Join me for a session where we critically examine the limitations of some of the most common leadership theories in the context of contemporary game development and how to address this shortcoming, as well as some useful takeaways to make us more effective leaders. This session will explore how these traditional models fall short in addressing the unique needs and contributions of a diverse workforce, which includes individuals from various cultural, educational, and professional backgrounds, and how to overcome them. Drawing from personal experiences at including IO Interactive, where our team comprises nationalities from over 40 different countries, we will delve into practical insights and strategies for effective leadership.

在当今全球化的世界中,游戏开发领域的动态和快速演变进程中,领导方式必须进化,以便有效利用来自不同背景、文化和视角的多样化人才。传统的领导模式大多起源于20世纪60年代的美国工业界或由此衍生,这些模型是为更加同质化的员工队伍设计的,往往无法应对现代团队的复杂性。加入我,我们将深入探讨一些最常见的领导理论在当代游戏开发背景下的局限性,以及如何解决这一不足,并提供一些有用的见解以使我们成为更有效的领导者。本session将探索这些传统模型如何在满足多元化员工队伍的独特需求和贡献方面显得不足,该队伍包括来自各种文化、教育和职业背景的个人,并探讨如何克服这些不足。基于我在包括IO Interactive等公司的工作经验,我们的团队成员来自超过40个不同的国家,我们将深入探讨实用的见解和有效的领导策略。

How Managing Dependencies for 'Cyberpunk 2077: Phantom Liberty' Led to Smooth Production and a Successful Release

链接:https://schedule.gdconf.com/session/how-managing-dependencies-for-cyberpunk-2077-phantom-liberty-led-to-smooth-production-and-a-successful-release/907369

作者:Konrad Grzegory  (Transformation Director, CD PROJEKT RED)

Konrad will present the challenges and strategies of managing dependencies between teams in complex technological projects, drawing on his experience from the production of Cyberpunk 2077: Phantom Liberty. The talk will focus on how Dependency Qube can turn chaos into structured, multidimensional, product-focused collaboration. You can expect many real-life examples and tips on how to easily use it yourself. The talk will also touch upon the barriers and challenges that need to be addressed in an organization before it can be used.

Konrad 将介绍在复杂技术项目中管理团队间依赖关系的挑战和策略,他将基于在《赛博朋克2077:幻影自由》制作中的经验进行分享。演讲将重点讨论Dependency Qube如何将混乱转化为结构化、多维度的产品导向协作。你可以期待许多真实案例和使用技巧。演讲还将涉及在组织中采用之前需要解决的障碍和挑战。

Hybrid and Remote Work Roundtable Day 1

链接:https://schedule.gdconf.com/session/hybrid-and-remote-work-roundtable-day-1/907065

作者:Jessica Damerst  (Release Manager, Unknown Worlds Entertainment)、Amanda Sweaton  (Lead Creative Producer, Epic Games)

What does it take to build and nurture a hybrid and/or remote working environment? What are the challenges of working and coordinating teams across the globe? How can we foster a sense of belonging and inclusion across cultures and timezones? What are the challenges to hiring for and leading a hybrid team?

During the pandemic, teams switched to working together remotely. As employees return to work, many companies are consciously offering a hybrid work environment, allowing for on-site and remote work. With globalization leading to faster and more reliable access to internet, hybrid development environments are becoming more feasible with each passing year. Yet they present their own unique challenges.

Engage with other industry professionals on the topic of hybrid working arrangements—including hiring, team leadership, office spaces, company events, IT solutions, and more. Challenge the status quo of working a 9-to-5 office job with this collaborative and innovative approach development.

建立和维护混合和/或远程工作环境需要什么?在全球范围内协作和协调团队面临哪些挑战?我们如何在不同的文化和时区中培养归属感和包容性?为混合团队招聘和领导面临的挑战有哪些?

在疫情期间,团队转向了远程协作。随着员工返回工作岗位,许多公司有意提供混合工作环境,允许现场办公和远程办公并存。随着全球化的发展,互联网访问变得越来越快且可靠,混合开发环境每年都在变得更加可行。然而,它们也带来了独特的挑战。

与其他行业专业人士就混合工作安排的主题进行交流,包括招聘、团队领导、办公空间、公司活动、IT解决方案等。通过这种协作和创新的方法来开发,挑战传统的朝九晚五办公室工作模式。

Hybrid and Remote Work Roundtable Day 2

链接:https://schedule.gdconf.com/session/hybrid-and-remote-work-roundtable-day-2/911341

作者:Jessica Damerst  (Release Manager, Unknown Worlds Entertainment)、Amanda Sweaton  (Lead Creative Producer, Epic Games)

What does it take to build and nurture a hybrid and/or remote working environment? What are the challenges of working and coordinating teams across the globe? How can we foster a sense of belonging and inclusion across cultures and timezones? What are the challenges to hiring for and leading a hybrid team?During the pandemic, teams switched to working together remotely. As employees return to work, many companies are consciously offering a hybrid work environment, allowing for on-site and remote work. With globalization leading to faster and more reliable access to internet, hybrid development environments are becoming more feasible with each passing year. Yet they present their own unique challenges.Engage with other industry professionals on the topic of hybrid working arrangements—including hiring, team leadership, office spaces, company events, IT solutions, and more. Challenge the status quo of working a 9-to-5 office job with this collaborative and innovative approach development.

构建和维护混合和/或远程工作环境需要什么?在全球范围内协作和协调团队面临哪些挑战?我们如何在不同文化和时区之间培养归属感和包容性?为混合团队招聘和领导面临哪些挑战?疫情期间,团队转向远程合作。随着员工重返工作岗位,许多公司有意提供混合工作环境,允许现场和远程工作。随着全球化加速了互联网的更快和更可靠访问,混合开发环境每年变得越来越可行。然而,它们也带来了独特的挑战。

与业内其他专业人士就混合工作安排的主题进行交流,包括招聘、团队领导、办公空间、公司活动、IT解决方案等。通过这种协作和创新的方法来开发,挑战传统的朝九晚五办公室工作模式。

Leaders Working at the Heart of the Team 2025

链接:https://schedule.gdconf.com/session/leaders-working-at-the-heart-of-the-team-2025/910512

作者:Grant Shonkwiler  (Commander & Shonk, Shonkventures)、Yash Kulkarni  (Director of Production & Narrative Designer, Mighty Yell Studios Inc.)、Lulu LaMer  (Production Director, Gravity Well)、Trent Kusters  (Co-founder & Studio Director, League of Geeks)、Gina Hope  (Senior Director, Engineering TeamFight Tactics, Riot Games)

There is a critical facet of game development that needs exploring: the emotional and elusive feel of being a great leader. In order to maintain the health of a project the leader must have their finger firmly on the pulse of the team and be able to diagnose situations that often call for drastically different solutions. In this session we will investigate facets of soft skills and share specific situations that we have encountered throughout our careers and how soft skills have saved the team and shipped awesome games. Topics include: leadership without authority, leadership lessons from 10+ years of League of Geeks, Jugaad: the art of frugal innovation, and how leaders can foster resilience in themselves and their teams.

游戏开发领域有一个关键方面需要探讨:成为一个伟大领导者的情感和难以捉摸的感觉。为了保持项目的健康,领导者必须准确掌握团队的脉搏,并能够诊断出往往需要完全不同解决方案的情况。在本次会议中,我们将研究软技能的各个方面,并分享我们在职业生涯中遇到的具体情况,以及软技能如何拯救团队并推出优秀的游戏。主题包括:无权威的领导力、《League of Geeks》(联盟怪才)10多年来的领导力经验、Jugaad:节俭创新的艺术,以及领导者如何在自身及其团队中培养韧性。

Leveling Up: How to Spec for Technical Leadership

链接:https://schedule.gdconf.com/session/leveling-up-how-to-spec-for-technical-leadership/907873

作者:Zacariah Litton  (VP of Engineering, The Believer Company)

This presentation focuses deeply on growing technical leaders in a games organization. It talks about how to discover and nurture talent in yourself and your team, as well as finding ways to improve your larger organization as it scales. Rather than a theoretical discussion, it focuses on practical steps and common ways to break through an often difficult transition.

本次演讲深入探讨了在游戏组织中培养技术领导者的议题。演讲内容涉及如何在你自己和你的团队中发现并培养人才,以及寻找方法来提升组织在规模化过程中的整体表现。演讲重点不在于理论讨论,而是关注实际操作步骤和常见的突破方法,以应对通常较为艰难的转型过程。

LoG's Leadership Shortcut: A Decade of Hard-Won Lessons in Creative Leadership

链接:https://schedule.gdconf.com/session/logs-leadership-shortcut-a-decade-of-hard-won-lessons-in-creative-leadership/911142

作者:Trent Kusters  (Co-Founder & Studio Director, League of Geeks)

After 15 years of running and scaling our independent studio, Leaugue of Geeks is distilling our hard-earned leadership wisdom into concise, immediately actionable takeaways - and giving them all to you! In this session, Trent will reveal essential strategies for fostering high-trust environments, answer impossible questions around hiring and firing, teach my one-size-fits-all hack for leveling up your leaders, and share the feedback framework that empowered unimaginable outcomes at LoG. You’ll learn how to design meaningful benefits, build steadfast culture and community, implement a profit-sharing model that truly motivates, and even walk away with nitty-gritty governance hacks guaranteed to reduce friction and boost autonomy.Every lesson is backed by stories of what worked, what didn’t, and why. This isn’t just a post-mortem — it’s a survival guide for leaders striving to build and scale studios that are efficient, productive, and genuinely loved by their teams. You’ll walk away with practical, immediately applicable insights that will help you avoid the mistakes we made while adopting the strategies that drove our success, even as we faced the hardest challenges of our journey.

在运营和扩展我们的独立工作室“League of Geeks”长达15年后,我们将通过浓缩我们所获得的领导智慧,提炼出简洁且立即可执行的经验教训,并全部分享给你!在这次分享中,Trent 将揭示培养高信任环境的关键策略,解答关于招聘和解雇方面的棘手问题,传授我适用于所有人的技巧来提升领导者的能力,并分享我们在LoG中采用的反馈框架,该框架促成了难以置信的结果。你将学习如何设计有意义的福利,建立坚定的文化和社区,实施真正具有激励作用的利润共享模式,甚至带走一些细枝末节的治理技巧,这些技巧保证能减少摩擦并增强自主性。每个经验都基于哪些有效、哪些无效以及背后原因的故事。这不仅是一次总结——它是一本生存指南,旨在帮助那些努力构建和扩展工作室的领导者们,使他们的工作室高效、多产,并且真正被团队所热爱。你将带着实用且立即可应用的见解离开,这些见解将帮助你避免我们在采纳推动成功策略时所犯的错误,即使我们面临了旅程中最艰难的挑战。

Making Player Data Work in Post-Launch Roundtable Day 3

链接:https://schedule.gdconf.com/session/making-player-data-work-in-post-launch-roundtable-day-3/910623

作者:Seb Long  (Managing Director, Player Research)

The role of player feedback in game development can be divisive and complex. Some studios totally embrace players' engagement in design through early access, open development, routine user research, and community engagement. Other studios limit player feedback to just post-launch, or perhaps dismiss feedback completely.How can teams use the 'voice of the player' rationally, effectively and deliberately?Are there challenges you face that player feedback could overcome?Can you make a greater success of the feedback you already have?How does the 'voice' of player data change through development?These three roundtables present a valuable opportunity to surface your challenges, viewpoints and experience on the use of player feedback to inform game design. Learn from the experiences of fellow designers, researchers, data scientists, community and player champions, and take away new ideas and perspectives on the value of players' voice in design decision-making.

玩家反馈在游戏开发中的作用可能具有争议且复杂。一些工作室通过抢先体验、开放开发、常规用户研究和社区参与等方式完全接纳玩家在设计中的参与。而其他工作室则仅将玩家反馈限制在游戏发布后,或者甚至完全忽略反馈。团队如何理性、有效地并有目的地利用“玩家的声音”?你面临的问题中有哪些是玩家反馈可以帮助克服的?你能更成功地利用你已经拥有的反馈吗?在开发过程中,“玩家数据的声音”是如何变化的?这三个圆桌会议提供了宝贵的契机,让你能够提出你在使用玩家反馈指导游戏设计时所面临的挑战、观点和经验。从同行设计师、研究人员、数据科学家、社区和玩家大使的经验中学习,并带走关于玩家声音在设计决策中价值的新想法和新视角。

Making Player Data Work in Pre-Production Roundtable Day 1

链接:https://schedule.gdconf.com/session/making-player-data-work-in-pre-production-roundtable-day-1/906654

作者:Seb Long  (Managing Director, Player Research)

The role of player feedback in game development can be divisive and complex. Some studios totally embrace players' engagement in design through early access, open development, routine user research, and community engagement. Other studios limit player feedback to just post-launch, or perhaps dismiss feedback completely.

How can teams use the 'voice of the player' rationally, effectively and deliberately?

Are there challenges you face that player feedback could overcome?

Can you make a greater success of the feedback you already have?

How does the 'voice' of player data change through development?

These three roundtables present a valuable opportunity to surface your challenges, viewpoints and experience on the use of player feedback to inform game design. Learn from the experiences of fellow designers, researchers, data scientists, community and player champions, and take away new ideas and perspectives on the value of players' voice in design decision-making.

玩家反馈在游戏开发中的作用可能具有争议性和复杂性。一些工作室通过早期访问、开放开发、常规用户研究和社区参与等方式完全接纳玩家在设计中的参与。而其他工作室则仅将玩家反馈限制在游戏发布后,甚至可能完全忽略反馈。

团队如何理性、有效地且有目的地利用“玩家的声音”?

你面临哪些挑战可以通过玩家反馈来克服?

你能更成功地利用已有的反馈吗?

玩家数据的“声音”在整个开发过程中是如何变化的?

这三个圆桌会议提供了宝贵的机会,让你提出关于使用玩家反馈来指导游戏设计的挑战、观点和经验。从同行设计师、研究人员、数据科学家、社区和玩家倡导者的经验中学习,并带走关于玩家声音在设计决策中价值的新想法和视角。

Making Player Data Work in Production Roundtable Day 2

链接:https://schedule.gdconf.com/session/making-player-data-work-in-production-roundtable-day-2/910622

作者:Seb Long  (Managing Director, Player Research)

The role of player feedback in game development can be divisive and complex. Some studios totally embrace players' engagement in design through early access, open development, routine user research, and community engagement. Other studios limit player feedback to just post-launch, or perhaps dismiss feedback completely.How can teams use the 'voice of the player' rationally, effectively and deliberately?Are there challenges you face that player feedback could overcome?Can you make a greater success of the feedback you already have?How does the 'voice' of player data change through development?These three roundtables present a valuable opportunity to surface your challenges, viewpoints and experience on the use of player feedback to inform game design. Learn from the experiences of fellow designers, researchers, data scientists, community and player champions, and take away new ideas and perspectives on the value of players' voice in design decision-making.

玩家反馈在游戏开发中的作用可能是分裂且复杂的。一些工作室完全通过抢先体验、开放开发、常规用户研究和社区参与来拥抱玩家在设计中的参与。而其他工作室则将玩家反馈限制在游戏发布后,或者甚至完全忽略反馈。团队如何理性、有效地并有目的地利用“玩家的声音”?你面临的问题中有哪些是玩家反馈可能解决的?你能更成功地利用你已经拥有的反馈吗?“玩家数据的声音”在整个开发过程中是如何变化的?这三个圆桌会议提供了一个宝贵的契机,让你能够提出你在使用玩家反馈指导游戏设计时所面临的挑战、观点和经验。从同行设计师、研究人员、数据科学家、社区和玩家倡导者的经验中学习,并带走关于玩家声音在设计决策中价值的新想法和新视角。

Multiclassing: Switching from Lead Designer to Executive Producer

链接:https://schedule.gdconf.com/session/multiclassing-switching-from-lead-designer-to-executive-producer/907325

作者:Brett Norton  (Executive Producer, Oxide Interactive)

Transitioning from a Design role to a Production role can be tough, especially when it's at one of the highest levels of team operations. Where should your focus be? How much time is spent on your internal operations vs. external operations? When you can focus on anything, the challenge becomes focusing on the best thing for the project and team.In this presentation, we'll explore the transition into a leading production role, the responsibilities of the new job, and most importantly, how those responsibilities change over the course of years as the team changes. This will be an honest look at stark realities that producers often have to deal with, such as staff resigning, shifting project goals, and other circumstances beyond your direct control.

从设计角色转型到制作角色可能颇具挑战性,尤其是在团队运营的最高级别。你的关注点应该放在哪里?你应该花多少时间在内部运营和外部运营上?当你能够专注于任何事情时,挑战就变成了专注于对项目和团队最有利的事情。在本次演讲中,我们将探讨进入领导级制作角色的过渡过程、新职位的责任,以及最重要的是,随着团队的变化,这些责任如何随着时间的推移而变化。这将是一次坦诚地审视制作人通常不得不处理的严酷现实的机会,比如员工辞职、项目目标变动以及其他超出你直接控制范围的情况。

Process Lite: Less Time on Process, More Time on Development

链接:https://schedule.gdconf.com/session/process-lite-less-time-on-process-more-time-on-development/907839

作者:Anna Nguyen  (Senior Producer, Blind Squirrel Games)

There is a delicate balance to how much process helps development run smoothly and it feeling like processes are getting in the way of the work itself. This talk is about advice and actionable steps for teams that are feeling overburdened by process and producers feeling overwhelmed with the time commitments needed to maintain those processes. How to avoid falling into the trap of adding more heavy-handed and time-consuming processes to "fix" development workflows. Discuss how to have the conversations on scaling back on the level of process.Delve into what the right ratio of producers for a project is and how that ratio needs to scale based on a number of factors including the layers of process being usedFinding the right balance of process for your team, what areas to really focus on, and how much bandwidth is needed to maintain those processes.

过程的多少如何才能既有助于开发顺畅进行,又不至于让流程本身成为工作的障碍,这是一个微妙的平衡。本次演讲将为那些因流程而感到负担过重的团队以及那些因维护这些流程所需的时间承诺而感到不堪重负的制作人提供一些实用建议和步骤。讨论如何避免陷入增加更多繁琐且耗时的流程以“改进”开发工作流程的陷阱。探讨如何就减少流程级别进行对话。深入探讨一个项目所需的制作人比例及其根据多种因素(包括所使用的流程层次)需要如何进行调整。找到适合您团队的最佳流程平衡点,重点关注哪些领域,以及维持这些流程需要多少资源。

Production Traps: How Producers and Leaders Get Stuck

链接:https://schedule.gdconf.com/session/production-traps-how-producers-and-leaders-get-stuck/907428

作者:Benjamin Carcich  (CEO/Founder, Valarin, Inc., Building Better Games)

In this talk, Ben identifies the traps that keep producers from being as effective as they could be. He also explains how to escape these “production traps” and what producers and leaders should be doing instead.We are solving the wrong problems in game dev. While our teams struggle with morale, face unrealistic expectations, and have little connection to the vision of the game, too often producers are tweaking the team's process and making sure to send the sprint report on time.We can have a much larger positive impact. It's time to reframe our role as producers and leaders and start helping our teams build better games.

在这次演讲中,本指出了阻碍制作人发挥最大效能的陷阱。他还解释了如何摆脱这些“生产陷阱”,以及制作人和领导者应该做些什么。我们在游戏开发中解决的是错误的问题。当我们的团队在士气上挣扎、面临不切实际的期望,并且与游戏愿景几乎没有联系时,制作人往往在调整团队的工作流程并确保按时发送冲刺报告。我们可以产生更大的积极影响。是时候重新定义我们作为制作人和领导者的角色,开始帮助团队制作更好的游戏。

Production Workshop: An In Depth Guide to Solving Tough, Real World Production Problems

链接:https://schedule.gdconf.com/session/production-workshop-an-in-depth-guide-to-solving-tough-real-world-production-problems/911117

作者:Charu Desodt  (Studio Head, Interior Night)、Dave Ranyard  (CEO, Dream Reality Interactive)、Fleur Marty  (Executive Producer, Fang & Claw)

This workshop is a deep dive into solving tricky real world problems. It is a full day of talks and exercises in a round table setting. As well as exercises, participants can discuss and work on some of their past and current challenges with the help of the facilitators and other participants. There will be a panel of industry experts from production, code & art to help with suggestions and solutions.As well as exercises, participants can discuss and work on some of their past and current challenges with the help of the facilitators and other participants. There will be a panel of industry experts from production, code & art to help with suggestions and solutions.

Producers, senior producers, executive producers all have the toughest problems laid at their feet - how do they navigate these and come up with ways to move forward, negotiating with many disciples and other leaders in their projects & organisations. How do they make tough decisions which do not benefit all? We will learn from industry leaders.

In addition we will look at the core principles of production as well as a deep dive into stakeholder management and big project changes. Hosted by Charu Desodt & Dave Ranyard, former PlayStation, Microsoft and now both running indie studios and including top leadership from AAA studios, this is a session for Production at all levels.

这个研讨会深入探讨解决棘手的实际问题。这是一整天在圆桌会议环境中进行的演讲和练习。除了练习外,参与者可以在推动者和其他参与者的帮助下讨论并解决他们过去和当前的一些挑战。还将有一组来自制作、编程与艺术领域的行业专家提供意见和解决方案。除了练习外,参与者可以在推动者和其他参与者的帮助下讨论并解决他们过去和当前的一些挑战。还将有一组来自制作、编程与艺术领域的行业专家提供意见和解决方案。

制片人、高级制片人、执行制片人都面临着最棘手的问题——他们如何应对这些问题,并找到前进的方法,与项目和组织中的多个学科和其他领导者进行谈判。他们如何做出对所有人都不利的艰难决定?我们将向行业领袖学习。

此外,我们还将探讨制作的核心原则以及利益相关者管理和大型项目变更的深入分析。由Charu Desodt和Dave Ranyard主持,他们曾分别在PlayStation和Microsoft工作,现在各自运营独立工作室,并包括来自AAA级工作室的顶级领导层,这是一场面向各个层级制作人的研讨会。

Quality of Life in 'Call of Duty: Warzone': New Framework to Champion Players

链接:https://schedule.gdconf.com/session/quality-of-life-in-call-of-duty-warzone-new-framework-to-champion-players/906652

作者:Francesco Galletti  (Senior Software Engineer, Raven Software)、Karl Beauregard  (Assistant Creative Director, Beenox)

Retaining players in a live service game isn't just about adding content, but also about improving existing features by addressing player feedback and generating positive community sentiment. With hundreds of thousands of monthly mentions on social channels and millions of active players, Call of Duty: Warzone faces this challenge globally. To navigate this, the team developed the LISTEN pipeline, a six-step process to identify critical feedback and implement strategic Quality of Life improvements. Attendees gain expert insight on how to leverage sentiment data, engage domain experts, and garner internal support to scale implementation of this pipeline across projects, teams, or even studios. Lessons learned throughout years of development make this talk valuable for game developers and team leaders looking for a framework to enhance their live service practices.

保留活服务游戏中的玩家不仅仅在于添加内容,还在于通过解决玩家反馈来改进现有功能,并产生积极的社区情绪。《使命召唤:战区》在全球范围内每月在社交媒体渠道上有数十万次提及,拥有数百万活跃玩家,面临着这一挑战。为应对这一挑战,团队开发了LISTEN管道,这是一种六步流程,用于识别关键反馈并实施战略性的生活质量改进。与会者可以获得如何利用情感数据、吸引领域专家以及获得内部支持以在各个项目、团队甚至工作室中扩展此管道实施的专业见解。多年来积累的经验教训使这次演讲对于寻求增强其活服务实践框架的游戏开发者和团队领导非常有价值。

Six Pillars of Impactful Onboarding

链接:https://schedule.gdconf.com/session/six-pillars-of-impactful-onboarding/907056

作者:Lindsay Thacker  (Manager, Program Management, Riot Games)

Joining a new team or studio can be a difficult and painful experience for a new teammate. We can all relate to the sinking feeling of being left alone at a desk and wondering what we're supposed to do next in our new job. During this session, Lindsay Thacker will share the knowledge she's gained in her ten years of experience onboarding over 200 people across multiple studios and highlight key things you can start doing right now to create a more impactful onboarding experience for new people joining your team.

加入一个新的团队或工作室对新同事来说可能是一次艰难而痛苦的经历。我们都能感同身受那种独自坐在桌前,不知下一步该做什么的失落感。在这次活动中,Lindsay Thacker 将分享她在多个工作室入职超过200人、拥有十年经验中所获得的知识,并强调你可以立即开始采取的一些关键措施,以创造一个对新成员更有影响力的入职体验。

Small Teams, Big Ambitions

链接:https://schedule.gdconf.com/session/small-teams-big-ambitions/907790

作者:Nadia Thorne  (CEO, Producer, Black Salt Games)

Join Nadia Thorne, Co-Founder and CEO of Black Salt Games, as she dives into the strategic approach that turned a small, first-title studio into a success story with the critically acclaimed and award-winning game, DREDGE. This session comprehensively covers the complete development process, from ideation and prototyping to playtesting, market research, and pitching to publishers. Using data and insights from DREDGE, Nadia will offer a clear and practical guide for small studios aiming to launch their first title, sharing actionable strategies that can help other indie developers stack the odds in their favor for a successful first game release.

加入纳迪亚·索恩,Black Salt Games的联合创始人兼首席执行官,她将深入探讨一种战略方法,该方法将一家小型初次制作的游戏工作室转变为一个成功的故事,其代表作是备受好评并获奖的游戏《DREDGE》。本次会议全面涵盖了从概念形成、原型设计到测试、市场调研以及向发行商推介的完整开发过程。纳迪亚将利用《DREDGE》的数据和见解,为小型工作室提供一个清晰且实用的指南,帮助他们推出自己的第一款游戏。她将分享一些可操作的战略,这些策略可以帮助其他独立开发者增加首次游戏发布成功的几率。

So You Have a Fandom: Respecting and Understanding Fan Communities

链接:https://schedule.gdconf.com/session/so-you-have-a-fandom-respecting-and-understanding-fan-communities/907059

作者:Megan Roche  (Product Manager, Pocket Gems)

Everyone’s a fan of something, and finding ways to connect over shared love – or shared hate – is a tale as old as time. But what happens when the thing a bunch of people are loving, hating, and talking about is… your game?Using Episode, a mobile storytelling platform, as a case study, this session will work to provide a look at developing and maintaining a successful game with an active fandom.This talk dives deep into modern fandoms, including why they're worth fostering and respecting and how a healthy fandom can be a product resource for your game. Beginning with an overview of what fandoms are and how they function, the session explores strategies for productive engagement and the impact fandoms can have on games.

每个人都有自己的兴趣所在,而找到方法通过共同的热爱——或者共同的厌恶——来建立联系,这自古以来就是一个永恒的话题。但是,当有一大批人热衷、厌恶并谈论的是……你的游戏时,会发生什么呢?

以Episode(一款移动故事平台)作为案例研究,本次会议将致力于提供关于如何开发和维护一款拥有活跃粉丝群体的成功游戏的见解。本次演讲深入探讨了现代粉丝文化,包括为什么这些粉丝文化值得培养和尊重,以及一个健康的粉丝群体如何成为你游戏的产品资源。从粉丝文化的概述及其运作方式开始,本次会议探索了有效的粉丝互动策略以及粉丝群体对游戏可能产生的影响。

Streamlining Game Development: Building a Scalable Pipeline for Multiple Titles (Presented by LIGHTSPEED STUDIOS)

链接:https://schedule.gdconf.com/session/streamlining-game-development-building-a-scalable-pipeline-for-multiple-titles-presented-by-lightspeed-studios/911366

作者:Calvin Gu  (Game Programmer, LIGHTSPEED STUDIOS)

Learn how to build a robust, scalable 3D content production pipeline for large-scale game studios. LightSpeed Studios' Calvin Gu will share practical, real-world strategies for supporting diverse game projects, moving beyond turnkey solutions to deliver powerful middleware.

This session delves into standardized 3D content conventions, data exchange protocols, and best practices for integrating cutting-edge technologies like OpenUSD and scriptable tools. Discover how LIGHTSPEED STUDIOS organically integrates these elements into its pipeline for efficient, high-quality production across multiple game titles.

了解如何为大型游戏工作室构建稳健且可扩展的3D内容制作管线。光子工作室的Calvin Gu将分享实用的、面向现实世界的策略,以支持多样化的游戏项目,超越即插即用的解决方案,提供强大的中间件。

本 session 深入探讨标准化的3D内容规范、数据交换协议以及整合尖端技术(如OpenUSD)和可脚本化工具的最佳实践。发现光子工作室是如何将这些元素有机地融入其管线中,从而在多款游戏标题的高效高质量生产中发挥作用。

The First Descendant: Persevering Through a 57 Metacritic as a Live Service Game (Presented by NEXON)

链接:https://schedule.gdconf.com/session/the-first-descendant-persevering-through-a-57-metacritic-as-a-live-service-game-presented-by-nexon/911126

作者:Beom-jun Lee  (Producer, NEXON Games)

NEXON’s The First Descendant achieved a remarkable success at launch, topping Steam’s Top Sellers list despite receiving a low Metacritic score of 57. The team faced significant challenges but worked tirelessly to resolve issues, steadily earning the game growing support from its player community. This session explores the obstacles The First Descendant faces as a live-service game, the strategies the team employs to overcome these challenges, and the methods it uses to re-engage players and rebuild lasting trust. It also highlights the team’s vision for the game’s exciting future and shares key lessons for fostering sustainable growth and long-term player satisfaction.

NEXON的《The First Descendant》在发布时取得了显著的成功,尽管Metacritic评分仅为57分,但它还是登上了Steam畅销榜的榜首。团队面临了重大挑战,但不懈努力解决问题,逐渐赢得了玩家社区的支持。本次会议探讨了《The First Descendant》作为一款服务型游戏所面临的障碍、团队采用的克服这些挑战的策略以及重新吸引玩家和重建持久信任的方法。同时,它还强调了团队对游戏激动人心的未来愿景,并分享了培养可持续增长和长期玩家满意度的关键经验。

The Game Maker's Zodiac: A Team-Building Tool

链接:https://schedule.gdconf.com/session/the-game-makers-zodiac-a-team-building-tool/907262

作者:Isaque Sanches  (Senior Game Designer, Ubisoft)

Folks in the games industry want to make games for many reasons: not everyone is motivated by the same things.

This lecture takes a look at different types of creators in the industry: not only by job family (code, design, art, audio, production, etc) but by grouping them by personality traits, backgrounds, aesthetic preferences and biases.

From there, a general high-level breakdown is presented: the lecturer proposes 13 archetypes for videogame creators, based on research (cross-referencing literature and collected data), and invites you to explore how these might communicate with one another, what are the strengths and weaknesses of each archetype grouping, and how they can all work in harmony by co-empowering each other.

游戏行业中的人都想出于各种原因制作游戏:并非每个人被同样的东西所激励。

本讲座探讨了行业内不同类型的创作者:不仅按职业类别(编程、设计、美术、音频、制作等)划分,还通过个性特征、背景、审美偏好和偏见对他们进行分组。

在此基础上,提出了一个大致的高层次分类:讲师基于研究(交叉引用文献和收集的数据)提出了13种电子游戏创作者的原型,并邀请您探索这些原型之间如何沟通交流,每种原型群体的优势和劣势是什么,以及他们如何通过互相赋能而和谐共事。

The Impact of Implementing Core Values

链接:https://schedule.gdconf.com/session/the-impact-of-implementing-core-values/907666

作者:Colin Walder  (Engineering Director, Management and Audio, CD PROJEKT RED)、Marta Wozniak  (HR Partner, CD PROJEKT RED)

In this talk, Colin Walder and Marta Wozniak describe the role that core values play in building organizational health and why it is vital that managers and executives pay attention to them. When given proper attention, they can be the glue that holds your teams together, even as they grow. When ignored and left untended, they can pull your teams apart. Colin and Marta describe the different types of values that managers should keep in mind and the process used by the Tech team at CD PROJEKT RED to find and refine their core values. Each of the five core values is presented along with examples of how they connect to the "real world". Finally, Colin and Marta outline what managers and HR must do in practice, and how they must work together, in order to implement and establish the values they have found.

在本次演讲中,Colin Walder 和 Marta Wozniak 描述了核心价值观在构建组织健康方面所起的作用,以及为什么管理者和高管必须重视这些价值观至关重要。当给予适当的关注时,它们可以成为将团队凝聚在一起的粘合剂,即使团队在不断壮大。而忽视并放任不管时,它们可能会导致团队分裂。Colin 和 Marta 描述了管理者应该牢记的不同类型的价值观,以及 CD PROJEKT RED 技术团队寻找和精炼其核心价值观的过程。每个核心价值观都进行了介绍,并举例说明了它们如何与“现实世界”相联系。最后,Colin 和 Marta 概述了管理者和人力资源部门在实践中必须做什么,以及他们必须如何合作,以实施和确立他们所发现的价值观。

The Making of 'ASTRO BOT'

链接:https://schedule.gdconf.com/session/the-making-of-astro-bot/910414

作者:Nicolas Doucet  (Studio Director, Sony Interactive Entertainment)

This session will take you on a fun and visual journey through 10 principles that shaped team ASOBI's latest game, ASTRO BOT; from the initial concept pitch to how the team works on a day to day basis to create magical moments for all ages.

本环节将带您通过视觉之旅,了解塑造团队ASOBI最新游戏《ASTRO BOT》的10个原则,从最初的构思Pitch到团队如何日复一日地创造适合所有年龄段的神奇时刻。

The Secret to Narrative-Driven and Short-Term Development in 'Like a Dragon'

链接:https://schedule.gdconf.com/session/the-secret-to-narrative-driven-and-short-term-development-in-like-a-dragon/911430

作者:Ryosuke Horii  (Chief Director and Producer, SEGA)、Eiji Hamatsu  (Design Manager, 1st Business Unit, SEGA)

The developer himself, who has been involved with the series for a long time from two perspectives - game design and visual design - will explain how the Ryu Ga Gotoku series has been able to continuously develop narrative-driven games in a short period of time.

这位开发者从游戏设计和视觉设计两个方面长期参与了该系列的工作,他将解释《如龙》系列是如何在短时间内连续推出叙事驱动游戏的。

Three Mindset Shifts to Lead a World-Class Team

链接:https://schedule.gdconf.com/session/three-mindset-shifts-to-lead-a-world-class-team/906821

作者:Kristie Fisher  (Sr. Director of Global User Research, PlayStation Studios)

People are often put in charge of projects because they mastered a core discipline like art or game design, but leadership is its own skill. People are complicated, and when people are working in a group to do something highly complex and novel, like make a video game, the people-complication puzzle expands exponentially. Project and people leaders can often feel at a loss to understand why their team isn't collaborating effectively or why a project seems stuck in an endless churn loop. In this talk, I will provide three "mindset shifts" that I have seen work time and again at multiple companies to increase team velocity and drive collaborative creativity. These mindset shifts have been derived from my extensive personal experience, reading, and leadership training.

人们常常因为掌握了艺术或游戏设计等核心学科而被委以项目负责人的重任,但领导力本身也是一种技能。人在群体中工作,尤其是从事像制作视频游戏这样高度复杂且新颖的工作时,人员管理的复杂性会呈指数级增长。项目负责人和团队领导者经常会感到困惑,不明白为什么他们的团队不能有效地协作,或者为什么项目似乎陷入了无休止的反复修改循环。在本次演讲中,我将分享三种“思维模式转变”,这些转变我在多家公司中多次见证,它们能够提升团队的工作效率并促进协作创新。这些思维模式的转变来源于我个人的丰富经验、阅读以及领导力培训。

Thriving Remotely: Growing a Successful Video Game Studio in a Virtual World

链接:https://schedule.gdconf.com/session/thriving-remotely-growing-a-successful-video-game-studio-in-a-virtual-world/907524

作者:Trisha Stouffer  (CEO, Stoic)

Since joining Stoic on March 16, 2020, Trisha Stouffer expanded the studio from 20 to 100 employees in under 4.5 years, all during COVID and an industry downturn. The studio became permanently remote in 2020, challenging the notion that a remote-only setup cannot be successful. This talk offers valuable insights for game developers and studios exploring remote work, emphasizing its timeliness and relevance post-pandemic. Attendees will gain practical advice on managing remote teams, overcoming communication and collaboration challenges, and leveraging technology. The talk highlights the benefits of diverse perspectives by accessing global talent and includes real-world examples and personal anecdotes for relatability.

自2020年3月16日加入Stoic以来,特里莎·斯陶弗在不到4.5年的时间内将工作室员工从20人扩展到了100人,期间还经历了COVID-19疫情和行业低迷期。该工作室在2020年永久性地实行远程工作模式,挑战了只有办公室才能成功的观念。此次演讲为探索远程工作的游戏开发者和工作室提供了宝贵的见解,强调了其在后疫情时代的时效性和相关性。与会者将获得关于管理远程团队、克服沟通和协作挑战以及利用技术的实际建议。演讲突出了通过接触全球人才带来的多元视角的好处,并包括了现实中的例子和个人趣闻以增强共鸣。

Translating Between Business and Creativity as a Games Producer

链接:https://schedule.gdconf.com/session/translating-between-business-and-creativity-as-a-games-producer/907477

作者:John Lau  (Lead Producer, ustwo games)

A game producer's role is an ill-defined thing: Is it operational? Is it commercial? Is it creative? Is it organizational? Is it facilitation? Is it all of the above? Drawing on a 17-year career ranging from work-for-hire production, game design and indie games, Ustwo games Lead Producer John Lau sketches out a way of understanding the producer's role not just as an organizer, but as a translator between two uneasy allies: the creativity of a game team, and the logistical realities of the businesses that employ them.Talking through some hypothetical negotiations, he will finish by suggesting ways to set up key project tools so that a producer is better equipped to navigate those conversations.

游戏制作人的角色是一个界定不清的概念:它是运营性的吗?它是商业性的吗?它是创造性的吗?它是组织性的吗?它是协调性的吗?还是以上所有?基于长达17年的职业生涯,涵盖了外包制作、游戏设计和独立游戏开发,Ustwo Games的首席制作人John Lau描绘了一种理解制作人角色的方式,不仅将其视为组织者,还将其视为两个不安盟友之间的翻译者:游戏团队的创造力与雇佣他们的企业的后勤现实。通过讨论一些假设的谈判,他最后将提出一些设置关键项目工具的方法,以便使制作人更好地装备自己以应对这些对话。

Turning Around a Playerbase in Crisis: A 'Destiny 2' Case Study

链接:https://schedule.gdconf.com/session/turning-around-a-playerbase-in-crisis-a-destiny-2-case-study/906996

作者:Alan Blaine  (Principal Designer, Bungie)

Even in the most successful live service game, there will inevitably be doldrums - player sentiment will be slowly dropping, or player population will be. These can usually be dealt with using one-off measures without harming the ongoing development of the next release(s). When both happen at the same time - you have a major problem that can kill your game if not dealt with swiftly! But you cannot derail development for the future either without jeopardizing your revenue streams.

Destiny 2 has encountered this kind of crisis point a handful of times over the past 7 years and have developed a framework for addressing player concerns without disrupting the dev cycle - The Player Retention Strike Team.

In this session, Alan Blaine (Principal Designer) walks the audience through lessons learned in one of these crises - how to know when you are approaching this kind of crisis, how to set up a strike team to deal with it, and the inner workings of that team itself.

即使是最成功的直播服务类游戏,也难免会遇到低谷期——玩家的情绪可能会逐渐下滑,或者玩家数量可能会减少。这些问题通常可以通过一次性措施来解决,而不会影响下一版本的持续开发。但当这两种情况同时发生时,你就会面临一个可能导致游戏失败的重大问题!然而,你也不能为了应对当前问题而偏离未来的开发轨道,否则会危及你的收入来源。

《命运2》在过去7年中曾多次遭遇这种危机,并且已经发展出一套框架来处理玩家关切而不干扰开发周期——即“玩家留存打击小组”。

在这次讲座中,艾伦·布莱恩(首席设计师)向观众介绍了他在其中一次危机中学到的经验——如何知道你正在接近这种危机,如何组建一个打击小组来应对它,以及该小组本身的运作机制。

Unity Developer Summit: Stumbling into New Platforms: Taking 'Stumble Guys' to Console (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-stumbling-into-new-platforms-taking-stumble-guys-to-console-presented-by-unity/911620

作者:Jorge Martinez Vargas  (Staff Engineer, Scopely, Scopely)

In this session, attendees will learn how Stumble Guys – the mobile sensation party battle royale game – expanded to new platforms, becoming one of the top F2P console games released in 2024 while keeping an active release schedule on existing platforms.

This session gives an overview of the project and goals for platform expansion, then dives into two main focus areas. First, it addresses the decisions and trade-offs made to port the game while maintaining releases on existing platforms, followed by a discussion of the technical challenges faced and lessons learned bringing the game from mobile and Steam to WebGL and consoles.

在本次会议中,与会者将了解《Stumble Guys》——这款移动平台上热门的派对大逃杀游戏,是如何扩展到新平台的,并成为2024年发布的一款顶级免费玩(F2P)主机游戏,同时在现有平台上保持了活跃的更新发布节奏。

本次会议概述了该项目及其扩展平台的目标,然后深入探讨了两个主要关注点。首先,会议将讨论为了将游戏移植到新平台的同时还在现有平台上保持发布所做出的决策和权衡;随后,会议将讨论从移动设备和Steam平台移植到WebGL和主机平台过程中遇到的技术挑战及所获得的经验教训。