Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC Next 2013


View larger image
 


QTY:

Doki-Doki Universe: Sweet, Simple and Genuine (GDC Next 10)
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDCN13-26596_AWNY
Statistics
Description
Doki-Doki Universe: Sweet, Simple and Genuine (GDC Next 10)
Greg Johnson | CEO and Founder, HumaNature Studios

Location: Room 511 AB
Date: Tuesday, November 05
Time: 5:00pm-5:30pm
Format: Session
Discipline: Design & UI
Track: Independent Games
Vault Recording: Video


Greg Johnson will introduce his studio's new PS3, PS4, Vita and mobile title, Doki-Doki Universe, being published first-party by Sony and being released worldwide in December. He'll describe the design objectives behind this title, and talk about some of the challenges the studio dealt with in creating an emotionally-based, interactive story game that has a huge diversity of characters and stories. He'll also talk about why they chose to build a personality test and an animated messaging app into the game, and what it has been like working with Sony as a publisher.
Takeaway
Tackling the big problem of interactive story is hard. Expressive behavior simulation, conversation simulation, emotional and contextual states, AI memory, player goals - this is all complex stuff. Trying to be innovative in this space on a milestone schedule is kind of crazy, especially if it's an open-ended, sandbox-style game, which means you don't know if it will all work until late in development. Eek! The lessons: A) You don't need to solve all the deep problems. Start simple, and build with heart. B) Keep the faith.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.