I was so tired last night that I couldn’t keep myself up to write this blog post. As you continue to read this, you’ll know why.
I spent most of the day walking around the expo floor looking around stuff and dropping off my business cards and resumes at career pavilion booths. I also skipped lunch to attend Unity drawing contest. I mainly wanted the Nvidia graphics card, but I didn’t win anything. After that, I met my old college colleague Dan Fornace at Microsoft’s career pavilion booth. We mainly talked about how things were going in our lives. He is still in his same assigned team as a game designer. He is also working on a sequel to his HTML5 game Elementimals. If you want are interested, you can check out his website at DanFornace.com. His website looks different now compared to the last time I checked it.
When the expo floor closed at 3 PM, I went to check out the Ten Principles of Good Level Design panel. Here are the 10 principles:
1. Good level design is fun to navigate
2. Good level design does not rely on words
3. Good level design tells what… but not how
4. Good level design constantly teaches
5. Good level design is surprising
6. Good level design empowers the player
7. Good level design is easy, medium and hard
8. Good level design is efficient
9. Good level design creates emotion
10. Good level design is driven by mechanics
I would agree with this reason for following the sixth principle:
After this panel, the whole conference closed. I stood outside looking for some people I know or for some last minute networking. Then, I found Makoto Goto (or he found me) walking with his colleagues. He told me that they were going to the IGDA Japan party at a Chinese restaurant. I have already made contact with him on Wednesday. I was interested so I followed along with him. When I got there, I had to wait in the lobby along with other non-ticket holders. Some time later, I finally got into the party after paying $30 for food and drink tickets.
I went to the bar to get a drink. When I found out that I can only use my drink ticket to get either a beer, wine or soft drinks, I went with cola. I’m a sucker for sweet drinks. A game producer who was sitting on my right, Fumio Kurokawa, showed off his game called Monken. You control the wrecking ball to smash the building filled with terrorists in order to free the hostages. I thought it was interesting when I saw the trailer. I’ll be looking forward to its release.
When we were told that we can get food, I got in line. I was told that I could get many bites as I want. I planned to get seconds later. Here is my first plate:
After I finished my first plate, I walked around to meet with other developers there and exchanged business cards with them. Of all the people I met, I met with two notable ones. One was Nigoro, who has worked on an Indian Jones-style action game called La-Mulana. While the WiiWare and PC versions are out, the Steam version will be released next month. I forgot to exchange business cards with him. Maybe next time. The other one, who arrived at the party late, was Yu Suzuki. He is well-known for producing and directing many Sega titles like Virtua Fighter, Virtua Cop and Shenmue series. I am looking forward in doing business with many people I networked in one night.
While we were still dining and socializing, some Japanese graduate students showed off what each of them worked on in front of us. Some were listening to them and some were still socializing (loudly).
After the end of the party, I went with a group of people heading to a local company called Chartboost for some drinking and hanging around. We stayed there for a while and left. Each of us went back to their respective hotel.
This concludes my GDC 2013 journey. As I am finishing this post, I am heading back to Philadelphia on the airplane as of 11:23 PM PDT. Good night or おやすみ(oyasumi) in Japanese.