This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.
GDC + VRDC 2019 Session Scheduler
View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.
If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.
Pass Type:
All Access, GDC Conference + Summits, GDC Summits -Get your pass now!
Topic:
Design
Format:
Tutorial
Tutorials:
Level Design Workshop
Vault Recording: Video
When someone wants to design games for different player types, they often think in terms of systems. Developers build player chat for social players, powerful weapons for action players or perma-death for players who want mastery. But do they think about different player types when building worlds?
World designers can create better experiences if they understand player motivation. This talk will dig into practical ways to build worlds that your players will love, while also leveling up your world designers by learning how to focus on what matters most.
Takeaway
Attendees will learn practical ways to tailor towards player motivation through concrete examples from franchises such as 'Mass Effect', 'Dragon Age' and 'Destiny'. They will learn how to think about what is most important in their game based on their intended audience, and spend their limited time building that instead of something their players will undervalue.
Intended Audience
World, level or activity designers from entry-level to advanced would benefit the most.