Sunset Overdrive design challenges laid bare at GDC 2015
GDC 2015 attendees have the opportunity to learn about the development of Sunset Overdrive from Insomniac game designer Liz England, who will speak at length during next year's March conference.
October 27, 2014
This week sees the release of Sunset Overdrive, an ambitious open-world game from Insomniac Games. The independent studio has spent two decades working on well-regarded linear games in PlayStation franchises like Spyro, Ratchet & Clank and Resistance. But Sunset Overdrive is different -- it's a non-linear Xbox One game set in a colorful post-apocalyptic sprawl, and Insomniac faced some significant challenges during its development. GDC 2015 attendees have the opportunity to learn about those experiences from Insomniac game designer Liz England, who will speak at length about the game's development in a session titled "Transitioning from Linear to Open World Design with Sunset Overdrive" at next year's March conference. It's a can't-miss opportunity for anyone seeking insight into the design process at Insomniac Games, as England will run down how the studio's design workflow on Sunset Overdrive compares to its previous work on the strictly linear Resistance 3. Insomniac engine chief Mike Acton will also be speaking at GDC 2015 about how you can tackle the challenge of leading your own tech team. Conference organizers look forward to announcing many more outstanding GDC 2015 sessions in the months ahead. In the meantime, don't miss your chance to save some money by registering early -- the deadline to register for passes at a discounted rate is January 21, 2015. GDC 2015 itself will take place March 2-6 at the Moscone Center in San Francisco. For more information on GDC 2015, visit the show's official website, or subscribe to regular updates via Facebook, Twitter, or RSS. Gamasutra and GDC are sibling organizations under parent UBM Tech.
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