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Come see the making of N64 classic GoldenEye 007 at GDC Europe

The first-person shooter that changed the way we play console games will be the subject of a 'classic postmortem' this August at GDC Europe, as director Martin Hollis takes the stage to share some rare insight.

June 28, 2012

3 Min Read

GDC Europe 2012's session lineup continues to grow this week, as show organizers have debuted new sessions including a 'classic postmortem' on seminal N64 title GoldenEye 007, as well as talks on working with a distributed team and how music can influence user experience design. These talks all fall within GDC Europe's Main Conference, which takes place Monday through Wednesday, August 13-15, 2012 at the Congress-Centrum Ost Koelnmesse in Cologne, Germany. The full details on these new sessions are as follows: - Over in the Game Design track, former Rare game director Martin Hollis (now of independent studio Zoonami) will debut the first ever GDC Europe 'classic postmortem', chronicling the development of seminal Nintendo 64 title Goldeneye 007. Hollis led the creation of this hit movie tie-in game, and during this session he will detail how the game came to be, detailing its roots as a Virtua Cop-influenced on-rails project all the way to its eventual release in 1997. It'll be a rare chance to get an inside look at the much-loved 8-million unit selling title that paved the way for the future of console based first person shooters. - Over in the Production track, Ngmoco senior development director Senta Jakobsen will host "Changing How Games Are Made – Building and Working in a Distributed Team." Here, former Crytek director and DICE COO Jakobsen will explain the ins and outs of working with a team that's spread all over the world, discussing everything from hiring processes, tools, overall guidelines, and more. In addition, she'll share a number of common mistakes so other studios know what to avoid. - Finally, Simon Davis of Ubisoft Blue Byte (Tom Clancy's Ghost Recon Online) will discuss how to refine overall user experience in the Game Design track lecture, "The Wonderful World of UX: How We Can Make Games That Resonate Better and Learn From Approaches to Music." By using musical genres such as Jazz and Blues as an overall template, Davis will outline what user experience design is, and how developers can use it to create better games. In addition, he'll analyze a number of different approaches to applying user experience design, and the results they generate when applied to games. These talks join a number of other previously-announced sessions, including Google on the economics of modern video games, a presentation from Epic on mobile graphics and Infinity Blade, and a keynote on Ubisoft's Assassin's Creed III. For a full list of all GDC Europe sessions announced thus far, check out the show's newly launched Schedule Builder. Keep an eye out for even more exciting keynotes and sessions, and GDC Europe organizers have plenty more in store before the event opens its doors this August. Those interested in attending GDC Europe can secure their pass for the Gamescom co-located event now, as early registration is now open until July 18th. For more information on GDC Europe, visit the show's official website, or subscribe to regular updates via Facebook, Twitter, or RSS. GDC Europe is owned and operated by Gamasutra parent company UBM Technology.

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