GGC 2013, photos and more!

Marcus Ingvarsson: A winner is you!

We’re particularly proud of this year’s GGC.

Not only did we cover the very important issue of gender inequality in the industry, with a view on solutions, we also delivered such high quality student games, we’re sure to clean up at the Swedish Game Awards.

To try and summarise the presentations would require a post that is very tl;dr. So why not move over to our YouTube Channel and watch them all. You should do them in order, because the level of information was scaffolded, each talk building on what had come before.

We want to thank everyone for pulling this together – the speakers especially.

But, we all know what you’re here for. The pictures. So here they are.

Why not look at them while watching the presentations?

The Games Exhibition

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Conference Presentations

Sheri Graner Ray

Awards Ceremony

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Party!!!

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All photos courtesy of Mats Ek, used with permission.

Ernest Adams nails his dissertation!

In February, after nearly 18 years of thinking and writing about interactive storytelling (as well as a good many other topics), I received a Ph.D. in that subject from the University of Teesside in the UK. My thesis is called Resolutions to Some Problems in Interactive Storytelling, and it’s a retrospective and analysis of the papers and lectures I’ve given over the years. In this month’s column, I’m going to summarize a few of my conclusions.

— Ernest Adam, published on Gamasutra.

So YES! Ernest finally got to nail his doctoral thesis on campus this month!

“Spikning” (lit. nailing) is an academic ritual in connection with the submission of a dissertation. Before the dissertation thesis is published it must be made available to anyone who wants to read it and come up with criticism for the disputation. The Swedish tradition is to have the respondent ceremonially nail a copy of the dissertation to a wall, for public display.

Ernest is the second GAME staffer to drive a nail into that board in Almedalen, and the entire thesis is available for download at the bottom of this post. For a quick overview of some of the juicy bits, click through to his Gamasutra writeup.

Good job man!

Resolutions to Some Problems in Interactive Storytelling, Volume 1 [PDF]
Resolutions to Some Problems in Interactive Storytelling, Volume 2 [PDF]

Game Developers Conference

Tracks at the GDC 2013
Adam Mayes is such a shameful fanboy. His enthusiasm for USA, San Francisco and the “real” GDC has been diabetes inducing – long ago triggering the predictable counter-reaction in yours-trolly.

I am willing to admit now though that the man was right about GDC. I can’t remember leaving a session of GDC Europe feeling inspired. Or enthusiastic. Or validated. Or whipped.

Informed – absolutely, but never… improved.

Leigh Alexander

We’ve been here two days and the conference has yet to start proper. The first two days are “summits” – I’m primarily following the Education and the Monetization summits with a dip in the AI track every now and then. The AI people have, by far, the most fun in their sessions.

Only two days, and I’ve already met and spoke with Brenda and John Romero, Leigh Alexander, Tracy Fullerton, Eric Zimmerman, Ian Schreiber, Jeff Orkin – you know. The people that writes The Books. The people that we Follow.

A lot of talk of inclusion, gender and death to the boy club all around the conference. The topic crops up in almost every session. There is an undeniable air of synchronicity with our own conference theme. People respond extremely well when I bring the GGC up, so I’m doing my best and grabbing big name-speakers here.

It's... pretty big too.