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Game Developer’s Conference (GDC) is the world’s largest and longest-running gaming professionals industry event. The conference contains 400 lectures, panels, tutorials and round-table discussions on a comprehensive selection of game development topics taught by leading industry experts. GDC 2013 begins March 25th and lasts March 29th.
This year, Assassin's Creed III will be featured and discussed in four panels. Below is a short summary of each of them. We would like to ask, is there any elements or details of these sessions that you would be interested in getting more information about? How about any questions that you would like answered at these sessions? Let us know in the comments: we will be attending these sessions, and can help gather the answers you seek!
AI Postmortem: Assassin's Creed III
This session will provide a high-density look into the AI of three upcoming or recently released games. Unlike traditional industry postmortems, the session's presenters will dive immediately into the challenges faced, and how they addressed these challenges. The games Assassin's Creed III, XCOM: Enemy Unknown, and Warframe will be examined. The Assassin's Creed session will explain how Ubisoft upped their parkour gameplay in Assassin's Creed III by improving on their already noteworthy climbing and running mechanics. Speakers include Richard Dumas, Technical Lead at Ubisoft Montreal and Aleissia Laidacker, Team Lead for AI and Gameplay, Ubisoft Montreal.
Balancing Act: Narrative and Mission Design in Assassin's Creed III
In this talk, Corey May (lead writer) and Philippe Bergeron (mission director) will chart the evolution of narrative design across the Assassin's Creed franchise. From initial concept to final interaction, they will walk attendees through the team's narrative and design pipelines, highlighting the various tools and processes they've developed over the years. In addition, they will explore the ways in which their collaboration has evolved over the course of the franchise's life.
Assassin's Creed III Music Score: Redefining Musical Standards for the AC Brand
Assassin's Creed III is the fifth game of the AC franchise, but the first opus of a new story. We leave behind the tales of the beloved Ezio and Altair to discover Connor, a fascinating hero of the new world. Underscoring this change required the successful union of contrasting priorities: be true to the brand, but create something fresh for a new beginning. Produce a cinematic score, but make it relevant to gameplay. Through practical examples and anecdotes, this presentation will take the audience through all the steps, missteps, intuitive guesses, and passionate work that went into making the music count. Speakers include Jerome Angelot, Audio Designer and Benedicte Ouimet, Music Specialist.
Three Years of Collaboration on Assassin's Creed III
Building the Assassin's Creed experience requires the creativity of hundreds of people. Ubisoft has leveraged the power of its studio network in the hopes of improving the quality of its games, and to create new ideas and distribute risk. This session will feature a panel formed by the five studio leads of Assassin's Creed III. The panel will aim to brief the audience on the challenges of distributing the creation of the game, and on the different models that were tried over time. Each panelist will share his experience of working in such a way, as well as the advantages and hardships it can bring. Speakers include Marc-Alexis Cote, Game Director, Alexander Hutchinson, Creative Director, Damien Kieken, Game Director, Fracois Pelland, Senior Producer, and Hugues Ricour, Senior Producer.