![]() People usually warn against putting people on pedestals. It was the same toast he’d given last year, less than a week after the game’s launch: “It shouldn’t have worked.” We walked down to Zero Zero, and ordered pizza. We ended up leaving the awards shortly after the final award we were nominated for was announced. There are selfies on my phone with Adam and Bekah that I only fuzzily remember. I don’t remember much about this either, but I do remember being formed into a line and having pictures taken. I had to wait until I was back home and could watch the recording to hear what Scott, Alec, Bethany and Bekah had said.Īfter you’re done giving whatever remarks you have, you’re taken off stage, and led into an area with cameras and people who want to take pictures. I do remember noticing, for the first time, that you can’t hear what the person at the microphone is saying. I do remember focusing on the fact that I was potentially on camera, so I had to maintain my stage face. I don’t remember much about the journey up to the stage. ![]() We didn’t want to bore the audience with everyone having a chance to talk, so we decided to limit who was going to talk Scott, as the primary face of the game, would speak, and if we won the grand prize, we’d take advantage of the fact that it was the end of the event to get others to say a few words. We’d already met before the event, and talked about what our plans were if we won. I think I remember loudly shouting “what the fuck” when the announcement for the Grand Prize was made. For the awards that we didn’t win, my picks won about half the time for the times we did win, it was a huge surprise. For each of the awards that we were nominated for, I’d picked out a game that wasn’t ours that we were rooting for, and at the moment of the announcement, I was crossing my fingers for them. We won Excellence in Narrative, and the Seumas McNally Grand Prize, and it felt weird and good to be at the table and hear it. Night in the Woods won two awards, both of them in the Independent Games Festival. Night in the Woods was up for three awards in each. This is the first GDC in which a game we worked on was up for awards at either the Independent Games Festival or the Game Developers Choice Awards. I’ll probably end up cringing hugely when I review the video. People liked the talk! I had a number of people with questions afterwards, and I think I answered them pretty well. This year, I talked about Grabthar’s Hammer, the compression technique that we built for the iOS version of Night in the Woods. ![]() This is the second GDC that I’ve given a talk at. While not all of these people are team members on the game we worked on, having a thing that serves as the anchor for a group that we’re part of made my experience significantly less lonely, and a lot more focused. All I have is that, around the time we started working on Night in the Woods, I had a group of friends who all work in the same field and never see each other except at international gatherings like GDC. I don’t have any advice here for people who want to change that for themselves. ![]() While we’ve always been game developers-our first ever release was a tiny little competitive puzzler called Culture, in 2008-we never felt like we were part of the larger conversation, and I’m pretty sure that that feeling I shared with most people I see who aren’t frequently seen in groups in the halls. ![]() Like many attendees at GDC, we were going aspirationally. We didn’t realise they were the same thing until our fifth year of going. We were always attending from the viewpoint that it would be useful to have an idea of what the game dev community is like, and to try to do the thing that business types call “networking” and regular humans call “making friends”. We started going to GDC because we were living in California, and happened to have the spare resources and time to attend it. If we go next year, I’ll have been wandering in and out of the Moscone Centre for a decade. ![]()
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