It’s been my first year at GDC, and I went back home with so many learnings! What I liked the most about the conference is that you can make the most of it in any way you want. The talks, the expo, the networking, the parties… all that is there for you to schedule your time and balance your experience towards any direction you’re interested in. I’m already looking forward to the next year.
Here are a few tips and learnings I’d like to share:
It’s been a couple of weeks already, but I figured it would still be nice to take a look at my notes and put together a couple of things I learned over there.
Here we go! (You’re invited to add yours on the comments below :D)
Game development has a love/hate relationship with frustration
Dave Gilbert inaugurated the conference with a nice talk where he shared lifelong learnings like how much he wished he hadn’t forced himself to get too much into The Frustration Zone as a developer.
The Frustration Zone is a place we all drop by every once in a while I think, but Dave’s talk made me think about how much we take for granted that things like working over hours and iterating to death are needed in mostly any development.
I wonder if this kind of self-indulgence is leading us to the wrong reasoning that if there’s pain and sweat, there will be success.
I spent last week in Cologne. I bought a combined GDC Europe / Gamescom pass for Indie developers, and I have to say travelling on purpose from Barcelona was worth it. Tried out great games I didn’t know about, heard good speakers, and even had time to enjoy some side events and leisure stuff.