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Tuesday, October 24 • 12:00pm - 12:50pm
Creating a World and Making it Stick

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World-building is an incredibly involved business, as you're not just serving the interests of the narrative but also that of the gameplay. More than that, you're creating an Intellectual Property, one that could potentially span multiple games and even products that aren't games, and there are many questions that will need to be answered beyond the simple details of the setting like history and culture. This lecture will walk you through the creation of the world in BioWare's Dragon Age, the successes and problems it encountered as well as how it evolved from one title to the next - and how the lessons learned could be useful for other developers building their own game worlds, whether they be for triple-A RPG titles or not.

Speakers
avatar for David Gaider

David Gaider

Beamdog
David is a game design veteran, having started his career in 1999 working on BioWare's "Baldur's Gate II: Shadows of Amn" as a narrative designer. His later credits include Neverwinter Nights (2002), Star Wars: Knights of the Old Republic (2003), and more recently the Dragon Age series... Read More →


Tuesday October 24, 2017 12:00pm - 12:50pm AEDT
Melbourne Convention and Exhibition Center