This year, I attended GDC as a writer as well, but this time around, my assignment for IndustryGamers was to attend the conference the way I normally would as a producer, and then write about my impressions. One thing that became clear is that I am happiest at GDC when I am in prime ‘sponge’ mode, free to soak up all of the priceless knowledge being shared behind every door. In 2006, my attention was divided by my search for gainful employment in the industry. This year, I didn’t have that distraction, so I was able to experience GDC the way I wanted to – learning, networking, renewing friendships & acquaintances, and having fun with no pressure.
Overall, the most potent feeling I had at my first GDC can be summed up in these five words: “This is where I belong.” I still feel that way about being a producer, which is why I am still happily employed in the industry, and also why it was so important for me to get back to GDC after a three-year hiatus. So why didn’t I attend GDC in ‘07, ‘08, or ‘09? Ironically, I was too busy making games to go. However, this year, I decided that it was enough already with the whole not-going-to-GDC thing, so I requested my time off months in advance.
When I think of similarities between my two GDCs, one that leaps to mind is Will Wright. In 2006, his keynote was heavily informed by subjects like astrophysics, which played a significant role in the inspiration for Spore. In 2010, his super secret stealth surprise session, The Metaphysics of Game Design, was more general in that it didn’t revolve around a single game, but it was an equally exhilarating experience. Both times, being in attendance at one of Will Wright’s talks was like treating my brain to a roller coaster ride. Hands up, Wheeeee!
This year’s Will Wright master class touched on some of the major themes of GDC 10, and highlighted one of the major differences between the two conferences. To my misty, water-colored recollection, in 2006, people mentioned Facebook as the “…and also…” bookend to the far more prominent MySpace (hey, remember those guys?), and no one was talking about it as a gaming platform that is shifting the sands under the gaming industry’s feet. In addition, mobile gaming was still the proverbial red-headed stepchild of the industry, as the iPhone was still a year away from solving the ubiquitous controls and interface issues that had plagued this sub-industry for years. In 2006, Facebook and mobile gaming were barely twinkles in the industry’s collective eye. In 2010, along with digital distribution and F2P (free-to-play), they represent a sea change in the very business model of the industry, and all of these topics were heavily represented across multiple GDC tracks.
On a more personal note, a major difference between my two GDC experiences was the aftermath of the various sessions I attended. In 2006, I was the one psyching myself up for each and every conversation, trying not to hyperventilate like Billy Hayes trying to smuggle hash out of Turkey in Midnight Run. In 2010, I was quite the cool, calm, collected cucumber, because these days, I have far more to contribute to the discussion.
I am a huge proponent of networking, and GDC ‘06 was an example of how powerful a force it can be. But I also firmly believe the axiom that the very best time to network is when you don’t need anything from it. GDC 10 is an example of how well networking works when we as game developers (or publishers, press, etc.) are as committed to giving as the job-seekers are to receiving. Inspired by my friend’s example, I’ve dedicated myself to paying it forward. When someone reaches out to me for help or advice, I do my best to give it to them, be it via e-mail, on the phone, or even in person.
I also enjoy putting people with similar interests, or at the same company, in touch with one another. For example, if someone I know is starting work at a company where I have one or more contacts, I almost always make an introduction. I enjoy building a reputation as someone who can connect people, while my friend will have someone to eat lunch with on his first day at his new job - a classic win-win.
If and when the day comes that I present at GDC, I envision the following, end-of-session scenario: As I stand to the side of the podium, meeting a (hopefully long) line of people waiting to talk to me, I’ll give each and every person as much time and genuine attention as I possibly can. After all, it wasn’t that long ago that I was on the outside looking in.
I am fortunate to have a job I love, colleagues I love working with, and in the Game Developers Conference, an annual opportunity to learn from and get to know my peers throughout the video game industry. Although it may sound corny, now that I’m in a position to help others who share my passion to blaze a similar trail to mine, (or even help them decide whether such a trail is worth blazing), the phrase that pays is “the sweet smell of success.”


2 Comments
March 27, 2010
Great read about your time at GDC. I love the title of this article. I can't help but feel a pinch for missing this year's GDC and getting a first hand sniff of how the industry is dealing with this shift of a lot of attention to casual gaming.
Out short acquaintance leaves me with no doubt that you will some day speak at GDC, and that when that day comes, you will give every person who approaches you your fullest attention.
March 29, 2010
Wow, what an entertaining and articulately written article, and one with some genuine heart to it! I love GDC as much for the giving as for the gaining. There should be no fear in being generous. If those of us who are veterans will pass on as much as we can to as many as we can - whether from the rostrum in a speech, or in the many corridors and street corner encounters that pepper such gatherings - only good can come of it. What goes around comes around. A rising tide lifts all boats. And so on. Good on you Dan for making that case in such a nostalgic, compelling and imminently readable way!