Information Dump on Josh @ GDC 2016
Yes yes, I know, you guys are frustrated that you have to hear about my activities at GDC from someone else before me...imagine my equal and opposite frustration that I didn't have much time to post updates between only having wifi at the hotel (which I came back to late and left from early) and having a pretty jam-packed schedule!
Scattered thoughts:
- Very exciting week (duh), generally a great mood lift and inspiration for me and LT
- Met a tremendous number of wonderful people, both known to me and unknown, including
- Scott Manley (as you guys already know)
- Gavan Woolery (VoxelQuest / wizard of all things voxel-based)
- Danny Baranowsky
- Colin Walsh (Drifter developer)
- Eskil Steenberg (personal hero of mine for his genius in tool design)
- One of the guys from KSP!
- A bunch of really, really, really sharp graphics programmers / general codethinkers from a little programmer gathering that Gavan was kind enough to get me invited to (thanks Gavan!!!)
- Will probably never do main conference pass again (the expensive one where you 'get to go to the talks')...frankly after the first day and a half I realized two things: 1) intentionally or not, GDC packs WAY too much content into too little time -- I typically had between 2 and 4 talks that I wanted to attend during the same time slot. Not cool...luckily, 2) meeting people, seeing the expos, and just generally getting immersed in a world of fellow game developers is much more rewarding than being talked at for an hour. I can definitely see myself doing expo pass in the future, as I think that'd be a lot of bang for the buck!
- Admittedly, I went to the career floor and went around asking about job opportunities solely in hopes that I could get someone to start challenging me and grilling me on code or algorithms or math. Although I never did get that ("make sure you apply online and we will send you a programming quiz!"), I at least got someone to ask me what new features C++11 has. Which isn't really an interesting question, but
LTers saying Hi!
Although I didn't end up getting enough interest in an LT meetup to justify one (I honestly think I had 2 or 3 folks that would have done it), I
did bump into a surprising number of people who had backed LT! Typically it happened during roundtable sessions, where we discussed various topics (I went to several including low-budget indie development, artificial intelligence in games, and another I can't remember...think it was either visual effects or gameplay balancing). Before contributing to the conversation (i.e. asking a question or giving an answer / contributing a thought), we would say our name, where we worked, and what we were working on. After every session, at least one or two people came up to me and said 'hey, I backed you!!' and I'd thank them and we'd start chatting about LT and space and such. So I
did end up getting to meet a good many LT fans after all! That was quite a surprise to me!
Gavan of the Woolery!
Getting to meet Gavan was a two-fold pleasure, as not only did I get to meet him and get to hear him speak on voxel tech a few times, but I also completely owe it to him that I was able to meet a bunch of other inspirational folks, as he was kind enough to get me invited to a meetup to which he was already invited. Now I don't say this lightly, but of all the exceptional minds that I met that night, I do believe Gavan had the best understanding and intuition with respect to novel voxel techniques. Not surprising, really, since you all probably know that I've been both geeking and freaking out over the quality of VoxelQuest's tech since the KS campaign.
Scott of the Manley!
Wow, what an honor it was to hear that famed voice in person! Scott was super-friendly and hanging out with him was just a really good time in general. Honestly, contacting and setting up a meetup with him was more out of my desire to hear him speak about his experiences (he's got a really interesting past and present), thoughts on games, etc. rather than to bash him over the head with LT
We actually
didn't talk a whole lot about Limit Theory, as there were other people floating in and out of the group as the afternoon went on, so we probably spent more time talking about topics that were relevant to the whole group rather than any given person's particularities. Yes, I would have loved to have had just a bit more time with him to probe his mind about the experiences that he's had playing space games, what he finds compelling in general (especially now that SC and E:D both have playable versions out), etc. Unfortunately, there just wasn't enough time. Nor was there enough time to talk in detail about LT game mechanics, etc. Basically, I told him what you guys already know: that I had a rough period that took quite some recovery time, but that LT was still completely a go and was coming as fast as I could make it. I also assured him he'd get a copy of the earliest public release
So in terms of LT details, he's pretty much at the same level as you all.
Returning with Inspiration!
Like I said, it was, overall, quite an inspirational voyage for me. On the one hand, being home is a bit sad since I don't live in a place where I can just meet up with these kinds of people regularly. On the other hand...not getting coding time seriously took a toll on me throughout the trip
Now I'm home, it's quiet, there's inspiration about, no distractions, and there's lots of LT ripe for the plucking.
So there you have it