Perspective. That would be the best word I can think of to sum up my experience at GDC. Every day of my life, I live and breathe interactive entertainment, and yet this week marked the first time that everything I knew and loved came together. The entire industry gathered in San Francisco from March 9-13, in what seemed to be the most epic form of talking shop. Game developers crowded every room to watch one of the field’s many heroes impart their knowledge and experience, while others scanned the career pavilion for internship and job opportunities. Some were perfectly content trying out some the soon to be released games on the expo floor. It was rare to find a developer that was not completely engrossed in some kind of activity.
So how does this relate to perspective? Well, as much as I enjoy following Naughty Dog co-president Evan Wells on Twitter, shaking his hand and discussing the choice to make Uncharted 2 linear was just a bit more exciting. As much as I love game testing at thatgamecompany, watching Kellee Santiago, along with fellow Interactive Media grads Matt Korba and Paul Bellezza, command the attention and respect of a massive amount of prospective game designers was quite a sight to behold (Kim Swift was there too, but she’s from DigiPen so not quite as cool). I had a blast watching fellow USC students tell expo attendees about their terrific games that were nominated at the Independent Games Festival. And how can I forget how awesome it was to have a lead at Microsoft offer personal advice on how to improve my resume. Sure, I may be able to keep up with this people on the internet, and sometimes even speak to them personally, but at GDC, a personal conversation with a well-regarded game designer is possible by just taking a few steps down the hall.
Before attending GDC, I failed to see just how essential it is to the video game industry. In an industry as diverse and constantly changing as video games, GDC offers a remarkable opportunity for everyone to get together and talk about where the medium is headed next. Artists, programmers, game designers, sound designers, and pretty much everyone else could find at least a couple sessions specifically catered to their interests and talents. The career pavilion was both encouraging and discouraging, but nevertheless worthwhile. Valve gave me a resounding “no” when I asked if they offered internship opportunities, but the recruiters from Naughty Dog, who also do not offer internships, made me feel incredibly encouraged about the possibilities for my future in games. I guess happiness is just a part of their culture, and it shines through in every game they make. I had a bit more luck at other studios, so I’ll keep my fingers crossed for something to come through. In the end, GDC was exactly what I expected and not at all what I expected at the same time. Yes, there were developers and video games abound, but the personal touch, the insight, and most importantly, the perspective allowed into the game industry as a whole will stay with me forever. If not, it should at least stick with me until I come back next year.



