GDC 2017 Digital Flash Forward — Do You Copy — Dialog System and Tools in Firewatch
2,931 views · Published 25 January 2017 · 0:55 · Indexed 8 October 2026
Channel: GDC Festival of Gaming · 2017 · Education
How to manage the complexity and data flows of conversations when...Osbourne...? The player can interrupt at any time. William and Patrick will discuss the logic, tools, and workflow behind the dialog system used on 'Firewatch'. From its beginnings as an interrupt heavy bark system, to the long, restarting, conversations they shipped, they will go over what worked and what didn't as they built the system and the game around each other. They will discuss what a data driven system needs to be able to handle as it grows in complexity and scale, and how to keep your tools running well without a team dedicated to them. William Armstrong | Senior Programmer, Unity Technologies Patrick Ewing | Programmer, Campo Santo Date: TBD Time: TBD Format: Session Track: Programming, Design Pass Type: GDC All Access, GDC All Access + VRDC, GDC Main Conference, GDC Main Conference + VRDC More details: http://schedule.gdconf.com/session/do-you-copy-dialog-system-and-tools-in-firewatch?_mc=sm_x_gdcsf_le_tsnr_gdcsf_x_x-yt GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
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