EGX Panels – Day 2

The Complete Guide to Day 2

After a great first day of panels to sink your teeth into EGX 2018 continued to deliver thought-provoking and insightful panels as well as behind the curtain looks from across the industry. This article like day 1 aims to collate all the rezzed sessions in one convenient place for you to consume at your leisure. Without further ado here’s day 2.

EGXRuneScape: The Road to Harmony – from MIDI to Philharmonia

“When RuneScape launched in 2001, the MMO’s music was produced entirely as MIDI files. Today, the game’s score was recorded with an orchestra at Abbey Road. Later this year, the London Philharmonic Orchestra will be performing the new score at RuneScape Live ahead of RuneFest in October. The game’s composers join us on stage for a chat about their musical journey.”

EGXRuneScape: The Road to Harmony – from MIDI to Philharmonia

Don’t plan: the secret to game dev survival

“Using her experience of company closures at Irrational Games and Gazillion, and her indie success with Switch hit The Flame In The Flood, developer Gwen Frey argues that it’s better to not have a plan and instead to capitalize on opportunities as they present themselves in indie development.”

Don't plan: the secret to game dev survival

The impact of Counter-Strike’s most popular maps: Dust & Dust2

“They were created as a simple mod project, but de_dust and de_dust2 became some of the world’s most popular multiplayer maps, memorised in pixel-perfect detail by millions of players worldwide. Their influence endures through to today’s blockbuster shooters – join the original creator Dave Johnston for the story of how they came to be, and the shadow they left.”

The impact of Counter-Strike's most popular maps: Dust & Dust2

Genre And Genre: Thoughts on game genre, narrative genre, and rethinking both

“Jeff Spock, writer on the Endless series of strategy games for Amplitude, explains how to write for genre, and the difference between literary genre and game genre. How can narrative and theme shape level design? How can you avoid confusing players? A must-see for game writers of any experience.”

Genre And Genre: Thoughts on game genre, narrative genre, and rethinking both

Digital Foundry Retro: Making a Mega Drive Game in 2018

The Sega Mega Drive died nearly 30 years ago, but it got a new game in 2018: side-scrolling adventure Tanglewood. How and why would anybody ship a SEGA cartridge in the 21st century? Find out with Digital Foundry’s retro expert John Linneman.

Digital Foundry Retro: Making a Mega Drive Game in 2018

Lore and Disorder: Approaches to Multiplayer Storytelling in Hackmud

“Writer Chris Thursten explains how the player-driven sandbox of indie MMO Hackmud has provided an opportunity to experiment with multiplayer storytelling – from weaving lore into puzzle design to encouraging players to think like historians (and what happens when they don’t.)”

Lore and Disorder: Approaches to Multiplayer Storytelling in Hackmud

That sums up day 2 let us know what your favorite panel is and perhaps a panel you would like to see in the future.

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Scott is the Co-Founder and Content Producer here at OutofLives and provides unique insight due to the disability he embraces.
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