GDC 2006 - The Night Scene
The Game Developers Conference (GDC) is the premiere videogame industry event of the year. Readers will be forgiven if they were under the impression that the Electronic Entertainment Expo (E3) serves this purpose. After all, it is certainly flashy and high profile, relative to the GDC. Every year, we are treated to pictures highlighting a barrage of bright lights, ostentatious and colourful displays, and the mad crush of crowds. The biggest and juiciest bits of gaming news are announced at E3. Over 70 000 people attended E3 2005, compared with 10 000 people at the GDC 2005 and 12 000 at GDC 2006.
So why is the GDC at the top of the calendar for many games industry professionals? The emphasis of GDC is on making industry connections and learning about professional development tools. According to the GDC website:
It is the main global forum where programmers, artists, producers, game designers, audio professionals and others involved in the development of interactive games gather to exchange ideas, network, and shape the future of the industry.
Additionally, the smaller attendance size of the GDC lends itself as an ideal, more intimate event at which industry professionals and aspiring professionals can gather, network, and socialise. Whilst E3 does have similar professional development sessions, the emphasis at E3 is the marketing and promotion of upcoming releases. Despite the fact that E3 is billed as an industry event, in a way it is also a marketing event directed towards gamers. Games mags and online news sources often have extensive E3 coverage. The target audience of the GDC is the developers and those involved in the game development process. The GDC is the place where developers can meet up and talk with their colleagues, many of whom they may see but once a year.
The days of the GDC are filled with meetings between sessions and power lunches, and the nights are filled with informal networking at various parties and dinners. The “serious” day meetings may be important for professional development and for networking, but attending the right party with the right guests present may give a wannabe the opportunity to get a foot in the door. For this reason, many aspiring games industry professionals will try their hardest to get into the exclusive, invitation-only parties thrown by the big publishers or developers. At these parties, there is usually a greater chance of meeting the influential people who have the ability to move one’s resume to the top of the pile. Indeed, success stories float around about how a wannabe went to the right party, met up with a group of industry professionals, and they all had a wicked time, which possibly involved drunkenness. Several days later, the wannabe lands a job with an awesome games company because the people she met remembered her from the party. Personal connections differentiate an individual from the rest of the pack of qualified applicants. In addition, the invite-only corporate parties tend to have a free bar and better swag than you can get at the open parties.
I made an attempt to get into the Sony party at the GDC just to see if I could. I became acquainted with a programmer who works at Electronic Arts who said that he knew someone at Sony who might be able to get us in. Since he was already planning on going to the party, I tagged along. Also in our party was an industry wannabe, a student from San Jose. I had discovered the location of the Sony party in the GDC 2006 Wiki on the internet via Wonderland blog. After some wandering to get our bearings, we arrived at the party location, Parkside Hall, which was just across the street from the San Jose Convention Centre where the GDC was held. The entrance was lined with metal barricades, just like the ones you see used for crowd control at parades. Two police officers were posted there, along with a Sony person who was presumably checking invitations. No one felt confident enough to approach the door guards and attempt to blag their way in. The EA member of our small raiding party made a phone call, however he was unable to reach his Sony contact. We loitered for a few minutes deciding whether to make a run for it, or attempt to engage the Sony rep at the gate in banter so witty that he would undoubtedly let us all in. Shortly thereafter, four people exited the festivities, and my two cohorts struck up a conversation with them. They worked for Firaxis Games, so it was unlikely that they could get us into the Sony party. We asked them how the party was, and they reported that it was boring, which is why they left. We conversed for some minutes before we all decided to head towards the Fairmont Hotel.
The Fairmont’s lobby bar was the social hotspot at the San Jose GDC. No invitations were required, and the space is large enough that one can mingle freely. There were numerous comfy chairs sofas, as well as nice little corners – all important to pull someone aside for a private conversation or to hide from an annoying party-goer. The alcohol was quite pricey, however. Because the Fairmont lobby was open to all, and open all week (unlike company parties which usually occur for just one night), it became the de facto night spot for attendees of the GDC. The Fairmont was the place to be for after hours socialising, and of course, networking. With the GDC moving to San Francisco next year, it remains to be seen whether a new location will emerge to replace the Fairmont lobby bar as a convenient and ideal place to hang out, have a few drinks, and have a laugh.
Even though my group did not get into the Sony party, we all had a decent evening. Game developers can certainly party, if the happy crowds and the free-flowing alcohol at the Fairmont bar are any indication.
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