Saturday, February 11, 2006

 

Effective Networking (GDC Guide, Pt 2)

Note: This is part of a series of articles called Effective Networking in the Games Industry. I'm writing these articles in no particular order, so I'm sorry if this seems scattered. I promise I will collect it all and put it on my permanent webspace for future reference.

Your Program Guide

When you step into the SJCC, the first thing you're going to have to do is register for your pass. You might have already received your pass in the mail, but you still have to register and get your books, fliers, and, most importantly, your program guide. I say without hesitation that your program guide is the most important tool you have (other than your wit and disarmingly good looks) in your quest to make the most out of GDC.

The program guide is compact, and it folds out like a map. In fact, it actually contains a map of the convention center, with all the rooms conveniently labeled. But the most important thing is the actual program guide: the list of what lectures are happening, when. Here's a picture I took of my guide from GDC 2004.



You'll notice that the program guide is incredibly information dense, a very good thing for a Tufte-head like me. Let's zoom in a little bit to get a handle on things.



The guide lists the session title, the presenters, the room number, and the presentation track (design, audio, visual art, production, business, etc.). Everything is grouped by day and time slot.

You'll also notice some sessions in orange. Those sessions were not orange until I got my hands on them. Remember how I mentioned in Part 1 the benefits of getting to the conference very early? One of the things you should do is sit down with your program guide and highlight all the sessions you might be remotely interested in attending. It's important to try and highlight more than one session per time slot. Some of the sessions get pretty crowded, so it's nice to have an alternative if you find you can't fit into the room. Also, some sessions, particularly roundtables, are repeated later.

The Types of Session

Which reminds me: I should mention that there are a few basic kinds of sessions. I'll break them down for you.

But Wait, There's More!

I'll be posting at least one more article in my GDC Guide sub-series. Keep your eyes peeled, readers.

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Comments:
You forgot labs! You know, like when they tell you to design a game using specific principals, or such.

Hell, that was the most fun I had last time. I didn't get a whole lot of networking done, but I imagine someone thinking about it would find them extremely easy to network.
 
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