"GDC is different, and not simply because it's an industry event. Despite rapid growth (this year's event drew 18,000 attendees), GDC has largely avoided erecting arbitrary barriers that choke off meaningful conversation among people with a variety of interests and expertise. GDC advertises itself as an industry-only gathering, but it isn't really, and thank goodness. The fanboys and fanbloggers are kept out, but GDC opens its gates to a range of other attendees, including the general press, games journalists, design students and professors, games studies scholars,and folks like me who fancy ourselves critics. The GDC schedule is unwieldy and over-programmed, but it's also wide open. An aspiring level designer may wish to concentrate on the Design track, choosing from among dozens of design-focused lectures, tutorials, roundtables, etc.; but he's free to mix in sessions from the Production track or the Programming track, many of which bear directly on design. If he happens also to be keen on "Meaning, Aesthetics, and User-Generated Content," that door is open too. What's more, this designer's conference fee was likely footed by his employer who presumably encourages such inquisitive behavior. Fancy that." (Michael Abbott, Bariny Gamer)
Exactly.
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