This post was originally published on @Ryan_Darcey's blog, Making Moves.
Ever since I attended my first Game Developers Conference (GDC) back in 2007, it had been a career goal of mine to give a talk there one day. For me, it's the ultimate validation that you've mastered some area of game development. In addition, I love the idea of giving back to the community and allowing others to learn from your mistakes/successes. One day, when I'm too old to keep up with the demands of game development, I'll semi-retire at a university and make it more of a thing. For now, I'll keep on suffering the slings and arrows of outrageous fortune and do my best to get these blog posts out.
Since it's talk submission season, I thought it'd be a good time to discuss the experience presenting my GDC talk, "Making Moves: Designing Spartan Abilities for Halo 5: Guardians" from concept to the podium. If you wanna check out the talk first, watch it in the vault.
NOTE: This is all based on my personal experience and first hand feedback from others who have submitted and failed, or those who have made it up to the podium, as well. Also, don't view my talk as an example of "getting it right". Much of this post is what I learned in the process and will apply in the future.
CHOOSING THE RIGHT TIME
Though I may have felt mostly ready in previous years before submitting my talk for the GDC in 2016, I waited until I felt all the stars were aligned. Here are some things I considered before committing to the process:
Release a game in the past year or so. I wanted to focus on a recently completed project to ensure my talk was relevant. I almost submitted a talk after the Halo 5: Guardians beta was released, but I decided waiting another year for the full release was best.
Ensure the game gets critical acclaim and/or good press coverage. I figured name recognition wasn't going to hurt. Halo checked that box.
Ensure I have the time it takes to commit to this. I'll break this down per phase, but I knew this was gonna be a big effort.
Ensure I've had enough practice presenting in front of large groups. I tried making up for this between submitting and presenting, but this is one area I probably could have been better prepared for.
Ensure I know/trust people that can commit to proofreading and giving feedback. There was no way I could do this alone. It's a good thing I have awesome old colleagues that have the patience to help me out when I need it.
With all of this in place and Halo 5: Guardians out the door, I felt ready to pursue a talk. The next step was submitting an abstract.
SUBMITTING THE ABSTRACT (~3 DAYS)
For the most part, this is about choosing the right topic. Here are some general guidelines I made for myself when writing the abstract:
Play a significant role in a topic I'd like to talk about. I needed to know the material inside and out, but maybe even more difficult was feeling comfortable taking significant credit for it. I was really self conscious about that going into my first submission.
Choose a topic that has mass appeal. I wanted to ensure that pretty much any game developer, no matter what their discipline, would benefit from and enjoy my talk. For better or worse, I think game design topics get away with that, inherently.
Focus on the details. There are GDC talks that I haven't enjoyed. Usually, it's because the talk just scratched the surface on a topic I wanted to dive deeper into. Jamie Griesemer's "Design In Detail" talks solidified that for me. They are my favorite. Watch this one, and then all the rest of them.
Present actionable takeaways. This was really important for me. My favorite talks ALWAYS have clear, actionable advice. Like, I could go back to my desk and immediately start implementing new practices to improve my work.
CREATING A "MOSTLY COMPLETE" PRESENTATION (~8 DAYS)
Unless you've spoken at a previous GDC or you're an extremely well known developer, just submitting the abstract probably isn't going to land you the talk. There's a second stage for many folks that involves writing a "mostly complete" presentation. One great thing I wasn't expecting was being assigned a mentor during this phase. It was extremely helpful having someone with inside knowledge about what makes a good talk give me feedback. Here are some things I learned:
Less is more. After getting a first pass of the full presentation completed, I never added additional material. I only removed material in favor of ensuring I had time to get into enough detail on the areas that were most important to me.
Using Google Slides for this stage was really nice. Eventually you'll need to create a proper PowerPoint presentation using the template provided, but at this stage using Google Slides is great cause you can work on the talk from anywhere. I hated having to keep track of my latest file between all the computers I use after switching to PowerPoint.
Ask for feedback early. It can be really nerve racking opening yourself up to criticism on something like this, but just bite the bullet and do it sooner rather than later. You don't want to go down the wrong path for too long and then be told it's not working out.
POLISHING THE PRESENTATION (~15 DAYS)
Completing the last 20% is 80% of the work, right? 15 days for this phase sounds like a lot, but I actually think it might have been more. To say I obsessed over this stage is an understatement. I was recording and tweaking the presentation up until the night before I gave the talk. Here's what I learned during this phase.
Remove as much text from the slides as you can. I got this feedback a few times. I stripped out every word I could by the end. It's less overwhelming for the audience. A wall of text can be intimidating/confusing.
Present one bullet point at a time. Don't display the full list all at once. Spoon feeding one at a time is a little more manageable on the receiving end.
Keep the slides engaging (i.e. don't let them be static for too long). Maybe it's A.D.D., maybe it's the internet or maybe it's just people, but we get distracted. One way I tried to combat this was to have a constant, slow drip feed of animations in the presentation to keep people focused on what was going to pop up next.
Use animated gifs, but don't keep them up for too long. If a picture paints a thousand words, animated gifs can paint a million. But, don't leave them up for too long, otherwise that's all people will be able to look at and they'll stop listening to you.
Record yourself giving the talk...then do it again...and again.