Presented by Columbus State Community College GDEX DEV DAY is an all day in-depth STEM learning day devoted to some of the most important aspects of development. Featuring sessions in a number of tracks, DEV DAY is designed to leave you feeling like you have a good grasp to take on many of the challenges of game development. Below is the schedule of DEV DAY events, and take a moment to learn more about the Presenters. BUY YOUR TICKETS NOW!



10:00 AM – 11:30 AM Mars Ashton Design
A 4-Step Process for Justified Game Design Based on his graduate research and 10 years of teaching Game Design college courses, Mars Ashton, tenure-track Game Art Professor/Director and Independent Game Developer will break down an easy step-by-step process for making justified and well informed design choices during game development.
10:00 AM – 12:00 AM Jason Conaway Development
Performance matters! Optimizing for Android  Performance is important! Besides for the obvious frame rate and responsiveness, performance also affects load times, memory usage, stability, battery life, etc. A bad experience in any of those areas can lose valuable customers. This is a programmer oriented talk about Zynga’s “Hit It Rich: Casino Slots” Unity-based game for the Android platform. It covers real world challenges we faced optimizing a live game in an extremely fragmented Android market. Topics Include: Metrics and analytics, profiling practices, game scalability, our optimization problems, and best practices.
10:00 AM – 12:00 AM Nathanael Anderson Art & Animation
Rapid Prototyping with Blender for 3d Printing For anyone out there that wanted to grow up and be an Inventor, now is your time! This track is designed for people with no experience with Blender or 3d printing. Topics Covered: Blender: Blender UI, Blender primitives, Basic Building blocks – Vertex, Edge, Face, Modeling by removing (how to cookie cut objects in blender), Blender 3d printing Plugin, Blender Measure It plugin 3D Printing: Slicing models with Slic3r, Printing with Pronterface Suggested Tools: Caliper


11:30 AM – 1:00 PM Henry Bawden Design
Everything I Need to Know About Your Game I Learned From the First Level The first level of your game is important at defining the rules, gameplay, and the tone of your entire game. This workshop will take attendees through basic level design principles, and will guide them through the decision making process involved in level design. It will be then give them practical experience on taking theoretical designs and making them concrete in a way that will support their design goals.
12:00 AM – 1:00 PM Ashley Hawkins Audio
Hey Listen! Why Sound is important in Game Design Sound is an important part of game design that is frequently overlooked when putting a team together, and often seen as a minor detail in the development process. This discussion is about sound design, music, and the roles that they play in successful game design. Why is game audio important? What is the difference between a Sound Designer, and a Composer? Why should they be involved with the development team? How to find the artist you need for your project? How can you gain experience in the industry? All these questions and more answered.
12:00 AM – 1:00 PM Katie (@elentori) Art & Animation

Draw Your Weapon!

Are you a digital artist? Interested in picking up some new tricks or just curious how the process works? Then this live demo is the place for you! Come watch and paint along with Concept Artist Katie as she creates a landscape from start to finish in PhotoshopCC. All participants will receive access to the Photoshop brushes used, and a recording of the demonstration. If you wish to paint along you must bring your own tablet and laptop, however you are welcome to come and simply watch and ask questions as well.


1:00 PM – 2:00 PM


2:00 PM – 6:00 PM Susan Shapiro Design  
Essential Game Testing Techniques Every Game Designer Should Know You are showing off your game development skills, but you also want people to play your game. Use your time at GDEX to make your game even better. While a good game should have some challenges, those challenges should not be a barrier to playing a game. When a player begins your game for the first time, THE GAME (not you) should help them to learn the basics of play. Not just how to start, but how to learn more as the game progresses. How to develop useful game skills. You can do informal testing of your game with friends and family or at events like GDEX. This testing can help you to refine early game play so that people become excited about your game’s potential and want to play more, NOT walk away in frustration. Try out Usability Testing to improve the game experience. A game usability test is not the same thing as a game demo. You are not showing and teaching. You are watching and learning about the people who are interested in your game. You can take your observations of Joe and Natalie’s problems and use the information to improve your game. FIND and FIX problems earlier and faster! Get people playing YOUR game and LOVING it!  
2:00 PM – 4:00 PM SwankyBox Business  
Creating a Stellar Kickstarter Campaign In this session YouTuber SwankyBox and game designer abitfrank will talk about what it takes to create and run a successful Kickstarter campaign – from small to large. They will cover campaign layout design, marketing, videos, reward tiers, and information to know before you should publish. If you’re considering Kickstarting anything, this panel may be for you!  
2:00 PM – 4:00 PM Bob McCloud Development  
Unity3D optimization: art or science? Unity3D is the leading platform for Indie developers. Since the developer rarely knows the variety of devices his/her game will be played on, optimization is especially important. However, too much optimization can rip the heart out of your game. This talk provides a specific optimization strategy for making your game work on the widest device spectrum without sacrificing one’s one unique creativity. Topics addressed include C# code structuring, value of using delegates, best Maya export practices. shaders and textures, object modification for optimum performance, most effective AI coding, and level design. Bob McCloud is Associate Professor of Computer Science at Sacred Heart University and Director of the Motion Capture Laboratory. He heads a graduate gaming program ranked 18th in country by Princeton Review.  


4:00 PM – 5:00 PM DB Cooper Audio    
Developing Voices: Auditioning, Casting, and Directing Voices for Game Narration and Dialogue Budgets, expectations, and how to talk to actors We’ll discuss the casting process, the business of finding actors, techniques for getting great auditions, and the value of a good director. We’ll also explore playful ways of developing characters, and tricks to help keep your voice actor on track. AND we will take a look at figuring out the almighty budget. The goal is excellent VO— the journey starts the moment you add dialogue to your game.  
4:00 PM – 6:00 PM Jason Conaway Development    
Markov Chains: The Underused Algorithm Have you ever wanted to make your game be smart enough to predict the player’s next actions? Or maybe you wanted to create procedural content that feels more natural? In this session, Jason Conaway will provide a practical introduction to Markov chains, and demonstrate how they can be applied to both artificial intelligence and procedural content generation. Jason will then lead the audience though a short programming workshop, using C++, to create a rock-paper-scissors game that predicts human choices with 2nd-order Markov chains.