Borderlands 2 humor, World of Warcraft networking talks added to GDC 2013

Game Developers Conference organizers have announced new lectures for its  2013 Main Conference , including how  Borderlands 2 added humor through gameplay, how  World of Warcraft coded its network API, and how  EVE Online became a multiplatform universe.

These lectures are part of the  Programming Production , and  Design  Tracks in GDC's Main Conference, to be held March 27-29 in San Francisco at the Moscone Center.

In a Design Track lecture, Gearbox Software lead writer Anthony Burch will share how his team added humor in game mechanics in the talk  'Designing Humor in  Borderlands 2.'  He will discuss "how a quest with no gameplay can actually be funnier than a quest with it, how every mechanic holds the potential for humor, and how even jokes need debugging."

For the Programming Track, Blizzard's Joe Rumsey will explore solutions to issues for  'Network Serialization and Routing in  World of Warcraft.'  He will share sample code to illustrate how they handle machine generated codes for serialization, dynamic protocol negotiation, and more.

Lastly, for the Production Track, CCP Games' senior technical producer Andie Nordgren will discuss connecting PlayStation 3 shooter  DUST 514 to the existing  EVE Online universe in  'Creating the  EVE Universe: Technical and Cultural Strategies.'

Her talk will explain "how patterns from web services can be used to create the ability to connect" the PlayStation game and PC client with mobile apps and even 3rd party applications.

For more information on these lectures or others in the show's growing lineup, check out  GDC 2013's official Schedule Builder , which continues to add new talks every week.

The deadline for  discounted Early Bird passes  to the event is February 13th. GDC 2013 itself will take place March 25-29 at the Moscone Center in San Francisco.

The original announcement is available here:



Games PressGames Press is the leading online resource for games journalists. Used daily by magazines, newspapers, TV, radio, online media and retailers worldwide, it offers a vast, constantly updated archive of press releases and assets, and is the simplest and most cost-effective way for PR professionals to reach the widest possible audience. Registration for the site and the Games Press email digest is available, to the trade only, at