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Session Name:

Harnessing Hulk: Controls, Motion, Gameplay!


Every game lives or dies by its control system. In this session we show how we harnessed the twelve-foot-tall unstoppable juggernaut of destruction to a joypad with two sticks and six buttons.

Learn the ins and outs of creating the fluid control system that enables the Hulk to leap, climb and wallrun through the concrete jungle. The session details a proven process, from high concept to final execution on a multiplatform console game. This session will save man-months, improve quality, and give food for thought. Dare you miss it?

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  • GDC 2006
  • Bryan Brandt
  • Radical Entertainment
  • Eric Holmes
  • free content
  • Game Design
  • Design