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March 11, 2010
 
Social is the Platform: A Designer's Perspective
 
GDC: The Fantasy of Control Part II
 
GDC Day 1 Review [6]
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March 11, 2010
 
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Test Lead (English / Japanese Bilingual)
 
Blizzard Entertainment
Senior Software Engineer, Gameplay, Next-Gen MMO
 
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arrow Women in Games 2010
Bradford, United Kingdom
03.25.2010
 
arrow PAX East
Boston, United States
03.26.2010
 
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Orlando, United States
03.29.2010
 
arrow International Conference on Computer Supported Education (CSEDU)
Valencia, Spain
04.07.2010
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March 11, 2010
 
Conduit Is First to Enable Developers to Create...
 
Focus Multimedia Announces the Retail Release...
 
Lotusland Studios Launches Truck Modz for iPhone...
 
Lunar Pack Released
 
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7
GDC: Refenes' & Saltsman's Baffling $350 App Store Success
image Tommy Refenes (Goo!, Super Meat Boy) is no fan of Apple App Store, comparing it to Tiger's primitive LCD handheld games. But that didn't stop the indie developer from pulling off a bewildering pricing experiment.
 
4
GDC: Q&A - Sony Studios' Yoshida On Move Development
image Gamasutra speaks to Shuhei Yoshida, the president of Sony's worldwide studios organization, about the development of the Move hardware, development environment, and the future of its games and the PS3 as a platform.
 
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GDC: hi5 Launches Game Dev Program To Attract Studios, Exclusive Games
image Social network hi5 announced a new Game Developer Program designed to attract studios to its platform by offering benefits like marketing/promotion, access to its virtual currency systems, revenue share on ads, and more.
 
28
GDC: Sony's Motion Controller Is 'PlayStation Move'
image At GDC on Wednesday, Sony revealed more details about its PS3 motion controller, which isn't called Arc or Gem, but "PlayStation Move," a product Sony says will bring on "the next generation of motion gaming."
 
6
GDC: FF XIII Director - Production Drove Content Decisions, Elements Will Return
image Final Fantasy XIII director Motomu Toriyama tells Gamasutra why the game lacks the content of previous installments -- and promises improvements to future games, as well as teasing possible DLC.
 
3
GDC: Bungie, BioWare On Creating Blockbuster Franchises
image At GDC, BioWare CEO Ray Muzyka and Bungie design director Joe Staten offered some tips on creating blockbuster franchises like Mass Effect and Halo, from innovating in sequels to listening to fans.
 
2
GDC: Mollendustria's Pedercini On 'Reappropriating' Video Games
image At GDC, Molleindustria's Paolo Pedercini (Operation: Pedopriest, Every Day The Same Dream) discussed his unique approach to "serious" games, and shared his documentarian's inspirations and key philosophies.
 
8
GDC: Spector: Don't Let Desire For Progress 'Throw Away Our Entire History'
image In the rush towards motion control and other intuitive forms of game inputs, we could run the risk of "throwing away our entire history," warns longtime designer Warren Spector at GDC's 'lunch with luminaries' panel.
 
9
GDC: EA's Schappert 'Disappointed' With Infinity Ward Suit
image Electronic Arts COO John Schappert expressed “disappointment” with the litigation between Modern Warfare dev Infinity Ward and its “mothership” Activision, saying “It doesn't feel like anybody wins.”
 
13
GDC: OnLive Gets Launch Date, Reveals Initial Publishers
image Cloud-based game streaming service OnLive has announced an official U.S. launch date of June 17, 2010, including games from Electronic Arts, Ubisoft, 2K Games, THQ and Warner Bros. Interactive Entertainment. [UPDATE: Analyst comments added.]
 
4
GDC: Lunch With Luminaries - 'Gamer' Label Is 'A Limiting Moniker'
image At GDC's Gamasutra-attended 'lunch with luminaries' event, EA exec Rich Hilleman and IGN president Roy Bahat have been discussing why "the self-selected 'gamer' tag is a limiting moniker".
 
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GDC: Ninjabee's Top 10 Development Lessons
image Brent Fox, art director at A Kingdom for Keflings developer Ninjabee, shares his top ten lessons learned from releasing games on XBLA, including "DLC Doesn't Make Money" and "MS Avatars Get Attention But Don't Sell Games."
 
0
GDC: Backflip's Farrior On iPhone Ad Sales, Free Versions
image Julian Farrior, CEO of Backflip Studios, shared some of the company’s ups and downs after one year on the app store. He pushed the idea that free apps are an excellent way to drive revenue, but Lite versions don't always work.
 
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GDC: Surviving High School And Why iPhone Games 'Need' Microtransactions
image Most App Store games will “need to have” microtransactions in a year or two in order to be successful, argued EA Mobile's Oliver Miao, who used Surviving High School's TV-style model as an example.
 
1
GDC: Playfish's Segerstrale: 'Free' Isn't A Dirty Word For Games
image "Free" has often been a dirty word to the game industry, says Playfish co-founder Kristian Segerstrale -- but it shouldn't be, he said in a GDC talk about the lessons of social gaming.
 
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GDC: ThatGameCompany's Santiago, Hunicke Talk Exploratory Development
 
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New PlayStation Home Update Brings Navigation, Interface Changes
 
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GDC: A Brief Postmortem Of Today I Die
 
[More News]
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Live coverage of GDC 2010's top sessions, news, interviews from San Francisco.
 
image Your (Brief) Guide To GDC 2010
image Gamasutra's guide to some of the best of this week's talks in San Francisco. [4]
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image image Battlefield Logistics: A Bad Company 2 Interview [6] image
 
image The State of Agile in the Game Industry [16]
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Expert Blogs     All Blogs    Post    RSS
 
GDC Day 1 Review
by Martin Nerurkar
So, the official part of Day 1 is over. I’ve spent most of the day listening to the various lectures... [6]
 
Indian Game Developer Summit (Feb 2010) at Bangalore
by Swapnil Manish
Summary of my experiences at the Inaugural Indian Game Developer Summit held at Bangalore on...
 
Raising Awareness From Within A Game
by Glenn White
A blog post on how Valve used Portal to create in an game ARG and create huge amounts of buzz for... [3]
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Spiel Studios image
-- Online Game Development in Flash -- 2D / 3D Game Development for iPhone & Android -- PSP & PS2 Game Development -- PC & Mac Game Development -- Game Asset development for PC and Console Best Quality at Economical Prices
 
Digital Shock image
We are a team of dedicated professionals that have 10+ years industry experience. We offer only top AAA quality work. Client base consists of such companies as Microsoft, Activision, THQ, Big Huge Games, EA Play, Shiny, along with many others.
 
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dSonic has been creating sound FX, voice-overs and music for games since 2000. They have credits on over 100 titles of all sizes including Bioshock, Brutal Legend and the Facebook mega-hit Farmville.
 
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SomaTone is an award winning production team specializing in Games & Interactive Media. We provide Original Music Scores, Sound Design, VO production (including localization), Mixing (5.1), & audio integration. Clients: EA, Ubisoft, Konami, Backbone, Disn
 
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* Lead Art Outsource Vendor for "Uncharted 2: Among Thieves" (97 Metacritic). Worked on four E3 2009 Nominees. Extensive Unity and UE3 Experience.
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The Aesthetics of Play Control: The Role of User Interfaces Discussion of Games as Art
image Daniel Gronsky, adjunct professor of Media Studies at Pine Manor College, delivers this look at the connection between the aesthetics of a game and its play control -- refined from discussions originally taking place at PAX.
 
GDC Tips For Students
image Planning to attend next week's GDC as a student? Two-year veteran of the show and developer Grant Shonkwiler, who attended in 2008 as a student, shares his tips on how to maximize the show.
 
Student Postmortem: Devil’s Tuning Fork
image Student developers discuss the creation of Devil's Tuning Fork, in which "some things were done right from the beginning and some things just never seemed to come together."
 
Game Design Challenge: Romance
image In our latest Game Design Challenge, we invite competitors to try and figure out what sort of romance game might appeal to Western tastes... a task that may even be impossible!
 
Results from Game Design Challenge: A New Vision
image Our latest challenge asked readers to re-envision a game that was too ahead of its time to be properly appreciated when it was first released; what makes the grade?
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