What lasts? Will our games last? Do the connections we make in life last? What do we seek in our creative pursuits?
One indie developer discusses his research and approach to understanding and simulating a CRT television screen.
On Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters.
This article is a detailed walkthrough of how we make character promotion art for a FPS game: Zula
Here's a log of the ~100 GDC talks I've watched with fellow game developers, with ratings and tags so you can find the best ones and the free ones. tinyurl.com/gdcvault
What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended.