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Virtuos GDC 2013

Virtuos GDC 2013

Unlimited Digital Production

Virtuos is one of the largest providers of digital entertainment production services, specializing in 3D art, animation and game development. Virtuos' clients include 15 of the top 20 digital entertainment publishers worldwide.

Virtuos develops for consoles, mobile and online platforms. The company has over 1000 staff across production centers in Shanghai, Chengdu, Xian and Saigon, and offices in Paris, Vancouver and Tokyo. Virtuos is hiring at GDC booth CP2604.

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Gender, cloning and heartfelt goodbyes from the GDC 2013 showfloor Gender, cloning and heartfelt goodbyes from the GDC 2013 showfloor
by Staff [04.05.13]
Here's our last One Life Left vs. Gamasutra episode of GDC 2013, recorded on the show floor at lunchtime on Friday with a tremendous stream of guests, gently interrogated.
 
Video: How <i>Assassin's Creed III</i>'s many studios collaborated Video: How Assassin's Creed III's many studios collaborated
by GDC Vault Staff [04.04.13]
Five Ubisoft studio leads held a production panel at GDC 2013 to discuss the different models used to overcome the challenge of collaborating on a large scale for Assassin's Creed III.
 
Listen to Fullbright, Harmonix and NYU from the GDC floor Listen to Fullbright, Harmonix and NYU from the GDC floor
by Staff [04.03.13]
As the final lectures of last Thursday finished, One Life Left convened another diverse panel to chat some more about life making games in 2013. Click through for portals, storytelling and secrets.
 
Wargaming's expansion is relentless - and so far, it's working Wargaming's expansion is relentless - and so far, it's working
by Kris Graft [04.02.13]
If you're making online and free-to-play games, and not watching Wargaming's every move, you should go ahead and start doing that immediately. Gamasutra caught up with CEO Victor Kislyi at GDC 2013.
 
Motivation, cross-media pollination and the creative process Motivation, cross-media pollination and the creative process
by Staff [04.02.13]
GDC 2013 might be over, but you can relive One Life Left's relentless guest schedule, which includes game experts from Double Fine, Lady Shotgun and Spry Fox. Put these people in your ears now.
 
Video: The 9 biggest trends from free-to-play games in 2012 Video: The 9 biggest trends from free-to-play games in 2012
by GDC Vault Staff [04.02.13]
At GDC 2013's Free to Play Design & Business Summit, top analysts from Joju Games, Playdom, and Funsockets review the best games and the nine biggest trends from 2012's Facebook, mobile, and open Web.
 
Ask Gamasutra: What GDC 2013 meant to us Ask Gamasutra: What GDC 2013 meant to us
by Staff [04.02.13]
Ask Gamasutra is a regular column that takes issues from within the video game industry, and poses them as a question to the editorial staff. For this edition: what last week's GDC meant to the Gamasutra staff.
 
GDC 2013 reveals record 23,000 attendees, next year's show dates GDC 2013 reveals record 23,000 attendees, next year's show dates
by Staff [04.01.13]
Game Developers Conference organizers have revealed a record 23,000 people attended last week's event in San Francisco, also revealing March 17th-21st, 2014 as next year's dates for the show.
 
Video: <i>Spec Ops: The Line</i> contextualizes violence through story Video: Spec Ops: The Line contextualizes violence through story
by GDC Vault Staff [04.01.13]
Spec Ops: The Line lead writer and narrative designer Walt Williams discusses at GDC 2013 a four-step process, dubbed "the illusion of casuality," used to make the moment-to-moment violence in-game meaningful.
 
Jade Raymond's been thinking about the future of AAA games Jade Raymond's been thinking about the future of AAA games
by Kris Graft [03.29.13]
Triple-A games seem to be destined to become bigger and more expensive. But Ubisoft Toronto managing director Jade Raymond tells Gamasutra triple-A developers need to consider other measures in order to remain relevant.
 
A bit of Kickstarter, a bit of zombies, more on hugging games A bit of Kickstarter, a bit of zombies, more on hugging games
by Staff [03.29.13]
The Official GDC Podcast crew tackles the big topics: Kickstarter, diversity, the challenges in writing for interactive media, the universality of zombies, hugs (again), schedule highlights and how to be disturbing.
 
Linden's Short: Ask yourself if your work is truthful Linden's Short: Ask yourself if your work is truthful
by Leigh Alexander [03.29.13]
Authenticity matters and games creators should ensure their work is truthful, says Linden Lab's Emily Short, who's moved by the trend of individual authenticity she's observed at this year's GDC.
 
GDC Day 4: Facebook, Unreal and IGDA controversy GDC Day 4: Facebook, Unreal and IGDA controversy
by John Polson [03.29.13]
An Epic interview on HTML5 support, a Unity interview on platform partnerships such as Facebook, an IGF booth hijacking, and the IGDA's response to its controversial party mark Day 4 of GDC 2013 news coverage.
 
Interview: Epic goes all-in on HTML5 with UE4 support Interview: Epic goes all-in on HTML5 with UE4 support
by Frank Cifaldi [03.29.13]
Tim Sweeney and Mark Rein sit down with us during GDC to talk about what HTML5 support means for Epic, where the platform is going, and whether rich browser games could be threatening to hardware makers.
 
EA's next steps toward the next-gen EA's next steps toward the next-gen
by Chris Morris [03.29.13]
As Electronic Arts heads into the next generation, EA Games label president Frank Gibeau gives us the rundown of the company's plans, and the role that the impressive Frostbite 3 engine will play.
 
Big ideas in short spurts at GDC's microtalks Big ideas in short spurts at GDC's microtalks
by Simon Parkin [03.29.13]
GDC's microtalks gamify the idea of a discussion panel by offering ten panelists a little under 7 minutes to express their big ideas as quickly as possible. We rounded up as much as we could and reproduced them here.
 
Video:  <i>Candy Crush Saga</i> uses luck in the right places Video: Candy Crush Saga uses luck in the right places
by GDC Vault Staff [03.29.13]
In a full house at GDC 2013, King.com's Tommy Palm delivered a postmortem for Candy Crush Saga, one of the most popular social games on the market today.
 
Let's talk about indies, narrative and hugging Let's talk about indies, narrative and hugging
by Staff [03.28.13]
What we can do with $20, tiny games, two-player games, making people attractive, game narrative, getting jobs, hugging games and depression. It's all right here on the Official GDC Podcast.
 
IGDA's official response to its controversial GDC party IGDA's official response to its controversial GDC party
by Frank Cifaldi [03.28.13]
"One of the core values of the IGDA is encouraging inclusion and diversity. Obviously we need to be more vigilant in our efforts," read a statement following backlash against a party that featured "scantily-clad female dancers."
 
Jason Rohrer wins GDC's last ever Game Design Challenge Jason Rohrer wins GDC's last ever Game Design Challenge
by Simon Parkin [03.28.13]
Independent game designer Jason Rohrer won the tenth and final Game Design Challenge Championship at this year's GDC. The theme of this year's challenge was 'Humanity's Last Game.'
 
Unity's CEO on staying relevant in a tumultuous era Unity's CEO on staying relevant in a tumultuous era
by Christian Nutt [03.28.13]
David Helgason talks about its partnerships with Sony, Nintendo, and Facebook, and how the company continues to make sure its engine is elegant and works on all those platforms.
 
GDC 2013 Day 3: Engines and awards GDC 2013 Day 3: Engines and awards
by John Polson [03.28.13]
An interview with PS4's chief architect, Konami's FOX engine for Metal Gear Solid 5, Epic's Unreal Engine 3 for browsers, and DICE's Frostbite 3 for Battlefield 4 mark day 3 of GDC 2013.
 
Mozilla, Epic bringing Unreal Engine 3 to web browsers Mozilla, Epic bringing Unreal Engine 3 to web browsers
by Mike Rose [03.28.13]
Firefox developer Mozilla has revealed a partnership with Epic Games, which will bring the latter's Unreal Engine 3 to web browsers very soon.
 
Myths, mid-core and mobile: Facebook’s message to developers Myths, mid-core and mobile: Facebook’s message to developers
by Kris Graft [03.28.13]
At GDC, Facebook's director of game partnerships Sean Ryan talked to Gamasutra about what the social network is doing to attract developers, and make them want to create Facebook games in 2013.
 
Answering the 10 arguments against games Answering the 10 arguments against games
by Christian Nutt [03.27.13]
Games have been attacked by the press and legislators for causing real-world violence; the IGDA's Daniel Greenberg, Professor Ian Bogost, and Mike Capps, formerly of Epic, addressed the issue.
 
Full Sail study attempts to shed light on Metacritic's weighting system Full Sail study attempts to shed light on Metacritic's weighting system
by Simon Parkin [03.27.13]
The website Metacritic weights the scores of different video game critics and publications when calculating its aggregate 'metascore' for any particular title.
 
FOX engine brings Kojima Productions one step closer to photo-reality FOX engine brings Kojima Productions one step closer to photo-reality
by Leigh Alexander [03.27.13]
At GDC 2013, Kojima Productions revealed Metal Gear Solid 5, showed off its photorealistic FOX engine, and confirmed a brand-new game development office in Los Angeles.
 
Tips for RPG design from the <i>Harvest Moon</i> franchise Tips for RPG design from the Harvest Moon franchise
by Christian Nutt [03.27.13]
The Rune Factory games add RPG elements to the Harvest Moon farming franchise -- and here, the series' producer shares lessons he learned making it.
 
Web-to-desktop specialist Pokki launches its own game network Web-to-desktop specialist Pokki launches its own game network
by Mike Rose [03.27.13]
San Diego-based SweetLabs has previously helped game studios bring their social titles to PC without the need for a web browser, including social games giant Kabam.
 
AOL's Games.com launches monetization and distribution platform AOL's Games.com launches monetization and distribution platform
by Mike Rose [03.27.13]
AOL's Games.com today revealed Developer Center, a set of tools by which game studios can potentially push their games out in front of the millions of users across AOL's network and partner websites.
 
DICE's Frostbite 3 engine will debut with <i>Battlefield 4</i> DICE's Frostbite 3 engine will debut with Battlefield 4
by Mike Rose [03.27.13]
Although it was previously thought that the next installment in the Battlefield series would utilize DICE's Frostbite 2 engine, the company has revealed that a new version of the engine will debut later this year.
 
My takeaways from Monday's GDC design lectures My takeaways from Monday's GDC design lectures
by Gamasutra Community [03.27.13]
We asked Z2Live game designer and first-time GDC attendee Ian Adams to publish the notes he's sending home to his team every day at the show. Want to know what a successful F2P dev is looking at? Look no further.
 
GDC 2013 Day 2: F2P problems and solutions GDC 2013 Day 2: F2P problems and solutions
by Staff [03.27.13]
The second day of GDC 2013 included notable talks from QWOP developer Bennett Foddy on F2P problems, Kongregate COO Emily Greer on successful F2P strategies, and Subset Games on FTL's postmortem.
 
Jesse Schell's search for the Shakespeare of video games Jesse Schell's search for the Shakespeare of video games
by Patrick Miller [03.27.13]
What do video games need before we can have our own Shakespeare? The future of game narrative lies in building tech that will allow video games to "listen" to the player, says designer and evangelist Jesse Schell.
 
Inside the PlayStation 4 with Mark Cerny Inside the PlayStation 4 with Mark Cerny
by Christian Nutt [03.27.13]
Gamasutra got over an hour with the PlayStation 4's lead architect, and in this story, he explains how he began the process of designing Sony's new system -- with developers' desires.
 
How can game music feel as meaningful as a live experience? How can game music feel as meaningful as a live experience?
by Leigh Alexander [03.27.13]
Games can do more with musical elements to prevent loss of intimacy that happens with looping tracks, argues Rich "Disasterpeace" Vreeland, who'd like more of live music's unpreditability in games.
 
One Life Left returns for Official GDC Podcast One Life Left returns for Official GDC Podcast
by Gamasutra Community [03.27.13]
Video game radio gurus One Life Left are in San Francisco this week, teaming up with Gamasutra for the Official GDC Podcast. Co-host Ann Scantlebury explains what's in store.
 
The business case for a diverse game character cast The business case for a diverse game character cast
by Patrick Miller [03.27.13]
"Our audience is leaving us behind," says Microsoft Studios narrative designer Tom Abernathy in a session from the GDC Narrative Summit. Being inclusive doesn't just make better games, it makes better business sense.
 
The relevancy of premium games in a F2P-dominated economy The relevancy of premium games in a F2P-dominated economy
by Simon Parkin [03.27.13]
Capy co-founder and president Nathan Vella still makes premium games, like Critter Crunch and Sword & Sworcery, because he says there's still a place for them -- especially in niche genres where fans will pay
 
<i>Journey</i>, <i>Far Cry 3</i>, <i>The Walking Dead</i> win at 13th Choice Awards Journey, Far Cry 3, The Walking Dead win at 13th Choice Awards
by GDC Staff [03.27.13]
At the 13th annual Game Developers Choice Awards ceremony at GDC 2013 this evening, Journey won six of the 11 main awards, with Far Cry 3, The Walking Dead, and Dishonored among the other winners.
 
<i>Cart Life</i>, <i>FTL: Faster Than Light</i>, <i>Little Inferno</i> take home IGF awards Cart Life, FTL: Faster Than Light, Little Inferno take home IGF awards
by GDC Staff [03.27.13]
The winners of the 15th Annual Independent Games Festival, hosted by the Game Developers Conference (GDC), were announced this evening, including Cart Life, FTL: Faster Than Light, and Little Inferno.
 
The five reasons freemium sucks (according to <em>QWOP</em>'s developer) The five reasons freemium sucks (according to QWOP's developer)
by Leigh Alexander [03.26.13]
The free-to-play business model has five big problems, says Bennett Foddy -- but being creative about solving them can result in a more meaningful application of free-to-play games.
 
Kongregate's 6 habits for keeping F2P players playing (and paying!) Kongregate's 6 habits for keeping F2P players playing (and paying!)
by Frank Cifaldi [03.26.13]
Kongregate COO and co-founder Emily Greer has built her company on maintaining players for the long haul. At a GDC session she described the six pillars her company has identified for keeping players happy (and keeping the revenues flowing).
 
Designing without a pitch - An <em>FTL</em> postmortem Designing without a pitch - An FTL postmortem
by Simon Parkin [03.26.13]
FTL: Faster Than Light developers Matthew Davis and Justin Ma didn't bother with a design document -- after all, they expected it to be a three-month side project. But when development got serious, they had to adjust.
 
How <i>Plague, Inc</i> topped the mobile market How Plague, Inc topped the mobile market
by Leigh Alexander [03.26.13]
Ndemic Creations CEO James Vaughan outlines some of the business decisions that made mobile disease simulation game Plague, Inc one of the most successful and top-grossing mobile games of 2012.
 
How to use live events to promote your game How to use live events to promote your game
by Kris Graft [03.26.13]
For all the talent that small, independent game developers may possess, they're not typically so skilled in the art of marketing and self-promotion. Antichamber dev Alexander Bruce and Double Fine's Greg Rice offer some tips.
 
Project Anarchy: Free mobile development tools from Havok Project Anarchy: Free mobile development tools from Havok
by Mike Rose [03.26.13]
Intel-owned middleware company Havok today revealed a new and complete end-to-end mobile 3D game production engine at the Game Developers Conference, coming for free later this spring.
 
GDC 2013 Day 1: Indies speak out GDC 2013 Day 1: Indies speak out
by John Polson [03.26.13]
Highlights from the first day of GDC 2013 include Double Fine's Kipnis on the game jam inspired by @petermolydeux, Terry Cavanagh calling for indies to curate their own games, and Giant Sparrow on The Unfinished's Swan's journey to PSN.
 
Sony kills concept approval, makes moves to get indies onto PS4 Sony kills concept approval, makes moves to get indies onto PS4
by Christian Nutt [03.25.13]
Gamsutra speaks with Sony's Adam Boyes, who heads up its publisher and development relations team, about changes it's making to become more developer-friendly.
 
Spector: Games need to borrow from film less Spector: Games need to borrow from film less
by Leigh Alexander [03.25.13]
Taking too many lessons from film and other media will only advance games so much, argues Warren Spector, outlining factors that set games apart -- and where film conventions are no longer serving us.
 
'Be suspicious of data,' says video game data guy 'Be suspicious of data,' says video game data guy
by Kris Graft [03.25.13]
Joost van Dreunen is CEO of growing video game market and sales data company SuperData. But even as someone who supplies clients with data, he says data alone shouldn't dictate a developer's decisions.
 
The technique LucasArts used to design its classic adventure games The technique LucasArts used to design its classic adventure games
by Frank Cifaldi [03.25.13]
Game designer Noah Falstein discusses the concept of the puzzle dependency chart, a technique that he and his colleagues used at LucasArts when developing classic adventure games like Maniac Mansion and Monkey Island.
 
Indies question whether journalists should be our game curators Indies question whether journalists should be our game curators
by Frank Cifaldi [03.25.13]
"Ultimately, journalists are interested in an interesting story more than an interesting work," said Super Hexagon developer Terry Cavanagh at a GDC talk Monday, arguing that fellow game developers are our best curators.
 
<i>Mark of the Ninja</i> creator: Innovation no excuse for crunch Mark of the Ninja creator: Innovation no excuse for crunch
by Simon Parkin [03.25.13]
Jamie Cheng, founder of Klei Entertainment, creator of the XBLA games Shank and Mark of the Ninja had strong words for any game maker who might claim that working extensive overtime is an intrinsic part of making 'art'.
 
Lessons from <i>The Unfinished Swan</i>'s unique development journey Lessons from The Unfinished Swan's unique development journey
by Leigh Alexander [03.25.13]
Giant Sparrow creative director Ian Dallas shares what he learned in The Unfinished Swan's journey from USC student prototype to full-scale, 12-person PlayStation Network release.
 
<i>Triple Town</i> devs on finding the fun in free-to-play game design Triple Town devs on finding the fun in free-to-play game design
by Patrick Miller [03.25.13]
Rapid iteration, early releases, and a broad design space are key to building original successful free-to-play games, say Spry Fox (Triple Town) devs during a session at GDC's free-to-play summit.
 
How a parody Twitter account inspired a global game jam How a parody Twitter account inspired a global game jam
by Simon Parkin [03.25.13]
Double Fine's Anna Kipnis gives a postmortem of "What Would Molydeux," last year's event that offered a unique spin on the concept of a game jam by basing prototypes on the tweets of Twitter parody account @petermolydeux.
 
7 practical tips for making a moral game 7 practical tips for making a moral game
by Kris Graft [03.25.13]
Video game writers have long had a strong desire to instill a moral component in their games. Microsoft senior designer Richard Rouse III offers some practical tips of incorporating morality into your game
 
Nintendo's indies guy tells you how to get your games approved Nintendo's indies guy tells you how to get your games approved
by Christian Nutt [03.25.13]
Nintendo's policies for indie developers have been opaque -- until now. Dan Adelman, who works with teams like Gaijin Games (Runner 2) and Tomorrow Corporation (Little Inferno) talks to Gamasutra.
 
OpenFeint co-founder offers relief to those burned by Gree OpenFeint co-founder offers relief to those burned by Gree
by Frank Cifaldi [03.22.13]
"For whatever strategic reasons, they decided to alienate a lot of their customers," OpenFeint co-founder Peter Relan tells us. His alternative, OpenKit, will be debuted at the Game Developers Conference next week.
 
GDC 2013: What you need to know onsite GDC 2013: What you need to know onsite
by GDC Staff [03.22.13]
With just three days before GDC 2013 begins, organizers are offering suggestions to maximize attendees' experience, including a full attraction line-up, the schedule builder and mobile app.
 
Video: The making of the original SNES <i>Harvest Moon</i> Video: The making of the original SNES Harvest Moon
by GDC Vault Staff [03.22.13]
Yasuhiro Wada discusses creating the original Harvest Moon for the Super Nintendo, sharing his inspiration for its design and the collapse that almost ended its development, in this free lecture from GDC 2012.
 
Unity comes to PS4, Vita, PlayStation Mobile Unity comes to PS4, Vita, PlayStation Mobile
by Frank Cifaldi [03.21.13]
The popular game development platform expands its reach by supporting the entirety of Sony's PlayStation family of platforms, including digital platforms like PlayStation Mobile and its upcoming cloud service.
 
Your indie guide to IGF 2013: A GDC primer Your indie guide to IGF 2013: A GDC primer
by GDC Staff [03.21.13]
The week-long 2013 Game Developers Conference, which hosts the Independent Games Festival and Summit, begins Monday. We're highlighting some of the can't miss indie-related events happening every day.
 
GDC 2013 organizers highlight titles to watch next week at GDC Play GDC 2013 organizers highlight titles to watch next week at GDC Play
by GDC Staff [03.21.13]
GDC 2013 organizers are reminding attendees about the return of GDC Play, featuring over 70 emerging games and their creators, and open next Tuesday to Thursday to all pass holders.
 
Video: Valve on <i>Portal 2</i>, the 'sequel to a game that doesn't need one' Video: Valve on Portal 2, the 'sequel to a game that doesn't need one'
by GDC Vault Staff [03.20.13]
An early Portal 2 that Valve experimented with didn't have Chell, GLaDOS, or even portals, writers Chet Faliszek and Erik Wolpaw reveal in discussing the "sequel to a game that doesn't need one."
 
GDC 2013 highlights <i>Tomb Raider</i>, <i>StarCraft II: HotS</i> talks; discount pre-reg ends tonight GDC 2013 highlights Tomb Raider, StarCraft II: HotS talks; discount pre-reg ends tonight
by GDC Staff [03.20.13]
On the last day of discounted registration, GDC 2013 organizers are highlighting major talks on leading games including Diablo III, StarCraft II: Heart of the Swarm, Tomb Raider, and CSR Racing.
 
Road to the IGF: Arcane Kids' <i>Zineth</i> Road to the IGF: Arcane Kids' Zineth
by John Polson [03.20.13]
Arcane Kids' Russell Honor discusses IGF student finalist Zineth, a Jet Set Radio-like platformer which takes place in a world absorbed by a cellphone game.
 
GDC 2013 adds Sega history, board game exhibits, with 24 hours to pre-register GDC 2013 adds Sega history, board game exhibits, with 24 hours to pre-register
by GDC Staff [03.19.13]
With a Wednesday evening pre-reg deadline, GDC 2013 is highlighting a playable board game exhibit from video game designers, plus multiple game history exhibits spanning The Neverhood through classic Sega games.
 
GDC 2013 showcases <i>Destiny</i> visibility rendering, <i>Skulls of the Shogun</i> sponsored talks GDC 2013 showcases Destiny visibility rendering, Skulls of the Shogun sponsored talks
by GDC Staff [03.18.13]
Just two days before discounted registration ends, GDC 2013 organizers are highlighting sessions including automated visibility rendering in Bungie's Destiny and Skulls of the Shogun's development across Microsoft platforms.
 
Video: How <i>Plants vs. Zombies</i>' designer got his mom to play Video: How Plants vs. Zombies' designer got his mom to play
by GDC Vault Staff [03.18.13]
Plants vs. Zombies designer George Fan shares 10 gameplay teaching techniques that can keep players engaged, whether they are for the most hardcore or even the most casual, in this free lecture from GDC 2012.
 
Road to the IGF: <em>LiquidSketch</em> Road to the IGF: LiquidSketch
by Frank Cifaldi [03.15.13]
Nominated for a Technical Excellence award at the 2013 Independent Games Festival later this month, LiquidSketch is a unique iPad puzzle game employing impressive liquid physics that developer Tobias Neukom tells us was a beast to get right.
 
Video: A fireside chat with <em>Minecraft</em> creator Notch Video: A fireside chat with Minecraft creator Notch
by GDC Vault Staff [03.15.13]
Chris Hecker (SpyParty) fires off questions to Mojang's Markus Persson about piracy, his designing and growing of Minecraft, and his own professional growth in this free lecture from GDC 2012.
 
<i>Guild Wars 2</i>, <i>SimCity</i> design lectures highlighted at GDC 2013 Guild Wars 2, SimCity design lectures highlighted at GDC 2013
by GDC Staff [03.15.13]
GDC 2013 organizers are highlighting more top talks, including design lectures on Guild Wars 2 and SimCity, Brenda Romero's F2P "morning after," and panels on indie incubators and physical-digital game mixing.
 
11th annual Experimental Gameplay Sessions reveals GDC 2013 line-up 11th annual Experimental Gameplay Sessions reveals GDC 2013 line-up
by GDC Staff [03.15.13]
Organizers of GDC 2013's Experimental Gameplay Sessions have announced a mammoth 20+ game line-up, including Keita Takahashi's new title Tenya Wanya Teens & Jason Rohrer's The Castle Doctrine.
 
GDC 2013 Audio Track highlights <i>Walking Dead</i>, <i>Dear Esther</i>, <i>Dead Space 3</i> talks GDC 2013 Audio Track highlights Walking Dead, Dear Esther, Dead Space 3 talks
by GDC Staff [03.14.13]
GDC 2013 has an in-depth Audio Track, and this year's highlights include Dear Esther's approach to mixing live and digital instruments, episodic sound design and production for The Walking Dead, and much more.
 
GDC 2013 announces winners for Game Narrative poster sessions GDC 2013 announces winners for Game Narrative poster sessions
by GDC Staff [03.13.13]
GDC and the Game Narrative Summit have debuted the 2013 Student Narrative Analysis Competition winners, who all receive passes to this year's March conference in San Francisco, CA.
 
Steam for Linux, Oculus Rift, <i>Hawken</i>, HTML5 sponsored sessions come to GDC 2013 Steam for Linux, Oculus Rift, Hawken, HTML5 sponsored sessions come to GDC 2013
by GDC Staff [03.13.13]
GDC 2013 organizers are highlighting notable sponsored sessions, including Valve/Nvidia on moving Steam to Linux, Oculus Rift, Google on native HTML5 apps, and Microsoft on Xbox SmartGlass.
 
Video: How <em>Habbo</em> kept players engaged with smartphone spin-offs Video: How Habbo kept players engaged with smartphone spin-offs
by GDC Vault Staff [03.13.13]
Paul LaFontaine, former CEO of Habbo developer Sulake, discusses keeping players engaged in a game world as they move across platforms in this free video lecture from GDC 2012, courtesy of the GDC Vault.
 
Road to the IGF: <em>Lovers in a Dangerous Spacetime</em> Road to the IGF: Lovers in a Dangerous Spacetime
by Frank Cifaldi [03.13.13]
Developers Matt Hammill and Jamie Tucker tell us the history behind the frantic co-op space platformer/defense hybrid, which is nominated for an Excellence in Visual Arts award at the Independent Games Festival later this month.
 
<i>DmC</i>, <i>Tomb Raider</i>, <i>Tearaway</i>, ESRB talks headed to GDC 2013 DmC, Tomb Raider, Tearaway, ESRB talks headed to GDC 2013
by GDC Staff [03.12.13]
GDC 2013 organizers are highlighting more notable talks for its March conference, including talks on Tearaway,Tomb Raider, DmC, EA Spouse, and an international ratings system.
 
AI postmortems of <i>Assassin's Creed III, XCOM</i>, AI rant planned for GDC 2013 AI postmortems of Assassin's Creed III, XCOM, AI rant planned for GDC 2013
by GDC Staff [03.11.13]
GDC 2013 organizers are highlighting its Artificial Intelligence Summit, including AI postmortems of Assassin's Creed III, XCOM: Enemy Unknown, and Warframe, its annual AI dev rant, and 'The Simplest AI Trick in the Book.'
 
Video: Hall and Romero's <i>Doom</i> postmortem Video: Hall and Romero's Doom postmortem
by GDC Vault Staff [03.11.13]
Designers John Romero and Tom Hall deliver a postmortem on their prolific first-person shooter, Doom, 17 years after its release in this free video lecture from GDC 2011.
 
Road to the IGF: <em>Guacamelee!</em> Road to the IGF: Guacamelee!
by Frank Cifaldi [03.11.13]
DrinkBox, the team behind the open-world action platform game Guacamelee!, speaks to us about where the game from, its inspirations, and what went into its unique, IGF-nominated art style.
 
Road to the IGF: <em>Starseed Pilgrim</em> Road to the IGF: Starseed Pilgrim
by Frank Cifaldi [03.08.13]
Droqen's Starseed Pilgrim is up for the coveted Excellence in Design award at the Independent Games Festival later this month. We talk to him about the game's origins, his collaborators, and some real-life gardening gone bad.
 
GDC 2013 highlights developer days from Google, Unity, Intel, more GDC 2013 highlights developer days from Google, Unity, Intel, more
by GDC Staff [03.05.13]
GDC 2013 organizers are highlighting more day-long sponsored developer days for the March conference, including those on the Google Cloud platform, Unity Technologies, Intel's next-generation GPUs, and more.
 
Video: Famous designers attempt to make a game about falling in love Video: Famous designers attempt to make a game about falling in love
by GDC Vault Staff [03.04.13]
Freed from any commercial restraints, well-known game designers Will Wright (SimCity), Warren Spector (Deus Ex) and Raph Koster (Ultima Online) pitch their love game concepts in front of a live audience.
 
'iOS games in a day', animation, producer bootcamps detailed for GDC 2013 'iOS games in a day', animation, producer bootcamps detailed for GDC 2013
by GDC Staff [03.04.13]
GDC 2013 organizers are highlighting in-depth animation and cross-platform production bootcamps, and an iOS crash course covering API and popular engine implementations, both for the upcoming March event.
 
GDC 2013 highlights new PlayStation 4, Oculus Rift, Project SHIELD vendor sessions GDC 2013 highlights new PlayStation 4, Oculus Rift, Project SHIELD vendor sessions
by GDC Staff [03.01.13]
GDC 2013 organizers are highlighting major vendor sessions including Sony on PS4 development and design, NVIDIA on its Project SHIELD handheld device, and Oculus VR on diving into virtual reality with Oculus Rift.
 
GDC State of the Industry research exposes rise of indies, smartphone games GDC State of the Industry research exposes rise of indies, smartphone games
by Staff [02.28.13]
The Game Developers Conference polled more than 2,500 North American game developers about their development practices, revealing several notable trends with regards to platforms, money, team sizes and more.
 
Video: Will Wright remembers his first game, <i>Raid on Bungeling Bay</i> Video: Will Wright remembers his first game, Raid on Bungeling Bay
by GDC Vault Staff [01.24.13]
He may be known today as the creator of SimCity, The Sims and Spore, but Will Wright's career began with a fondly remembered helicopter arcade game for computer publisher Broderbund.
 
Video: Back to the Garage: The Return of Indie Development Video: Back to the Garage: The Return of Indie Development
by GDC Vault [12.14.12]
With emerging digital platforms and the cost-of-entry lower than ever, game development has seen independent resurgence. Indies including Markus "Notch" Persson, Jordan Mechner and Tim Sweeney discuss in this free video.
 
13th Game Developers Choice Awards opens noms to Gamasutra members 13th Game Developers Choice Awards opens noms to Gamasutra members
by Staff [12.12.12]
GDC organizers are accepting nominations for the 13th annual Game Developers Choice Awards, with all registered Gamasutra members eligible to nominate for regular and special awards.
 
IGF 2013 highlights initial Design, Technical Award jurors IGF 2013 highlights initial Design, Technical Award jurors
by Staff [12.10.12]
2013 Independent Games Festival organizers have added jurors for multiple of its discipline-specific Awards, including Journey's Robin Hunicke, The Walking Dead's Sean Vanaman, and lots more.
 
GDC 2013 reveals talks from <i>Amnesia</i>'s Grip, Epic's Mielke GDC 2013 reveals talks from Amnesia's Grip, Epic's Mielke
by Staff [12.03.12]
The organizers behind March's Game Developers Conference 2013 have highlighted the next batch of Main Conference lectures, including Amnesia: The Dark Descent's Thomas Grip on storytelling and more.
 
GDC 2013 debuts 'Schedule Builder', highlights new roundtables GDC 2013 debuts 'Schedule Builder', highlights new roundtables
by Staff [11.20.12]
With planning for March's GDC 2013 in San Francisco now underway, the show's organizers have debuted more than 20 sessions via the initial Schedule Builder, with hundreds more due over the next few weeks.
 
IGF 2013 adds 'Excellence in Narrative' category IGF 2013 adds 'Excellence in Narrative' category
by Staff [11.19.12]
The Independent Games Festival's 2013 iteration is adding a $3,000 'Excellence In Narrative' award, following much feedback from the community that story and narrative in games needs to be better honored.
 
Become a better writer, programmer with GDC 2013's specialized tutorials Become a better writer, programmer with GDC 2013's specialized tutorials
by Staff [11.14.12]
It's always a good idea to brush up on your game-making fundamentals, and next year's Game Developers Conference will help you do just that with detailed tutorials on both narrative design and programming.
 
GDC Vault adds classic Ron Moore keynote on Battlestar Galactica GDC Vault adds classic Ron Moore keynote on Battlestar Galactica
by John Polson [11.09.12]
Game Developers Conference organizers have digitized and made available new, free talks on the GDC Vault, including a visionary keynote on Battlestar Galactica, a talk on breaking into the mass-market, and more.
 
IGF 2013 sees record entries for its Student Competition IGF 2013 sees record entries for its Student Competition
by Staff [11.05.12]
The organizers of the 15th Annual Independent Games Festival have revealed another year of record entry numbers for IGF 2013's Student Competition, with more than 300 high-quality student games entered.
 
Submit your offbeat prototypes to GDC's Experimental Gameplay Workshop Submit your offbeat prototypes to GDC's Experimental Gameplay Workshop
by Staff [11.02.12]
The ever-popular Experimental Gameplay Workshop will once again to return to GDC in 2013, and the event's organizers have issued a call for submissions for new "experimental" video game prototypes.
 
Two days left to enter 2013 IGF's Student Competition Two days left to enter 2013 IGF's Student Competition
by Staff [10.29.12]
With record Main Competition submissions for IGF 2013 announced, organizers are reminding that student submissions for this year's GDC co-located festival are closing on Wednesday.
 
GDC 2013 Bosslady Blog: Our GDC Code of Conduct GDC 2013 Bosslady Blog: Our GDC Code of Conduct
by Meggan Scavio [10.29.12]
In an important Bosslady Blog update for the 2013 cycle, Game Developers Conference events GM Meggan Scavio details and explains the GDC events' official code of conduct.
 
A new record for IGF submissions at nearly 600 games A new record for IGF submissions at nearly 600 games
by Staff [10.23.12]
The organizers of the 15th annual Independent Games Festival have revealed almost 600 browsable entries for its Main Competition, another record turnout.
 
GDC 2013 opens registration, Summit submissions close tomorrow GDC 2013 opens registration, Summit submissions close tomorrow
by Staff [10.22.12]
Game Developers Conference 2013 organizers have officially opened registration for next March's event, as those interested in hosting a Summit presentation have one more day to submit their talks.
 
GDC supports memorial fund for game developer Paul Steed GDC supports memorial fund for game developer Paul Steed
by Staff [10.17.12]
The Game Developers Conference and its Advisory Board is supporting a memorial fund to aid the family of late game developer Paul Steed, one of the pioneer game artists behind series such as Quake and Wing Commander.
 
 'Tales from the GDC Vault'  debuts lost <i>Halo</i>, MMO design talks 'Tales from the GDC Vault' debuts lost Halo, MMO design talks
by John Polson [10.15.12]
The GDC Vault has debuted three free lecture videos from roughly a decade ago, featuring a look at Halo: Combat Evolved, Raph Koster and Rich Vogel on classic MMO design, and SGI on graphics trends.
 

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