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Updates
Updates
» GDC China
Quantum Conundrum
, and selling cartoony to the 'core'
4
by Simon Carless
[11.22.12]
Depictions of violence in "hardcore" games has become so prevalent, that it seems some sections of the video game audience perceive anything non-violent as too kiddie to buy.
Indie
,
Design
,
GDC China
The 9 common mistakes every indie game studio should avoid
24
by Simon Carless
[11.21.12]
AaaAAAAAaaaaA: A Reckless Disregard For Gravity
designer Ichiro Lambe has learned a lot of hard lessons in his over twelve years as an indie developer. Here, he whittles it down to the nine most important.
Indie
,
Design
,
GDC China
Johann Sebastian Joust
turns motion control into slapstick comedy
6
by Simon Carless
[11.21.12]
The fun part of making motion-controlled video games isn't making your players feel like virtual heroes -- it's about getting other people to laugh at the players' expense.
Indie
,
Design
,
Video
,
GDC China
GDC China: Why HTML5's negative publicity might be unfounded
4
by Simon Carless
[11.20.12]
Despite its bad publicity, HTML5 is still a viable platform for games and, in fact, most of the top-grossing mobile games of late could have been made using it, says NonStop Game's Henric Suuronen.
Console/PC
,
Business/Marketing
,
GDC China
10 years of design lessons from
Portal
's Kim Swift
16
by Brandon Sheffield
[11.20.12]
Kim Swift has had an interesting career over the last 10 years, from student game developer, to
Portal
lead, to creative director at Airtight Games. Here, she shares the design lessons she's learned along the way.
Console/PC
,
Smartphone/Tablet
,
Indie
,
Design
,
GDC China
How competition deadlines whipped
FTL
into shape
1
by Brandon Sheffield
[11.19.12]
Matthew Davis, programmer of
Faster Than Light
, outlines how IGF China and subsequent indie game competitions helped the game come to completion, get publicity, and become more polished.
Console/PC
,
Indie
,
Production
,
Business/Marketing
,
Exclusive
,
GDC China
GDC China: Ubisoft Shanghai's best practices for mobile game development: 'do it now'
 
by Brandon Sheffield
[11.18.12]
Ubisoft Shanghai producer Xu Wang shares his best practices for mobile game development, with lessons learned from working on the popular title
Michael Jackson: The Experience
for iOS.
Social/Online
,
Design
,
Production
,
GDC China
IGF China 2012 winners led by
CubeTractor
,
Fish
 
by Staff
[11.18.12]
IGF China awarded the best independent games in Asia and Australasia at a ceremony in Shanghai during GDC China, led by Best Game winner, retro-inspired puzzler
Cubetractor
, and abstract action Best Student Game winner
Fish
.
Indie
,
Programming
,
Art
,
Audio
,
Design
,
Production
,
Business/Marketing
,
GDC China
GDC China: Kabam's focus for mobile success
 
by Simon Carless
[11.18.12]
At GDC China, Kabam's Michael Li discussed the company's attempt to bootstrap its Chinese office, as "rallying the entire office" around one platform hit success with
Kingdoms Of Camelot: Battle For The North
for iOS.
Smartphone/Tablet
,
Production
,
GDC China
User interface 'shouldn't just be icing on the cake' says Double Fine's Kowalski
14
by Brandon Sheffield
[11.18.12]
Should a game's user interface just get out of the way and let the player get to the game, or should it say something unique about the game's world? Double Fine's Joe Kowalski weighs in on the subject.
Console/PC
,
Art
,
Production
,
GDC China
Koster: Why games teach lessons we shouldn't always heed
14
by Simon Carless
[11.17.12]
In his packed GDC China keynote in Shanghai, author and online game veteran Raph Koster gave a stirring discussion on the nature of games, philosophizing: "Games are more like an algorithm than anything else."
Social/Online
,
Design
,
GDC China
GDC China: Why audio-visual quality matters in F2P mobile
 
by Simon Carless
[11.17.12]
Would a "crappy looking 2D horse in a crappy looking field" have tanked NaturalMotion Games'
My Horse
? At GDC China, the firm explained why it thinks audiovisual fidelity is vital for differentiating in F2P mobile.
Smartphone/Tablet
,
GDC China
GDC China: Metrics are important, says PopCap, but fun is paramount
 
by Brandon Sheffield
[11.17.12]
Where does
Bejeweled Blitz
come down on the now-classic argument of metrics vs intuition? Companies should be metrics-focused, not metrics-driven, says PopCap's Constantabile in this GDC China talk.
Social/Online
,
Smartphone/Tablet
,
Business/Marketing
,
GDC China
GDC China: If you want players to pay, compel them to collect
11
by Brandon Sheffield
[11.16.12]
At GDC China, D2C's Xiaolei Zhang outlined the future of the mobile collectible card genre in Japan and the West, as players are increasingly interested in paying top dollar to fulfill their psychological desire to collect.
Social/Online
,
Smartphone/Tablet
,
Business/Marketing
,
GDC China
GDC China: How cross-promotion for mobile titles can hit big
 
by Simon Carless
[11.16.12]
In a talk at GDC China 2012 in Shanghai, Chartboost's Clay Kellogg discussed the sometimes surprising advantages of cross-promoting your mobile title, revealing some impressive statistics from the
Mega Jump
franchise.
Smartphone/Tablet
,
Business/Marketing
,
GDC China
SpellTower
's Zach Gage to discuss tactile touch controls at GDC China
 
by Staff
[11.15.12]
During GDC China this Sunday,
SpellTower
and
Bit Pilot
creator Zach Gage will offer some essential tips for designing and tuning touch-screen controls on handhelds and mobile devices.
Smartphone/Tablet
,
Indie
,
Programming
,
Design
,
GDC China
Learn to break into the Korean mobile market at GDC China
 
by Staff
[11.13.12]
At next week's
GDC China
in Shanghai, Neowiz's Eliot Shin will offer advice to help other developers launch a successful mobile game in the lucrative Korean market.
Social/Online
,
Smartphone/Tablet
,
Design
,
Business/Marketing
,
GDC China
Discover Gree's secrets for mobile game success at GDC China
 
by Staff
[11.06.12]
At this month's
GDC China
, social mobile game company Gree will peel back the curtain on some of its secrets for launching and maintaining a successful mobile game.
Social/Online
,
Smartphone/Tablet
,
Design
,
Business/Marketing
,
GDC China
GDC China 2012 to reveal the unlikely story of
Johann Sebastian Joust
 
by Staff
[11.02.12]
At this month's GDC China, Die Gute Fabrik's Douglas Wilson will share the unusual story behind the indie hit
Johann Sebastian Joust
while detailing his team's numerous lessons-learned along the way.
Indie
,
Design
,
GDC China
Raph Koster to examine 'How Games Think' at next month's GDC China
4
by Staff
[10.30.12]
Online game legend Raph Koster will present a keynote at next month's GDC China in Shanghai, examining "how games think," how they influence the world we live in, and what that means for our future.
Console/PC
,
Social/Online
,
Design
,
GDC China
1
2