Taking the 'less is more' approach to level design12 by Mike Rose[08.15.12] Eufloria's Rudolf Kremers believes that "less is more" is the perfect approach for indie developers on a budget when it comes to level design, and his GDC Europe talk today described the various ways this approach can be achieved.
Console/PC, Indie, Design, GDC Europe
What went wrong during the making of Journey30 by Cassandra Khaw[08.15.12]
Former thatgamecompany executive producer Robin Hunicke discusses in frank detail the things that went wrong during the making of Journey, hoping to inspire better practices among her peers.
Console/PC, Design, GDC Europe
Working from home with Ngmoco  by Cassandra Khaw[08.14.12]
Ngmoco's Senta Jakobson gave GDC Europe attendees an inside look at her experience managing a distributed team: When working from home, "you are only ever judged on your results," she says.
Smartphone/Tablet, Production, GDC Europe
Five key facts about free-to-play design 29 by Christian Nutt[08.13.12]
As the head of game design for free-to-play browser game publisher Bigpoint (Battlestar Galactica Online), Jan Richter shares insights he learned while "exploring new territory" in what he calls the fastest-moving segment of game design.
Social/Online, Design, Business/Marketing, GDC Europe