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September 30, 2014
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Updates » GDC Online
GDC Online: Community Management And The People You'd Want To Have A Beer With 1
by Leigh Alexander [10.12.11]
Kathleen Sanders of Microsoft's Kinect Share and Sega of America's Kellie Parker talk about how they handle some of the trickiest parts of community management in the passionate console space.
Console/PC, GDC Online, Business/Marketing

GDC Online: Cloud Gaming's Fast-Approaching Future 7
by Kris Graft [10.12.11]
At GDC Online, experts from Spawn Labs and Gaikai discussed the future of cloud gaming, with one saying console makers would be "insane" not to implement the tech in the next generation.
Console/PC, Social/Online, Smartphone/Tablet, GDC Online, Programming, Business/Marketing

GDC Online: League Of Legends Lead Producer On Being A Better Leader 6
by Christian Nutt [10.12.11]
Riot Games' lead producer Travis S. George delivered a talk on lessons he learned while shipping League of Legends expansion Dominion, identifying "bad habits" that "will prevent you from being effective."
Console/PC, Social/Online, GDC Online, Production, Business/Marketing

GDC Online: Sony Confirms Day-And-Date Downloads, Free-To-Play Support For Vita 1
by Christian Nutt [10.12.11]
At a GDC Online session, Sony's Chris Norden confirmed that all retail PlayStation Vita games will be available on PlayStation Network day and date with their launch on the platform.
Console/PC, GDC Online, Business/Marketing

GDC Online: PopCap's Vechey On Transitioning Into The New Social Frontier  
by Leigh Alexander [10.12.11]
PopCap co-founder John Vechey shares how the major transitions in the company's history are helping lead it into the new social frontier -- and says despite challenges, the new climate is better.
Console/PC, Social/Online, GDC Online, Programming, Design, Business/Marketing

GDC Online: Valve Writers' Candid Thoughts On Creative Process 4
by Kris Graft [10.11.11]
At GDC Online in Austin, writers on top Valve Software franchises like Half-Life and Left 4 Dead explained how they try to create "things that people don’t know they want yet."
Console/PC, GDC Online, Design

GDC Online: Gaikai Partners With Level 3 For Online Infrastructure  
by Frank Cifaldi [10.11.11]
At GDC Online in Austin on Tuesday, cloud gaming service provider Gaikai announced that Colorado's Level 3 Communications will be providing its internet infrastructure backbone.
Console/PC, GDC Online, Business/Marketing

GDC Online: How Dragon Age Legends Got To 100K Likes -- And Was Not A Big Hit 8
by Christian Nutt [10.11.11]
In his GDC Online talk Tuesday, Ethan Levy of BioWare San Francisco revealed that Facebook game Dragon Age Legends' promotional campaign got a lot of likes, but not much else.
Social/Online, GDC Online

GDC Online: Neal Stephenson's Company Working On 'The Mongoliad' Game 1
by Christian Nutt [10.11.11]
At GDC Online, Neal Stephenson discussed ongoing work to adapt the collaborative writing project to a game -- backing up recent news that his company is hiring game developers.
Console/PC, GDC Online, Business/Marketing

GDC Online: Neal Stephenson On The Future Of Games And Narrative  
by Christian Nutt [10.11.11]
In a keynote conversation at GDC Online, author Neal Stephenson (Snow Crash, REAMDE) talked about his thoughts on the future of games, and the intersection of narrative craft with virtual worlds.
Console/PC, GDC Online, Design

GDC Online: Havok Vision Engine 8.2 Adds RakNet, iPad 2 Support  
by Frank Cifaldi [10.11.11]
The latest update to Havok's recently-acquired Vision Engine went live this week, with major additions including the integration of MMO network engine RakNet and support for the iPad 2.
Console/PC, Smartphone/Tablet, GDC Online, Design, Business/Marketing

GDC Online: The Design Document That Made Deus Ex: Human Revolution Possible 7
by Christian Nutt [10.11.11]
In a dense GDC Online session, Eidos Montreal narrative designer Mary DeMarle revealed the process which resulted in the "entire game in a spreadsheet" -- but also enabled its "cohesive and immersive world."
Console/PC, GDC Online, Design

GDC Online: Online Games Should Incorporate The Community's Stories  
by Leigh Alexander [10.11.11]
BioWare's Gordon Walton convened a panel of online game community experts at GDC Online to talk about the importance of giving players as many ways as possible to engage and convene.
Console/PC, Social/Online, GDC Online, Design, Business/Marketing

GDC Online: Collaboration Key To Effective Storytelling, Says BioWare Austin  
by Kris Graft [10.11.11]
At GDC Online, writers with Star Wars: The Old Republic studio BioWare Austin stressed the importance of collaboration, stating, "It doesn’t matter what your area of expertise is -- you are a game designer."
Social/Online, GDC Online, Design

GDC Online: Playdom's Rohrl, Meretzky On The Year's Biggest Social Gaming Trends  
by Leigh Alexander [10.11.11]
Looking at the last year in Facebook games at GDC Online 2011, Playdom's Steve Meretzky and Dave Rohrl count all the most important trends in an "awkward adolescent" gaming space.
Social/Online, GDC Online, Design, Business/Marketing

GDC Online: Blizzard Writers, Designers Reflect On Great Gaming Moments 2
by Kris Graft [10.10.11]
At a fast and off-the-cuff GDC Online session, Blizzard designers and writers covered topics from their own great gaming moments to just how much fan chatter influences their internal decision-making.
Console/PC, Social/Online, GDC Online, Design

GDC Online: Balancing Metrics And Creativity Key To Item Sales In The Sims Social  
by Leigh Alexander [10.10.11]
EA Playfish's Tom Mapham talks about how The Sims Social drives its virtual items sales -- and emphasizes the importance of balancing creativity with product management and metrics.
GDC Online, Design, Business/Marketing

GDC Online: Detailing EVE Online's Virtual Item Woes 1
by Christian Nutt [10.10.11]
In a packed session at GDC Online, CCP Games associate producer Ben Cockerill talked about how the company made a lot of mistakes in its introduction of virtual goods -- which resulted in a player revolt.
Console/PC, Social/Online, GDC Online, Design, Business/Marketing

GDC Online: PopCap's Essentials For Mobile Publishing And Development 1
by Christian Nutt [10.10.11]
"Our view is that freemium means you can play forever," said PopCap's Giordano Bruno Contestabile, in a session in which he discussed the evolution of the iOS and Android markets.
Social/Online, Smartphone/Tablet, GDC Online, Design, Business/Marketing

GDC Online: Bissell, Auten Talk Narrative Antagonism, Evolving Storytelling 5
by Leigh Alexander [10.10.11]
Game writers Tom Bissell and Rob Auten spoke at GDC Online 2011 to share strong ideas for best practices in game storytelling and a tighter relationship between narrative and gameplay design.
GDC Online, Design, Business/Marketing