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Updates » GDC
How Paradox plunders history for great gameplay mechanics 6
by Chris Baker [04.06.16]
Chris King, a game designer at Paradox Development Studio, says the key to making strategy games like Europa Universalis and Crusader Kings is knowing how much history to include...and leave out.
Console/PC, Indie, Design, History, Video, GDC

GDC & VRDC 2016 talks are now available to watch on the GDC Vault!  
by Staff [04.05.16]
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notables last month at GDC 2016 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

'How do you become a game designer?': GDC podcast in review  
by Kris Graft [03.29.16]
As a professional game designer and a professor at Glasgow Caledonian University, Mary Flanagan has had to answer tough questions over the years, not the least of which: "How do you become a game designer?"
GDC

From interactive fiction to quitting PlayStation: GDC podcast in review  
by Kris Graft [03.28.16]
During GDC 2016 earlier this month, Gamasutra and video game radio show One Life Left teamed up for the official GDC podcast. We had dozens of guests, some of whom we’ll be highlighting all week.
Indie, Design, Business/Marketing, GDC

Smart calls, timing, luck, & poverty: How Rocket League succeeded 5
by Chris Baker [03.25.16]
At GDC, Corey Davis, design director of Psyonix, talked about the many factors that went into making Rocket League the biggest surprise hit of 2015.
Console/PC, Indie, Design, Production, Business/Marketing, Video, GDC

King's Defold game engine is now available for free  
by Chris Kerr [03.23.16]
Candy Crush Saga creator King has made its Defold game engine and editor available for free. 
Console/PC, Smartphone/Tablet, Production, GDC

One Last Cup makes a game out of criminals' pre-heist conversation 1
by Katherine Cross [03.22.16]
The last thing you expect from a conversation between cyber-criminals before a deadly mission is a blush-inducing chat about synth pop, but One Last Cup manages to subvert expectations in more ways than one.
Indie, Art, Design, GDC

Blog: A 'n00b's' guide to GDC, after the actual event 9
by Gamasutra Community [03.22.16]
"You can go to GDC for three things: to learn, to network or to exhibit. You can only pick one -- the lesson this n00b learned the hard way!"
GDC

What Asobo Studio has learned from designing games for HoloLens 8
by Chris Baker [03.22.16]
Asobo Studio is working with Microsoft on two flagship augmented reality games for the Hololens: the mystery Fragment and the the platformer Young Conker.
Console/PC, Design, Production, Video, GDC

In the wake of record-breaking attendance, GDC reveals 2017 dates 2
by Staff [03.21.16]
The 30th edition of GDC has come to a close, and in its wake organizers confirm it hosted over 27,000 attendees (a new record!) and will return (with VRDC!) in 2017 from February 27th to March 3rd.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GDC

One Life Left vs Gamasutra at GDC 2016: 'The Voice' for game pitches 1
by Staff [03.21.16]
We've spoken to dozens of guests, experienced more virtual realities than we ever dreamed possible AND learned how to pronounce "HTC Vive." Paradox CEO Fredrik Wester also played "The Voice" for game pitches.
Podcast, GDC

Don Daglow's 8 keys to a long career in the game industry 6
by Chris Baker [03.21.16]
Don Daglow's illustrious career in games has lasted 45 years. At GDC, he laid out 8 tips to help other developers have similarly lengthy careers.
Console/PC, Art, Design, Production, Business/Marketing, GDC

GDC Highlights: Diablo, experimental gameplay, odd jobs and more!  
by Bryant Francis [03.18.16]
And that's a wrap on GDC! We've got one last rundown on some of the big social topics during the show.
VR, Console/PC, Social/Online, Indie, Programming, Art, Design, Production, GDC

20 years later, David Brevik shares the story of making Diablo 13
by Alex Wawro [03.18.16]
Speaking at GDC in San Francisco this week, Blizzard North cofounder and Diablo creator David Brevik spoke to what went right -- and wrong -- in the making of the influential action RPG.
Console/PC, Art, Design, Production, GDC

One Life Left vs. Gamasutra at GDC 2016: Stories! Awards! Pink Pants!  
by Staff [03.18.16]
Stories! Awards! Pink Pants! Join One Life Left, Gamasutra and 12 more super special guests as we guide you through the ins-and-outs of GDC 2016.
Podcast, GDC

'Everybody loves to play': GDC microtalks 2016 3
by Simon Parkin [03.18.16]
"Everybody loves to play" was the theme of this year's GDC Microtalks, which featured top-tier speakers who had a lot to say in a little amount of time.
VR, Console/PC, Indie, Programming, Art, Design, Production, GDC

Analyzing why people play games, and how it changes over time 1
by Alex Wawro [03.18.16]
“The goal of this talk is to help you develop accurate empathy,” said Ubisoft's Jason VandenBerghe. “To understand what’s going on in your players’ minds so you can make accurate design decisions.”
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Cliff Bleszinski's LawBreakers ditches distracting free-to-play model 2
by Chris Kerr [03.18.16]
"I think it took away from development. We ended up being focused on how to get money, as opposed to how to make a good game."
Console/PC, Business/Marketing, GDC

Platinum Games' guide to action game design 3
by Christian Nutt [03.18.16]
Atsushi Inaba, co-founder of Platinum Games (The Wonderful 101, Bayonetta, Transformers: Devastation) shares his insight on how to make world-class action games.
Console/PC, Design, GDC

GDC Highlights: Design Lessons, VR Tips, and an Iwata Tribute  
by Bryant Francis [03.17.16]
We bring you the highlights from Day 4 of GDC, from VR tips to lessons about action games!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC