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December 4, 2016
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Updates » 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

Meg Jayanth: 10 ways to make your game more diverse 25
by Katherine Cross [03.17.16]
Writer Meg Jayanth’s GDC talk “10 Ways to Make Your Game More Diverse,” brought her experience on Inkle’s award winning mobile story game 80 Days to bear on this sensitive topic.
Indie, Design, GDC

Oral history of Rez recounts a marriage of game and music  
by Simon Parkin [03.17.16]
Tetsuya Mizuguchi, founder and CEO of Enhance Games and a former game director at Sega, recounted his creative journey toward creating his ground breaking 2001 rhythm game Rez at GDC 2016 today.
VR, Console/PC, Art, Audio, Design, Production, GDC

One Life Left vs. Gamasutra at GDC 2016: Imposter syndrome, VR, and more!  
by Staff [03.17.16]
It's day three at GDC, and now the expo's properly underway it's time to find out if this VR stuff is any good. Luckily we've got a small army of super-special podcast guests to help us work that out.
VR, Podcast, GDC

Emulation and the challenge of selling old games 4
by Simon Parkin [03.17.16]
"Emulation is the cheapest, safest and best way to republish old video games on today's hardware." This was the message from Frank Cifaldi, a self-described video game archivist and designer at Digital Eclipse.
Console/PC, Production, GDC

Finji's Adam Saltsman: Tips for deciding which game ideas to pursue 8
by Chris Baker [03.17.16]
In his Wednesday GDC talk, Adam Saltsman of Finji describes a nightmare scenario that will give any game developer chills.
Indie, Design, Production, Business/Marketing, GDC

In VR, even something as simple as a crosshair is 'not easy to do' 3
by Alex Wawro [03.17.16]
The crosshair in High Voltage's VR FPS Damaged Core is 'one of our crowning achievements,' says producer Doug Seebach, and it's a good example of how hard it is to adapt traditional game design to VR.
VR, Design, GDC

Valve's 'The Lab' a charming crash course for new VR players  
by Kris Graft [03.17.16]
Gamasutra had a chance to check out Valve Software's HTC Vive demo collection, "The Lab," which will be a good way for new Vive owners to show off their new toys.
VR, Design, GDC

Yuting Su's Octobo: A 21st Century Teddy Ruxpin  
by Katherine Cross [03.17.16]
Developer Yuting Su’s adorable one-eyed Octobo is something of a Teddy Ruxpin style storytelling cuddlebug that is meant to provide a cute, interactive experience for young, new readers.
Indie, Design, Production, Video, GDC

The risk of games that seek to create empathy 7
by Simon Parkin [03.17.16]
While the power of game mechanics imbues the video game medium with tremendous story-telling power, it can result in a clash between a creator's intended message, and the one that is being communicated by the design.
Serious, Design, GDC