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December 20, 2014
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December 20, 2014
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Updates » GDC
GDC hits attendance record, 2015 dates announced 3
by GDC Staff [03.24.14]
Game Developers Conference has set a record for event attendance, with more than 24,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Father and S.O.N.: IGA talks 'Metroidvania' 2
by Leigh Alexander [03.21.14]
Koji Igarashi, who helped found a genre with the definitive Castlevania: Symphony of the Night spoke about his defining work at GDC, and the unique design and story decisions that shaped it.
Console/PC, Programming, Art, Design, GDC

The inner workings of the CS:GO marketplace, according to Valve 4
by Mike Rose [03.21.14]
Bronwen Grimes, technical artist on CS:GO, talked today about the road to discovering exactly what skins players wanted, and how they differed from Valve's original thoughts on the matter.
Console/PC, Art, Design, Business/Marketing, GDC

'Iterate fast' and other design lessons learned from Hearthstone 5
by Alex Wawro [03.21.14]
Hearthstone designer Eric Dodds took the stage at GDC 2014 to shed light on the game’s creation and share design lessons learned by a small team building a digital card game within Blizzard.
Console/PC, Smartphone/Tablet, Design, GDC

DirectX 12: How, why, and when 10
by Mike Rose [03.21.14]
We knew DirectX 12 was on the way at GDC, but now Microsoft has lifted the veil on the next version of Direct3D, enabling richer scenes, more objects, and proper utilization of the latest GPU hardware.
Console/PC, Business/Marketing, GDC

Microsoft's Spencer shines a light on Xbox One's evolution 3
by Christian Nutt [03.21.14]
Spencer sat down with Gamasutra editor-in-chief Kris Graft for a fireside chat about the platform -- but his answers, when taken as whole, point to the fact that the Xbox One is still a work in progress.
Console/PC, Business/Marketing, GDC

Northernlion discusses getting your game covered by YouTubers 3
by Mike Rose [03.21.14]
Ryan Letourneau, a prominent YouTuber with over 280,000 subscribers, explained to a GDC audience how exactly you can best go about getting your game covered by the YouTube crowd.
Console/PC, Indie, Business/Marketing, YouTube, GDC

Epic's Tim Sweeney lays out the case for Unreal Engine 4 41
by Christian Nutt [03.21.14]
In this extensive new interview with Epic Games founder Tim Sweeney conducted at GDC, he explains the engine's new pricing structure and the decisions made in developing it.
Console/PC, Smartphone/Tablet, Programming, GDC

'Making games is easy. Belonging is hard': #1ReasonToBe at GDC 2
by Alex Wawro [03.20.14]
This year's #1ReasonToBe GDC panel, co-hosted by Brenda Romero and Leigh Alexander, featured powerful talks from a variety of speakers who stepped up to share their vision for a better game industry.
Serious, Business/Marketing, GDC

One Life Left vs. Gamasutra: GDC 2014 #3 - Going Bananas Exclusive  
by Staff [03.20.14]
Recorded on the afternoon of the 19th of March 2014, live from the foot of the escalators in North Hall of the Moscone Center, One Life Left presents OLL vs Gamasutra Show #3: THE THREEQUEL.
Exclusive, Podcast, GDC

'Nobody wants your cock,' and other highlights from the Rant Apocalypse 19
by Kris Graft [03.20.14]
For the 10th year running, GDC hosted its annual rant session, where people who are involved with video games publicly air their grievances.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

The singularity beckons: A classic Robotron: 2084 postmortem 4
by Mike Rose [03.20.14]
"It was kind of a magical experience. The feeling was amazing when we put it out." - Eugene Jarvis offered GDC goers a delightful postmortem for his 1982 cabinet arcade game Robotron: 2084.
Console/PC, Programming, Design, GDC

How the Japanese earthquake changed the direction of Sony's Rain  
by Simon Parkin [03.20.14]
The 2011 Japanese earthquake drastically change the theme and creative direction of Rain, the award winning downloadable adventure game for PlayStation 3 launched in October 2013.
Console/PC, Design, GDC

Behind the sales numbers of mobile hit Badland  
by Brandon Sheffield [03.20.14]
One of the developers behind Badland developer Frogmind provides some insight on what worked and what didn't in terms of sales for their popular mobile game.
Smartphone/Tablet, Indie, Business/Marketing, GDC

The early days of Lucasfilm Games, as told by those who lived it 4
by Alex Wawro [03.20.14]
Lucasfilm Games alumni Noah Falstein, Ron Gilbert, Chip Morningstar, David Fox, Peter Langston, and Steve Arnold shared tales of the studio's formation during the inaugural GDC studio postmortem.
Console/PC, Indie, Design, Business/Marketing, GDC

Practical advice about queer characters in games 9
by Leigh Alexander [03.20.14]
Writers and developers tackle some of the most practical questions game developers have about how to address inclusivity in games, from worries about tokenism to the importance of the challenge.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Production, GDC

What makes Gone Home a game? 39
by Brandon Sheffield [03.20.14]
There has been a lot of (very silly) debate about whether Gone Home is a "real" game. While the "yes, it definitely is," camp has almost certainly won that particular argument, at a GDC session, Steve Gaynor expanded upon this a bit.
Console/PC, Indie, Design, GDC

Pump up the Volume: A candid chat with Mike Bithell Exclusive 1
by Mike Rose [03.20.14]
Volume dev Mike Bithell discusses how if he were launching Thomas Was Alone now, it'd be a whole different ballgame.
Console/PC, Indie, Business/Marketing, Exclusive, GDC

The Last Of Us wins top honors at Game Developers Choice Awards 1
by Staff [03.19.14]
Naughty Dog's post-apocalyptic adventure game netted Game Of The Year during the 14th annual GDCAs, which also recognized games like Papers, Please and industry luminaries like Anita Sarkeesian and Ken Kutaragi.
Console/PC, Social/Online, Indie, Design, GDC

Papers, Please takes the grand prize at 16th annual IGF Awards 4
by Staff [03.19.14]
Lucas Pope’s Papers, Please won the Seumas McNally Grand Prize for Best Independent Game -- and its accompanying $30,000 cash prize -- this evening at the 16th Annual Independent Games Festival.
Console/PC, Indie, Design, GDC