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Editor-In-Chief:
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Updates
Updates
» GDC
GDC Podcast: Warren Spector, Bennett Foddy, Paulina Bozek and more
 
by Staff
[03.14.12]
Warren Spector, Bennett Foddy, Paulina Bozek, Julian Merceron, Zach Gage, Jan Plass and Martin Hollis all drop by on this lively edition of the One Life Left / Gamasutra GDC Podcast, recorded last week.
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GDC 2012 reveals record 22,500 attendance, debuts 2013 dates
3
by Staff
[03.12.12]
The 2012 Game Developers Conference hosted a record-breaking 22,500 game industry professionals last week -- a 17 percent increase in attendance -- and will return to San Francisco on March 25 - 29 next year.
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From the Editor: 5 key takeaways from GDC 2012
 
by Kris Graft
[03.12.12]
Gamasutra EIC Kris Graft looks back at last week's Game Developers Conference, highlighting devs' thoughts on future consoles, games on the brain and mobile niche opportunities.
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GDC 2012: How Vector Unit made the leap from console to mobile games
1
by Kris Graft
[03.09.12]
Matt Small, creative director at
Hydro Thunder: Hurricane
developer Vector Unit, gave 10 tips on how to make the leap from console to mobile game development at GDC on Friday.
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GDC
GDC 2012: Nailing the core aiming controls of
Resistance 3
 
by Christian Nutt
[03.09.12]
Drew Murray, lead designer of the Sony-published shooter at Insomniac, explains how the team threw out everything and started from scratch -- heavily relying on user testing.
Console/PC
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GDC
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Design
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Production
GDC 2012: Radical's Feedback Tool encourages discussion, ideas
 
by Ben Abraham
[03.09.12]
Marcin Chady of Radical outlines his studio's Feedback Tool, which allowed the entire team to collaborate on feedback and ideas without having too many cooks in the kitchen.
Console/PC
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GDC
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Production
GDC Podcast: IGF, kilts, and game dev rockstars
 
by Staff
[03.09.12]
One Life Left's third evening broadcast from GDC 2012 brings you a smart, chatty, focused, drained group of industry experts from Makielabs, Pocket Gamer and Independent Games Festival.
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Witcher
developer CD Projekt Red abandons DRM for future releases
3
by Eric Caoili
[03.09.12]
The Witcher
series developer CD Projekt Red has promised that it will no longer use DRM in any of its future video games, due to its ineffectiveness and the problems it creates for users.
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GDC
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GDC 2012: 10 tutorial tips from
Plants vs. Zombies
creator George Fan
6
by Tom Curtis
[03.09.12]
In a jam-packed session at GDC 2012, Plants vs. Zombies creator George Fan outlined 10 tips for improving in-game tutorials and attracting both inexperienced and hardcore players.
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GDC 2012: Inside the making of
Alone in the Dark
16
by Leigh Alexander
[03.09.12]
In a GDC classic postmortem,
Alone in the Dark
creator Frederick Raynal takes us inside the considerable technical and storytelling innovations that frightened a generation and birthed a genre.
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GDC 2012: Applying psychology principles to game design
15
by Ben Abraham
[03.09.12]
Ubisoft's Jason VandenBerghe applies psychology's Big 5 model to video game design, identifying player types in order to build a game design decision model that informs his work.
Console/PC
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GDC
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Design
GDC 2012: Defining the 'living background' of
Gravity Rush
 
by Christian Nutt
[03.09.12]
In a talk at GDC, art director Yoshiaki Yamaguchi explained how the keyword for
Gravity Rush
was "living background," and how players need to feel connected to the world to truly inhabit it.
Console/PC
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GDC
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Art
GDC 2012: 'Contrastive juxtaposition' is BioWare's key to telling engaging stories
7
by Patrick Miller
[03.09.12]
Wondering what BioWare's secret is for producing emotionally engaging games? The company's Jonathan Perry explains the principle of "contrastive juxtaposition" and how it guides the development process.
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GDC 2012: Over-stimulation kills atmosphere, says
Dear Esther
's Pinchbeck
3
by Simon Parkin
[03.08.12]
Creating vacuums allows players to think and feel about the experience, while over-stimulation kills atmosphere according to a GDC talk delivered by
Dear Esther
's Dan Pinchbeck.
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GDC
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Design
GDC 2012: 'Don't underprice your mobile product' - Cave COO
23
by Kris Graft
[03.08.12]
At GDC 2012, Mikio Watanabe, COO of Cave, developers of shooters such as
DeathSmiles
, said when it comes to hardcore retro Japanese mobile games, don't sell yourself short.
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GDC 2012: Humor, meaning, cooperation and ambition: the microtalks
 
by Leigh Alexander
[03.08.12]
The much-anticipated and packed GDC microtalks, hosted by Naughty Dog’s Richard Lemarchand, converged speakers from varied development backgrounds for a series of rapid-fire presentations.
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GDC 2012: Game design tips for improving sales
5
by Tom Curtis
[03.08.12]
Designing a game is one thing, but how do you design a game that
sells
? At a recent presentation at GDC 2012, Ubisoft Montreal's Alex Hutchinson laid out some key tips for improving a game's sales.
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GDC
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Design
GDC 2012: Partner pool grows for Zynga's Facebook alternative
3
by Frank Cifaldi
[03.08.12]
Zynga's new social network has attracted three new partners, as Konami, Rebellion and Playdemic announced they will bringing social games to the just-launched Zynga.com.
Smartphone/Tablet
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GDC
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GDC Podcast: Themes, gamification, your mom plays games
 
by Staff
[03.08.12]
One Life Left's second broadcast from GDC 2012 includes industry experts from Persuasive Games, Harmonix and Spry Fox to cover gamification, GDC themes and getting your mom to play video games.
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GDC 2012: Double Fine's Martz on the joy of accessibility
 
by Leigh Alexander
[03.08.12]
In an excellent talk about
Once Upon A Monster
Double Fine's Nathan Martz shares how the essential quest for accessibility in the family-friendly game yielded lessons both practical and profound.
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