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July 27, 2016
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July 27, 2016
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Updates » Social/Online
Reminder: GDC Europe 2016 call for talks closes on Friday!  
by Staff [03.31.16]
Just a quick reminder that the call for submissions to present lectures and panel sessions at the Game Developers Conference Europe in August ends tomorrow: Friday, April 1st, at 11:59 PM Pacific.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Don't Miss: Lessons CCP learned from EVE Online's player council 7
by Alexander Gianturco [03.31.16]
In this classic feature, EVE Online player Alexander "The Mittani" Gianturco examines the ups and downs of having a player council in your game who can advocate directly to the dev team.
Console/PC, Social/Online, Design, Production

UC Irvine to launch eSports scholarships for League of Legends  
by Christian Nutt [03.30.16]
The University of California at Irvine is launching a big eSports initiative this fall, with backing from League of Legends developer Riot Games and PC gaming seller iBuyPower.
Console/PC, Social/Online, Business/Marketing, Student/Education

Video: World of Warcraft's network serialization and routing  
by Staff [03.30.16]
"This 2013 talk from Blizzard's Joe Rumsey describes how World of Warcraft's JAM networking layer came to be, and how it is used today using real world sample code from WoW and other Blizzard projects."
Console/PC, Social/Online, Programming, Video

Three years of community management: Lessons learned from Guns of Icarus 6
by Gamasutra Community [03.29.16]
Howard Tsao, head of New York-based studio Muse Games, recalls three years of managing the successful multiplayer online game Guns of Icarus.
Social/Online, Business/Marketing

Blog: How my 9 month-old daughter taught me community management  
by Gamasutra Community [03.28.16]
"I've been a community manager for years, but my sweet daughter made me understand how important it is to keep your sills to their highest standards."
Social/Online, Business/Marketing

Don't Miss: How Dark Souls' multiplayer mechanics invaded other words 18
by Alex Wawro [03.25.16]
What is it about player invasions in Dark Souls that's so compelling? In this classic feature, we chats with devs to explore why the mechanic is exciting, and how they put their own spin on it.
Console/PC, Social/Online, Indie, Design

GDC Europe 2016 announces dates and calls for papers  
by Staff [03.25.16]
GDC organizers have put out the call for submissions to present lectures and panel sessions at the 2016 Game Developers Conference Europe, which will run August 15-16 in Cologne, Germany.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Survey: World of Tanks is the most broadly appealing strategy game, age-wise 2
by Alex Wawro [03.23.16]
Data-driven consultancy Quantic Foundry reports that Wargaming's World of Tanks is far and away the strategy game with the broadest appeal -- at least in terms of how old (or young) its players are.
Console/PC, Social/Online, Business/Marketing

Blog: A hierarchy of needs for creative people (such as game devs) 12
by Gamasutra Community [03.23.16]
You know how Maslow has that great Hierarchy of Needs pyramid? Let's try one for creative people.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Catch up on all of Gamasutra's GDC coverage right here!  
by Staff [03.21.16]
Catch up on all of Gamasutra's coverage of last week's Game Developers Conference 2016 coverage on our special event page.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Where Games Go To Sleep - Our game preservation crisis 44
by John Andersen [03.21.16]
This classic feature delves into the state of game preservation (in 2011) and shares strange tales of what happened to Atari's source code, the surprising rescue of Sonic Spinball, and much more.
Console/PC, Social/Online, Serious, Business/Marketing

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

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

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

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

GDC Highlights: Epic acting, Disney crosses roads, & #1reasontobe  
by Bryant Francis [03.16.16]
With day 3 of GDC16 complete, we're bringing you a sample of news and reactions from the show floor and viewers at home.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production, Business/Marketing, GDC

GDC looks back for 30th edition with all-star microtalks  
by Simon Carless [03.16.16]
Kicking off the Game Developers Conference 2016 in style, an all-star set of microtalks took us through the major trends the game industry has seen across 30 editions (and 29 years) of the show.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

IGDA announces crunch tracking and reward initiative 1
by Bryant Francis [03.16.16]
The IGDA announces it will begin tracking crunch practices industry-wide with an emphasis on uncompensated crunch time, and give attention and awards to companies with best crunch time practices.
Console/PC, Social/Online, Production, Business/Marketing

GDC Highlights: Engine action, VR pricing, and effective advocacy  
by Bryant Francis [03.15.16]
With Day 2 of GDC complete, we've brought you a quick roundup of news, takes, and insight from the show floor.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, GDC