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GDC Next: Don't miss Gamasutra's coverage
GDC Next: Don't miss Gamasutra's coverage
November 11, 2013 | By Kris Graft




Hey readers,

Last week was the inaugural GDC Next in Los Angeles, and we covered some great sessions while we were there. Here's what you might have missed while you were busy making video games:

Raph Koster on 'play' - the possibility space for games

"Play" has more than one meaning -- and at his GDC Next talk, Raph Koster tried to show that the possibility space games afford is based around how much "play" they allow for.

Embracing experimental game design at thatgamecompany

Sunni Pavlovic, studio manager at Journey developer thatgamecompany, outlined several practical ways to approach experimental design for interactive entertainment.

Taking your game from jam to commercial release

Game jams are great place for working concepts to emerge. Sometimes, those concepts are good enough to build upon for a "full" game release.

Swery dreams of D4: Making a next-gen Kinect game

In looking at how Access Games would develop the episodic D4: Dark Dreams Don't Die for the Xbox One's Kinect 2.0, Hidetaka "Swery" Suehiro found himself going back to the basics of gestural design.

League of Legends and the evolution of eSports

The idea of eSports -- a business built around watching people play video games professionally -- seemed like a fairly alien notion, even just a few years ago.

Romero, Santiago, Lemarchand on thinking outside the game

These developers, responsible for games like Train, Uncharted, and Journey spoke about their non-game inspirations at GDC Next, offering creative lessons.

Adapting the adventure game genre for the modern day with Broken Age

Key members from Broken Age developer Double Fine were on hand at GDC Next to talk about updating the classic adventure game genre for the modern era.

We have more great GDC Next coverage on our official event page, right here.

Thanks for reading!

Kris Graft (@krisgraft)
Editor-in-chief, Gamasutra


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