Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 21, 2014
arrowPress Releases
October 21, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Steam Dev Days in tweets: Day one
Steam Dev Days in tweets: Day one
January 15, 2014 | By Kris Graft

January 15, 2014 | By Kris Graft
More: Console/PC, Business/Marketing

Valve Software's Steam Dev Days event was billed as a game industry-only, off-the-record event -- no journalists allowed.

Fortunately, Valve has apparently been lax about the tweeting policy at the two-day Seattle event, as some of the 1,200 game developers in attendance have been quite chatty on social media, giving us a peek at what's happening on-site.

There wasn't any earth-shattering news at the event, though developers' excitement has been infectious throughout the course of the day. For most, this is the first time that they've been able to encounter Steam Machines, and handle Valve's unique Steam Controller.

Watching the event unravel on social media, and the enthusiasm of the game creators at the event, makes Valve's push for PC and Linux in the living room a bit more tangible. Then Steam Dev Days meetup hasn't just been about knowledge sharing and networking -- this is Valve acknowledging that it needs game developers on its side if it wants to make a real impact in the living room and beyond. And Valve appears ready to reinforce its relationship with game creators.

That said, here are some choice tweets from today:

Related Jobs

Cloud Imperium Games
Cloud Imperium Games — Santa Monica, California, United States

Marketing Director
Petroglyph Games
Petroglyph Games — Las Vegas, Nevada, United States

Illustrator / Concept Artist
Harmonix Music Systems
Harmonix Music Systems — Cambridge, Massachusetts, United States

Software Engineer - Animation
Trion Worlds
Trion Worlds — Redwood City, California, United States

Senior Gameplay Engineer


Mike Griffin
profile image
Over 1000 developers walking out of this event equipped with Steam Machine and controller.
Now THAT'S how you get people excited to develop games for a new platform.

They've just given a ton of people the keys (and the vehicle) to start development.

Incidentally, it's probably a great way to ensure SteamOS launches with some quality ports and exclusives.

Two lingering curiosities surfacing from Dev Days, Day 1:

- Valve is talking Source 2, at last, and its Open GL implementation. Yes.
- Valve's behind-closed-doors VR demo running on its own proprietary VR hardware. Yes/no?

Michiel Hendriks
profile image
I think Valve did the math and concluded that they earned at least a SteamBox per developer for the developer's game sold on Steam, and they like to earn more of that in the future.
The gigabyte SteamBox would be like $500, so this thing wouldn't cost Valve more than $1M. That's not a major investment for getting a lot of active development for your new platform.

Justin Kovac
profile image
They probably made that and more from Steam Card market transactions over the holidays. One way to fund it!