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GDC Highlights: Diablo, experimental gameplay, odd jobs and more!
GDC Highlights:  Diablo , experimental gameplay, odd jobs and more!
March 18, 2016 | By Bryant Francis

March 18, 2016 | By Bryant Francis
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More: VR, Console/PC, Social/Online, Indie, Programming, Art, Design, Production, GDC



And with that, GDC 2016 has come to a close! As developers of all stripes depart the Moscone Center in downtown San Francisco, we’re back with one final social roundup of the major topics at GDC. 

Be sure to follow us @Gamasutra on Twitter for future stories and event coverage, and check out our Vine channel for developer tips from attendees at the show!

We snuck in 2 last tips from the makers of Superhot and the Everest VR experience—we'll be bringing back more of these for future event coverage!


In one last classic postmortem for GDC, Diablo designer David Brevik got on stage and told stories about how the game was supposed to be a turn-based strategy game, and instead turned it into something more. Be sure to read our session writeup for more details!

The Experimental Gameplay Workshop returned to another packed room, with the crowd and participants onstage delighted to see new and exciting takes for designing games. 


Radiant Entertainment's Patrick Miller (an occasional Gamasutra contributor) hosted a talk on nonconventional game careers, showcasing different origin stories for some of the biggest roles in the industry. Be sure to glance at these slides if you’re in need of a pick-me-up about where you are versus where you want to be in your career. 

And of course, there were all the comments from attendees making their last farewells to GDC—thank you all for tuning in, and hopefully we’ll see you at the show next year!



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