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Writing in the killing field: Violence in Spec Ops The Line
Walt Williams, lead writer and narrative designer on
Spec Ops: The Line discusses the idea that violence in games, while it may not desensitize people from violence in general, does desensitize people from violence in games.
09.15.13 |
News |
Brandon Sheffield |
2
 
Playing your employees: a game design problem
Crytek executive producer Joshua Howard thinks that, for those having trouble with team management, there's a direct analog between game design and different management styles.
09.14.13 |
News |
Brandon Sheffield |
2
 
Getting to market fast, the lean development way
Lean development concepts have been moving through startups in Silicon Valley for some time, but haven't made much headway in game development. Katherine de Leon of GSN outlines why that should change.
09.14.13 |
News |
Brandon Sheffield |
2
 
Surviving a viral outbreak, DayZ style
The giant success of
DayZ, with its two million players, was completely unexpected. Dean Hall discusses the ways in which he was not prepared for the massive viral success of his
Arma 2 mod.
09.14.13 |
News |
Brandon Sheffield |
6
 
Cultivate a garden: The dangers of individual ownership
Nathan Martz, former tech director of Double Fine, outlines how shared ownership can help to minimize risk and conflict between team members during the development of a game.
09.13.13 |
News |
Brandon Sheffield |
1
 
How PlayJam plans to shake up the microconsole market
GameStick isn't the be-all and end-all in the UK-based PlayJam's microconsole plans. Other companies might be looking at how best to sell their own hardware, but PlayJam CEO Jasper Smith has broader plans.
09.11.13 |
News |
Mike Rose |
5
 
Video: Making games that make people healthier
The creators behind
SuperBetter, ShapeUp, and GreenGoose share their approaches to promoting health through online, social, and mobile gaming.
09.10.13 |
News |
GDC Vault Staff |
1
 
GDC China adds PvZ2, Kabam talks; releases session schedule
Newly-announced talks for the upcoming GDC China include Kabam devs speaking about making games for Western audiences with Chinese teams, and PopCap China executive game designer Duncan on why
Plants vs. Zombies 2 was launched in China.
09.05.13 |
News |
Staff
Video: Postmortem of Dino Dini's classic Kick Off
In this GDC Europe 2013 video, Dino Dini discusses over 20 lessons learned from the creation of his series of sports games from the '80s and '90s, including
Kick Off and
Player Manager.
09.01.13 |
News |
Staff |
5
 
Video: Making friends in Journey and Way
"If we can get two people to have a connection in a game before their predjeucies get in the way, then maybe we can challenge those prejudices." -
Journey and
Way developer Chris Bell.
08.29.13 |
News |
Staff
Video: 'Less is more' in Eufloria's design
IGF nominee
Eufloria HD creative director Rudolf Kremers discusses how procedural and user-generated levels can free up development time, and lead to a happy fanbase.
08.25.13 |
News |
Staff
Video: Is your game 'juicy' enough?
Independent developers Martin Jonasson and Petri Purho explain how developers can make their games more exciting by adding some small final touches that make the experience feel more interactive.
08.22.13 |
News |
Staff |
2
 
Video: Trauma, from thesis project to indie success
Developer Krystian Majewski discusses how he transformed
Trauma, his university thesis project, into a successful point-and-click adventure that favors a rich experience over conventional puzzles.
08.20.13 |
News |
Staff
Video: How abstraction gave Proteus its voice
Speaking at last year's GDC Europe,
Proteus creator Ed Key explained why staying away from complex game systems made his music-based exploration game a far more meaningful experience.
08.18.13 |
News |
Staff |
1
 
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