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April 23, 2018
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How Mario Kart influenced Nintendo's fighting game, ARMS  
by Simon Parkin [03.21.18]
While there may appear to be few surface-level similarities between the games, lessons learned from Nintendo’s long-running racing game series informed many aspects of its new fighting game IP.
Console/PC, Design, GDC

Game Workers Unite to Jen MacLean: 'We want to work with you' 5
by Katherine Cross [03.21.18]
A member of Game Workers Unite sits down to discuss the organization's movement during GDC.
Serious, Business/Marketing, GDC

How Platinum designed and tuned Nier: Automata to 'feel' good  
by Alex Wawro [03.21.18]
Game director Yoko Taro talks about how the game's multi-layered narrative was designed, while game designer Takahisa Taura digs into the nuts and bolts of how it was tuned to 'feel' good.
Console/PC, Design, GDC

There is no right way to be queen in Reigns: Her Majesty 1
by Emma Kidwell [03.21.18]
Narrative designer and writer Leigh Alexander discusses the narrative design of Reigns: Her Majesty.
Console/PC, Smartphone/Tablet, Design, Production, GDC

Sex as a narrative tool: The dos and don'ts of writing sex scenes in games 2
by Alissa McAloon [03.21.18]
As Michelle Clough explained during her talk “Eros in Play: Writing Sex Scenes in Games,” sex can be a useful tool for writers and narrative designers looking to flesh out their characters and worlds.
Design, GDC

As Fortnite rises, Epic champions community & cross-platform tech  
by Alex Wawro [03.21.18]
The current phenomena driving games and driving players -- it's Twitch, it's YouTube, it's these influencers, right," Epic chief Tim Sweeney tells Gamasutra. "They'll bring you the users."
Console/PC, Smartphone/Tablet, Business/Marketing, GDC

HTC to launch standalone Vive Focus headset outside of China  
by Chris Kerr [03.21.18]
The headset had previously only been made available in China, but HTC now wants to put it in the hands of developers and consumers around the world.
VR, Business/Marketing, GDC

Nintendo working to improve discoverability of Switch titles on eShop  
by Chris Kerr [03.21.18]
Nintendo is aware of the discoverability and visibility issues facing Switch games on the eShop, and is actively working on solutions. 
Console/PC, Business/Marketing, GDC

Arma III developer raises over $170K for International Committee of the Red Cross  
by Chris Kerr [03.21.18]
The studio gave the humanitarian organization half of the revenue from its Arma III Laws of War add-on, which explores a different side of war by focusing on non-combat scenarios.
Console/PC, Business/Marketing

Translating the 2D hardbody towers of Mount Your Friends into 3D  
by Jack Yarwood [03.21.18]
Mount Your Friends dev Daniel Steger opens up about the weird challenges and surprises of taking the 2D game into 3D as Mount Your Friends 3D: A Hard Man Is Good To Climb.
Indie, Design

Ex-BioWare scribe Mike Laidlaw shares storytelling lessons  
by Katherine Cross [03.20.18]
Mike Laidlaw, who recently stepped down as creative director at BioWare, took a break from his new consulting firm to talk to GDC about what he’s learned about writing and narrative design from his many years with the legendary game studio.
Design, GDC

Military-themed video games can promote a damaging vision of real war 6
by Simon Parkin [03.20.18]
“We need less killing and more war,” argued writer and veteran Andrew Barron. “Combat is dangerous and game mechanics should reflect this.”
Console/PC, Design, GDC

Crytek will now take a 5% cut from games made using CryEngine 5.5  
by Emma Kidwell [03.20.18]
Crytek announced a new royatly-based business model where the company will take a 5 percent share of profits from games built with CryEngine 5.5.
Console/PC, Design, Business/Marketing

CD Projekt Red acquires and rebrands indie dev Strange New Things  
by Alissa McAloon [03.20.18]
Strange New Things, an indie studio formed by former Techland, IO Interactive, and CD Projekt Red devs last year, has been acquired and renamed Wrocław.
Console/PC, Indie

Growth, toxicity, crunch: Devs talk about what went wrong at Telltale  
by Alex Wawro [03.20.18]
A new feature on The Verge tries to get at the heart of what happened to Telltale Games by speaking to a number of current and former employees, and their comments point to a toxic company culture.
Console/PC, Indie, Production, Business/Marketing

Atari reveals its nostalgic 'Ataribox' game console as the Atari VCS 2
by Alissa McAloon [03.20.18]
Atari’s shadow-shrouded return to the hardware business has been detailed this week at the Game Developers Conference in San Francisco, CA.
Console/PC, GDC

Darkest Dungeon devs share golden rules for good creative partnerships  
by Alex Wawro [03.20.18]
“Having two bosses...it’s not streamlined,” said Red Hook's Tyler Sigman at GDC today. “But we truly believe the game would not have been successful without that messy, imperfect structure.”
Indie, Production, Business/Marketing, GDC

Writing comedic games the West of Loathing way  
by Alex Wawro [03.20.18]
“Taking about comedy is one of the least funny things,” said West of Loathing game dev Zach Johnson as he opened his talk at GDC 2018 today about the art of writing good comedy games.
Indie, Design, GDC

Gorogoa: how the hit indie game derived from a failed comic book  
by Simon Parkin [03.20.18]
"I came to realize that composing the page was more interesting to me that sequential storytelling," shared Gorogoa dev Jason Roberts "I had to do something with it, even if it wasn't going to be a comic."
Console/PC, Smartphone/Tablet, Indie, GDC

The player-directed level design of Tacoma  
by Emma Kidwell [03.20.18]
Fullbright's Steve Gaynor and Nina Freeman discuss the level design of Tacoma and how different facets of design depended on each other during development.
Indie, Design, Production, GDC