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Video: Sony Online's tricks for getting the most out of social media
 
Video: Sony Online's tricks for getting the most out of social media
by Staff [10.17.12]
The house that EverQuest built has learned a lot about keeping its players engaged, taking risks that sometimes work out and sometimes fall flat. Take a tour of their dos and don'ts in this free GDC Europe video.
 
Video: Identifying your mobile player's habits
 
Video: Identifying your mobile player's habits
by Staff [09.21.12]
In this GDC Europe presentation, Flurry's Richard Firminger presents his firm's latest data on the mobile game market, detailing new player habits, emerging business strategies, and much more.
 
Video: Managing a game studio doesn't have to be like herding cats
1
Video: Managing a game studio doesn't have to be like herding cats
by Staff [09.17.12]
Overseeing a game studio is never easy, but Sproing CEO Harald Riegler believes that encouraging a sense of studio culture can eliminate the feeling of "herding cats" and alleviate many management woes.
 
Record attendance for GDC Europe 2012, dates for 2013
 
Record attendance for GDC Europe 2012, dates for 2013
by Mike Rose [08.20.12]
The 2012 Game Developers Conference Europe (GDC Europe) saw more than 2,100 game industry professionals through its doors last week, breaking the event's previous attendance record.
 
Dinosaurs with lasers? Sure, as long as it makes sense
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Dinosaurs with lasers? Sure, as long as it makes sense
by Mike Rose [08.17.12]
Vlambeer's Jan Willem Nijman and Rami Ismail take the underlying fiction in their games very seriously, even if that fiction involves a construction worker blasting aliens on the moon as in Super Crate Box.
 
Modding tools for <i>Battlefield 3</i>? It's a scary business, says DICE
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Modding tools for Battlefield 3? It's a scary business, says DICE
by Mike Rose [08.17.12]
DICE's Karl Magnus Troedsson explained this week at GDC Europe why Battlefield 3 does not include any modding tools -- essentially, the company is a bit scared to release the code into the wild.
 
Can <i>Final Fantasy XIV</i> really be 'reborn'?
46
Can Final Fantasy XIV really be 'reborn'?
by Christian Nutt [08.17.12]
Gamasutra talks to producer Naoki Yoshida about his plans to rescue the troubled MMO with an entirely new game -- dubbed A Realm Reborn -- which scraps everything in favor of an entirely new base to build from.
 
BioWare: Some players <i>want</i> day-one DLC
93
BioWare: Some players want day-one DLC
by Mike Rose [08.17.12]
Day one downloadable content is becoming commonplace in the video game marketplace. BioWare Montreal director of online development Fernando Melo explains why BioWare is committed to that trend.
 
Ubisoft debuts its own Origin-like platform
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Ubisoft debuts its own Origin-like platform
by Eric Caoili [08.16.12]
Ubisoft is pushing its way into the digital distribution platform space, launching Uplay PC, a new service similar to the game shops/communities of Valve's Steam and Electronic Arts' Origin.
 
<i>Heavy Rain</i> director tells game industry it's time to grow up
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Heavy Rain director tells game industry it's time to grow up
by Christian Nutt [08.16.12]
"I mean, how many first person shooters can you make? ... There's a moment where we need to grow up." - David Cage, director on Quantic Dream's Beyond: Two Souls
 
Craftsmanship vs. art -- what are games?
63
Craftsmanship vs. art -- what are games?
by Christian Nutt [08.15.12]
Are games art? Is it okay if games aren't art? Developers including Kellee Santiago and Alex Evans debated what it would take for the medium to get there -- if it hasn't already.
 
Avoiding 'false choices' and giving your players real trade-offs
9
Avoiding 'false choices' and giving your players real trade-offs
by Mike Rose [08.15.12]
James Russell, lead designer at Creative Assembly, is a big fan of player choices and trade-offs in video games -- and noted at GDC Europe that these choices actually have to be interesting, otherwise they become meaningless.
 
The keys to a company culture that works
19
The keys to a company culture that works
by Christian Nutt [08.15.12]
In a heartfelt talk at GDC Europe, Harald Riegler, co-founder of Sproing, frankly discussed the challenges and advantages of shaping a company culture that leads to respect and success.
 
Taking the 'less is more' approach to level design
12
Taking the 'less is more' approach to level design
by Mike Rose [08.15.12]
Eufloria's Rudolf Kremers believes that "less is more" is the perfect approach for indie developers on a budget when it comes to level design, and his GDC Europe talk today described the various ways this approach can be achieved.
 
MMO designers need to focus more on the 'why', not the 'what'
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MMO designers need to focus more on the 'why', not the 'what'
by Mike Rose [08.15.12]
MMO designers need to stop focusing so much on what players want to do in online games, and instead hone in on why these players choose to put so many hours into the MMOs they play, says Funcom creative director Craig Morrison.
 
What went wrong during the making of <em>Journey</em>
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What went wrong during the making of Journey
by Cassandra Khaw [08.15.12]
Former thatgamecompany executive producer Robin Hunicke discusses in frank detail the things that went wrong during the making of Journey, hoping to inspire better practices among her peers.
 
Desperately-needed Vita support, refreshing new PS3 games coming from Sony
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Desperately-needed Vita support, refreshing new PS3 games coming from Sony
by Christian Nutt [08.14.12]
After an E3 that was lacking in excitement for the company, Sony came out swinging at Gamescom Tuesday, announcing some much-needed support for its Vita platform and interesting new IP out of Japan.
 
Working from home with Ngmoco
 
Working from home with Ngmoco
by Cassandra Khaw [08.14.12]
Ngmoco's Senta Jakobson gave GDC Europe attendees an inside look at her experience managing a distributed team: When working from home, "you are only ever judged on your results," she says.
 
If people are buying your 'premium' iOS game, why try free-to-play?
26
If people are buying your 'premium' iOS game, why try free-to-play?
by Cassandra Khaw [08.14.12]
FishLabs Entertainment's space-faring iOS games have proven successful, selling a complete experience for $6.99 and above. So why did the "old school" studio decide to turn to in-app payments?
 
EA looks beyond Windows to grow Origin
5
EA looks beyond Windows to grow Origin
by Eric Caoili [08.14.12]
Electronic Arts isn't content to keep its digital game distribution service Origin on just Windows and iOS -- the publisher is looking to grab audiences on other platforms like Mac and Facebook.
 
Mobile games taking big bites out of Nintendo, Sony's handheld biz
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Mobile games taking big bites out of Nintendo, Sony's handheld biz
by Cassandra Khaw [08.14.12]
"It's really sort the biggest content revolution that we've ever seen. It's exciting and it shows that indies can kill a very, very established market," said Richard Firminger of Flurry Analytics at GDC Europe.
 
How <i>GoldenEye</i>'s famous multiplayer mode was sneaked in at the last minute
10
How GoldenEye's famous multiplayer mode was sneaked in at the last minute
by Mike Rose [08.14.12]
GDC Europe attendees were today treated to a rare postmortem for the Nintendo 64 classic GoldenEye from the game's director Martin Hollis.
 
Don't let popular opinion get in the way of your vision
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Don't let popular opinion get in the way of your vision
by Mike Rose [08.14.12]
Simon Flesser and Magnus Gardeback of mobile game studio Simogo urged developers at GDC Europe today to "base [design and business] decisions on what feels right instead of what is considered right."
 
The key to <i>Dead Island</i>'s success? It wasn't that trailer
32
The key to Dead Island's success? It wasn't that trailer
by Christian Nutt [08.13.12]
In a talk at GDC Europe, Dead Island executive producer Guido Eickmeyer argues the popular teaser trailer didn't drive the success of the zombie game -- smart development decisions did.
 
Five key facts about free-to-play design
29
Five key facts about free-to-play design
by Christian Nutt [08.13.12]
As the head of game design for free-to-play browser game publisher Bigpoint (Battlestar Galactica Online), Jan Richter shares insights he learned while "exploring new territory" in what he calls the fastest-moving segment of game design.
 
The rules <i>Spec-Ops: The Line</i> broke -- to make its story matter
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The rules Spec-Ops: The Line broke -- to make its story matter
by Christian Nutt [08.13.12]
"If you try to build emotional scenes in the same way movies do it, you will fail," said Yager's Jörg Friedrich, whose Spec Ops: The Line recently raised the bar for storytelling in shooters, at a packed session at GDC Europe.
 
What <i>Dear Esther</i> and <i>Minecraft</i> have in common
7
What Dear Esther and Minecraft have in common
by Mike Rose [08.13.12]
Indie hit Dear Esther is "a bit like story Minecraft," believes creator Dan Pinchbeck, as the game allows players to imagine their own story, without forcing them into a particular narrative.
 
Why are we so obsessed with the boring parts of game development?
21
Why are we so obsessed with the boring parts of game development?
by Mike Rose [08.13.12]
The industry has become far too obsessed with platforms and business models, argued DICE's GM at GDC Europe today, to the point where we've started to forget what video games are actually about -- having fun.
 
Video: How developers are still fighting their arcade heritage 30 years later
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Video: How developers are still fighting their arcade heritage 30 years later
by Staff [08.09.12]
Developers have a lot to "unlearn" about how they define games, according to industry veteran Mark Cerny. But that process could take a while, considering many are still unlearning arcade lessons from 30 years ago.
 
GDC Europe 2012 details the top sessions for next week's show
 
GDC Europe 2012 details the top sessions for next week's show
by Staff [08.08.12]
With less than a week to go before GDC Europe 2012 in Cologne, show organizers have highlighted the event's must-see sessions, its top events, and more.
 
GDC Europe details <i>Dead Trigger</i>, Gree talks, reminds on online registration
 
GDC Europe details Dead Trigger, Gree talks, reminds on online registration
by Staff [08.06.12]
With just one day to go before online registration closes for GDC Europe, organizers are highlighting new talks including Madfinger's Dead Trigger, Gree's approach to mobile development, and more.
 
GDC Europe 2012 reveals full Smartphone & Tablet Games Summit lineup
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GDC Europe 2012 reveals full Smartphone & Tablet Games Summit lineup
by Staff [08.03.12]
With GDC Europe nearly upon us, show organizers have revealed the entire lineup for the event's Smartphone and Tablet Games Summit, including new Galaxy On Fire, Flurry, and Game Insight (Paradise Island) talks.
 
GDC Europe 2012 details Expo Floor, sponsored session highlights
 
GDC Europe 2012 details Expo Floor, sponsored session highlights
by Staff [08.02.12]
In the latest to this month's GDC Europe, show organizers have debuted new details about the event's robust Expo Floor and its numerous sponsored sessions, from Unity to Epic and beyond.
 
GDC Europe highlights Social & Online Games Summit talks, reminds on reg deadlines
 
GDC Europe highlights Social & Online Games Summit talks, reminds on reg deadlines
by Staff [07.31.12]
GDC Europe show organizers are highlighting Social and Online Games Summit talks from Kongregate and King.com for the gamescom co-located event, also reminding on final registration deadlines.
 
The Game Developers Conference introduces new mobile app
 
The Game Developers Conference introduces new mobile app
by Staff [07.24.12]
Organizers of Game Developers Conference have announced the GDC Mobile App, a new multi-function tool for GDC exhibitors and attendees, to debut at GDC Europe 2012.
 
GDC Europe 2012 details new Facebook Developer Day
 
GDC Europe 2012 details new Facebook Developer Day
by Staff [07.23.12]
GDC Europe 2012 has revealed a new Facebook Developer Day, with the social media giant sponsoring a tutorial helping developers get the most from their social games -- on both the web and mobile platforms.
 
Video: How to make killer game loops
 
Video: How to make killer game loops
by Staff [07.20.12]
Developers who want to create addictive games with a broad appeal will need to master game loops -- Henric Suuronen shared some advice and common pitfalls for making compelling game loops at GDC Europe 2011.
 
GDC Europe's Indie Games Summit adds <i>Trauma</i>, <i>Proteus</i> design talks
 
GDC Europe's Indie Games Summit adds Trauma, Proteus design talks
by Staff [07.19.12]
With GDC Europe almost upon us, the show's Independent Games Summit has added talks covering games like Trauma and Proteus, as well as what indie developers should do after launch.
 
GDC Europe reminds on highlights, final 24 hours for early pricing
 
GDC Europe reminds on highlights, final 24 hours for early pricing
by Staff [07.17.12]
This year's GDC Europe is almost here, and organizers are reminding there's just one day left for discounted passes to the August show, which includes Journey, GoldenEye 007 and Battlefield talks.
 
GDC Europe adds <i>World of Tanks</i> session, <i>Diamond Dash</i> postmortem, and more
 
GDC Europe adds World of Tanks session, Diamond Dash postmortem, and more
by Staff [07.12.12]
As GDC Europe continues to evolve, the show has added new talks including a presentation on the evolution of World of Tanks developer Wargaming.net, and a postmortem on Wooga's popular Diamond Dash for iOS.
 
GDC Europe's Indie Games Summit adds <i>Fotonica, Eufloria HD</i> design discussions
 
GDC Europe's Indie Games Summit adds Fotonica, Eufloria HD design discussions
by Staff [07.10.12]
GDC Europe's Independent Games Summit has added lectures on the design behind Eufloria HD, the experimental Fotonica, the 100-player Renga and the 250 square-meter LED screen displayed Rocket Bullet Storm.
 
GDC Europe adds <i>Witcher 2</i>, <i>Love</i> postmortems, and more
 
GDC Europe adds Witcher 2, Love postmortems, and more
by Staff [07.09.12]
The lineup for GDC Europe 2012 continues to grow this week, as show organizers have released three new talks featuring a look at the production of CD Projekt RED's The Witcher 2, a programming-heavy postmortem on the online indie game Love, and more.
 
GDC Europe adds Game of Thrones art, Ernest Adams, Bigpoint talks
 
GDC Europe adds Game of Thrones art, Ernest Adams, Bigpoint talks
by Staff [07.02.12]
GDC Europe 2012 organizers have revealed new sessions from a Game Of Thrones concept artist, game design veteran Ernest Adams, and Bigpoint founder Heiko Hubertz, as the show ramps up for its August debut in Cologne.
 
Come see the making of N64 classic <i>GoldenEye 007</i> at GDC Europe
7
Come see the making of N64 classic GoldenEye 007 at GDC Europe
by Staff [06.28.12]
The first-person shooter that changed the way we play console games will be the subject of a 'classic postmortem' this August at GDC Europe, as director Martin Hollis takes the stage to share some rare insight.
 
GDC Europe 2012 adds Google, <i>Spec Ops</i>, Daglow talks
 
GDC Europe 2012 adds Google, Spec Ops, Daglow talks
by Staff [06.25.12]
GDC Europe has debuted three new talks, featuring Google on the economics of the industry, Don Daglow on reaching North American audiences, and a look at Spec Ops: The Line's visual effects.
 
GDC Europe debuts <i>Infinity Blade</i>, Sony pitching, lighting design talks
 
GDC Europe debuts Infinity Blade, Sony pitching, lighting design talks
by Staff [06.21.12]
GDC Europe 2012 has debuted new talks from Epic (on the Infinity Blade franchise's mobile programming), Sony (on pitching to publishers and funding), and the Radiator mod creator (on lighting for level design).
 
<i>Borderlands 2</i>: How do you know when to make a sequel?
7
Borderlands 2: How do you know when to make a sequel?
by Leigh Alexander [06.19.12]
Borderlands has an unusually long lifespan with players, thanks to a quest-based design and robust DLC. So how do you know when your players -- and your team -- are ready for a brand new sequel?
 
GDC Europe 2012 adds <i>Hitman</i>, Bigpoint, breakdancing talks
 
GDC Europe 2012 adds Hitman, Bigpoint, breakdancing talks
by Staff [06.18.12]
In the latest update for GDC Europe 2012, show organizers have debuted a trio of notable sessions, including a look at Hitman: Absolution's crowds, and an eccentric talk on how breakdancing can make you a better developer.
 
GDC Europe adds new sessions on player choice, crisis management, and more
 
GDC Europe adds new sessions on player choice, crisis management, and more
by Staff [06.14.12]
As the regular updates for GDC Europe 2012 continue, event organizers have debuted new talks examining player choice, free to play design, and crisis management.
 
GDC Online 2012 opens registration, debuts <i>Old Republic</i>, <i>League of Legends</i> talks
 
GDC Online 2012 opens registration, debuts Old Republic, League of Legends talks
by Staff [06.14.12]
GDC Online 2012 has officially opened its registration for October's show in Austin, Texas, and has also revealed the first batch of talks in the show's growing lineup.
 
GDC Europe 2012 adds new social game talks from Kabam, Couchbase
 
GDC Europe 2012 adds new social game talks from Kabam, Couchbase
by Staff [06.11.12]
In the latest update to GDC Europe's ever-expanding lineup, show organizers have debuted a trio of talks from the Social & Online Games Summit, featuring speakers from Kabam, Couchbase, and more.
 
GDC Europe 2012 debuts new sessions on <i>Sine Mora</i>, browser game design
 
GDC Europe 2012 debuts new sessions on Sine Mora, browser game design
by Staff [06.08.12]
In the wake of E3, GDC Europe has debuted a trio of new talks featuring a postmortem of the XBLA shoot 'em up Sine Mora, as well as talks covering tips for creating free to play browser games.
 
GDC Europe 2012 adds <i>Assassin's Creed III</i> design keynote
 
GDC Europe 2012 adds Assassin's Creed III design keynote
by Staff [06.01.12]
In the latest update to GDC Europe's ever-expanding lineup, show organizers have revealed a keynote covering the evolution and production behind Ubisoft's Assassin's Creed series, including the upcoming Assassin's Creed III.
 
GDC Europe 2012 debuts <i>Total War</i>, MMO design, rendering sessions
 
GDC Europe 2012 debuts Total War, MMO design, rendering sessions
by Staff [05.31.12]
GDC Europe show organizers have debuted new talks for August's show in Cologne, including in-depth presentations on the Total War franchise, the essentials of MMO design, and forward rendering pipelines.
 
GDC Europe 2012 adds Indie sessions on <i>The Dream Machine</i>, Vlambeer, and more
 
GDC Europe 2012 adds Indie sessions on The Dream Machine, Vlambeer, and more
by Staff [05.29.12]
GDC Europe organizers have unveiled the first batch of talks in the Independent Game Summit, featuring sessions on The Dream Machine, Derrick the Deathfin, and Vlambeer (Super Crate Box)'s approach to in-game fiction.
 
GDC Europe 2012 debuts new <i>Mafia II</i>, hacking, fundraising talks
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GDC Europe 2012 debuts new Mafia II, hacking, fundraising talks
by Staff [05.22.12]
GDC Europe 2012 organizers have unveil new talks covering the multi-year development of 2K Czech's Mafia II, how to prevent online game hacking, and how to successfully raise the funds for your next game.
 
GDC Europe 2012 adds new BioWare DLC, Bigpoint, HTML5 talks
 
GDC Europe 2012 adds new BioWare DLC, Bigpoint, HTML5 talks
by Staff [05.17.12]
GDC Europe 2012 has added new talks, with BioWare talking post-release DLC lessons from Mass Effect and Dragon Age, plus Bigpoint on free-to-play game design and YoYo Games on HTML5 programming.
 
GDC Europe 2012 debuts talks from <i>Dear Esther</i>, <i>Amnesia</i> creators
 
GDC Europe 2012 debuts talks from Dear Esther, Amnesia creators
by Tom Curtis [05.15.12]
With the session lineup for August's GDC Europe quickly expanding, event organizers have debuted new sessions from thechineseroom's Dan Pinchbeck, Frictional's Thomas Grip, and more.
 
GDC Europe 2012 opens registration, debuts Cousins, Blue Byte talks
 
GDC Europe 2012 opens registration, debuts Cousins, Blue Byte talks
by Staff [05.09.12]
GDC Europe organizers have opened registration for the August show in Cologne, Germany, revealing initial talks from Ben Cousins (on 'When The Consoles Die: Redux'), and Ubisoft Blue Byte's heads on free-to-play games.
 
GDC Europe 2012 reveals major additions to main conference, Summit advisory boards
 
GDC Europe 2012 reveals major additions to main conference, Summit advisory boards
by Staff [04.25.12]
GDC Europe organizers added 14 leading game devs to the event's advisory boards, where they will help program lectures, panels and sessions taking place at August's conference in Germany.
 

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