Posted by Vlad Micu
GDC Europe
Monday, September 6th, 2010

Quantic Dream’s CEO and founder David Cage was invited to GDC Europe to explain why, how and what happened after his team made Heavy Rain. Not before he started his talk criticizing the state of current games as being too much “defined by who you kill or what you destroy”. Cage argued that games have [...]
Posted by Vlad Micu
GDC Europe
Monday, September 6th, 2010

During his keynote talk on the first day of GDC Europe Tencent Games’ vice president Bo Wang talked about how Tencent reached the top of the Chinese online games market. While Tencent is best known as a leading provider of Internet and mobile & telecommunications value-added services in China, Wang spoke of the massive potential [...]
Posted by Vlad Micu
GDC Europe
Monday, September 6th, 2010

“It’s evolution,” argued Playfish studio director Jeferson Valadares during his talk on intuition versus metrics on the first day of GDC Europe. After offering a quick and swift introduction to the most recent and popular debate within the game development community, Valadares continued to explain why both are equally important and require two completely different [...]
Posted by Jessica Tams
Spring 2010
Monday, September 6th, 2010

When you’re as busy as we all are, with so much going on around us, it’s easy to lose sight of the bigger picture. You get so preoccupied with the screwed up economy, squabbles between publishers and developers, indie opportunities and freelance opportunities and start-up opportunities and the half dozen cool ideas that you never [...]
Posted by Contributions
Blast From The Past, Spring 2010
Sunday, September 5th, 2010

It was early May, 1998. Nearly all of Ensemble Studio’s employees were in San Jose, aboard the Queen Mary. We had just been awarded a pair of Spotlight Awards from the Computer Game Developers’ Conference, including “Best of Show.” The statuettes looked like miniature Klieg lights, and someone had plugged them in on one of [...]
Posted by Contributions
Cover Story, Spring 2010
Saturday, September 4th, 2010

Brenda Brathwaite: Let’s start with your design philosophy. When you make a game, what are you trying to accomplish? John Romero: Well, it begins and ends with the player—always has. While I am making the game, that’s the role I take. I might be in coding mode or level design mode or whatever, but the [...]
Posted by Vlad Micu
GDC Europe
Friday, September 3rd, 2010

During his keynote at GDC Europe, Warren Spector had a lot of advice and wisdom to share on how to mature the game industry. Having worked with several people in Hollywood, Spector addressed the matter of being careful, when borrowing concepts from other media might be fine and developers should step in to do their [...]
Posted by Contributions
Industrial Depression, Spring 2010
Friday, September 3rd, 2010

It almost always sucks. There you are, flogging your guts out on a project that is progressing when all of a sudden the word comes down: it’s canceled. Everyone is milling around in confusion. What happens next? Will we get let go? What the hell happened? The letdown is palpable, and the lack of knowledge [...]
Posted by Contributions
Spring 2010
Thursday, September 2nd, 2010

In my decade or so as a paid game developer, I’ve often been asked two different questions by people inside and outside the industry. The insiders want to know how I can justify making video games for a living given the beliefs I profess, and the outsiders want to know why on Earth I would [...]
Posted by Contributions
Spring 2010
Wednesday, September 1st, 2010

Tom: So we’re in the middle of this press briefing with all the big press when all of a sudden, out of these beautiful, highfidelity, surround-sound speakers, one of the dev’s starts yelling: “You wankeeeer!” Jake: I’m there to talk to the journalists about why Sims 2 is going to be so much better than [...]