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February 17, 2019
Monomi Park
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February 17, 2019
Kliuless #23: Company Strategy & Ownership Model
What Is A Meta-Game?
How Does the Future of the Streamer-Developer Relationship Look?
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3
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Video game music composer: Getting your big break
Video Game Deep Cuts: The Apex Of Legends, Observing The Sunless Skies
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February 17, 2019
Games Press
Witness the Unstoppable
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Sci-fi thriller
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IKINEMA Interviews Sumo
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How
Dark Souls'
multiplayer mechanics are invading other worlds
18
by Alex Wawro
[03.24.15]
What is it about how
Souls
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Being a responsible (and successful) Early Access developer
3
by Phill Cameron
[03.18.15]
We look into the considerations and responsibilities involved in running and maintaining a successful Early Access game.
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10 seminal game postmortems every developer should read
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by Alex Wawro
[03.13.15]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like
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'T.M.I.': Preserving the suspension of disbelief through ambiguity
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by Phill Cameron
[03.10.15]
What information should you tell the player, and what will shatter their immersion? We investigate.
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Yoichi Wada lays out Shinra's cloud gaming goals
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[03.06.15]
Gamasutra talks to Shinra Technologies president Yoichi Wada about what developers need to know about making games for the platform, where it's going, and why he was wrong about the death of consoles.
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'I'm still creative!' - Game industry vets rally against ageism
15
by Alex Wawro
[03.06.15]
David Mullich and a group of other game industry veterans shared advice on beating ageism in the game industry and offered concrete examples of how our industry can improve today at GDC 2015.
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Warren Robinett reflects on his 'signature' game:
Adventure
7
by Alex Wawro
[03.05.15]
Game industry veteran Warren Robinett reflects on some of the curious challenges he faced in developing
Adventure
, his seminal Atari 2600 action adventure game, today at GDC 2015.
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How games can shape American culture - and vice versa
 
by Alex Wawro
[03.05.15]
Mushroom 11
developer Julia Keren-Detar gave a brief a history of early American board games today at GDC, and showed how the games we make influence (and are influenced by) culture.
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One Life Left vs. Gamasutra GDC Podcast #1: Pipelines 'n' Tubes
 
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[03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
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The future of Morpheus, according to Sony's Shuhei Yoshida
 
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Gamasutra sits down with Shuhei Yoshida, Sony's President of Worldwide Studios, to talk about the state of Project Morpheus and what developers should know about making PlayStation VR games.
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How Creative Assembly Brought Fear To
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by Simon Parkin
[03.04.15]
Alien: Isolation
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Carmack's perspective on the future of mobile VR game development
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[03.04.15]
Oculus CTO John Carmack spent nearly two hours today speaking to GDC attendees about the ups and downs of mobile VR development, and what developers can do to make better VR games.
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The secrets behind
This War of Mine
's emotional impact
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by Leigh Alexander
[03.03.15]
11 Bit Studios Pawel Miechowski talks about how disrupting players' expectations, studying their decision-making process and creating opportunities to imagine helped make
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Writing presence: How good storytelling helps a VR game feel real
4
by Alex Wawro
[03.03.15]
It's hard enough to make a VR game that's comfortable and satisfying to play for extended periods of time; how do you tell a good story in the process -- and why should you bother?
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Space Oddity: Deconstructing the curious design of
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[03.03.15]
Ivy Games' lush 2D space physics puzzler
Gravity Ghost
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Narrative tips for mobile games
 
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Veteran multimedia narrative designer Christy Marx offers key takeaways from her experience with Zynga's
CastleVille
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Exploring what it takes to make a funny game
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by Alex Wawro
[03.02.15]
Why is comedy in games so rare -- and so hard to get right? Developer Zoe Quinn took the stage at GDC today to explore the topic and offer fellow developers a few potential ways to make funny games.
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What to do before you start building a free-to-play game
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by Alex Wawro
[03.02.15]
Ethan Levy explores better ways to design F2P games and reminds F2P developers to be as rigorous in their business design as their are about their game design.
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How
Divinity: Original Sin
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[03.02.15]
At GDC 2015, Swen Vincke, creative director of the critically acclaimed co-op role-playing game
Divinity: Original Sin
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Online community and culture wars: What do we know?
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by Leigh Alexander
[03.02.15]
What can we learn from the significant community challenges the gaming community faces? Online gaming veterans Raph Koster, Gordon Walton and Rich Vogel share fascinating sociological lessons.
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