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April 17, 2014
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Updates » GDC
This is Project Morpheus, Sony's prototype VR headset 19
by Alex Wawro [03.18.14]
Sony has given a name to its long-rumored VR headset -- Project Morpheus -- and revealed a prototype version of the hardware during a Sony-sponsored GDC 2014 session led by Shuhei Yoshida.
Console/PC, Design, GDC

In-depth on Unity 5's WebGL publishing tech 2
by Christian Nutt [03.18.14]
Vlad Vukicevic, engineering director at Mozilla and Unity senior developer Ralph Hauwert fill us in on the two-year collaboration and the potential of WebGL publishing in Unity 5.0.
Console/PC, Indie, Programming, Video, GDC

One Life Left vs. Gamasutra: GDC 2014 #1 - San Francisco Skyline Edition Exclusive 2
by Staff [03.18.14]
Recorded on the evening of the 17th of March 2014, live from the 32nd floor of the Parc 55 hotel, One Life Left presents the first of its GDC 2014 shows.
Exclusive, Podcast, GDC

Using rivalry and respect to push video game romances forward 10
by Mike Rose [03.18.14]
For Chris Dahlen of Mad*Pow, romances in video games are great and all... but what if we explored relationships that didn't exist within a single integer?
Console/PC, Indie, Design, GDC

Molyneux shares his strategy for indie development 5
by Alex Wawro [03.18.14]
The creator of Populous opened up about his experiences as an indie developer and his thoughts on how to best develop and launch your own indie game during a recent talk at GDC 2014.
Console/PC, Smartphone/Tablet, Indie, Design, GDC

Winning players' attention with game writing  
by Simon Parkin [03.18.14]
A panel of experienced game-writers offered advice on how to hook a player into a gameís story within its first five minutes at GDC today.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

Extrasolar and the perils of reverse-engineering other gamesí success  
by Simon Parkin [03.18.14]
Attempting to reverse-engineer successful games can be a worthwhile exercise, but there are some important things to consider, said Rob Jagnow, creator of Extrasolar.
Social/Online, Indie, Design, GDC

The biggest takeaways from 8 years of Antichamber development 9
by Mike Rose [03.18.14]
As part of an emotional recollection of his life, Antichamber dev Alexander Bruce gave GDC goers takeaways they should be asking themselves when piecing together their own development timelines.
Console/PC, Indie, Business/Marketing, GDC

Design for player relationships in free-to-play games, reap the rewards 2
by Leigh Alexander [03.18.14]
Spry Fox's Dan Cook believes you can design for player relationships, and that doing so makes games live longer and keeps userbases steady.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

How Super Time Force was informed by quantum physics  
by Brandon Sheffield [03.18.14]
Super Time Force ambitiously allows multiple realities and multiple timelines to exist in the same visual and temporal space. To make it work, Capy turned to concepts from quantum physics.
Console/PC, Indie, Design, GDC

Unity 5.0 announced, with direct-to-web, plugin-free publishing 28
by Gamasutra Community [03.18.14]
Gamasutra speaks to Unity CEO David Helgason about the latest version of the popular game engine, which adds new lighting and audio features, and WebGL support.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, GDC

Why game design should feel like taking your player out on a date 3
by Alex Wawro [03.17.14]
Campo Santo's Sean Vanaman spoke at GDC 2014ís Narrative Summit about how designers can create immersive narratives by designing games with an eye towards helping players suspend their disbelief.
Console/PC, Indie, Design, GDC

'Plot is overrated': Game narrative is all about your characters 22
by Mike Rose [03.17.14]
"Plot is highly overrated... focus on character." - Tom Abernathy, narrative lead at Riot Games, and Richard Rouse III of Microsoft Game Studios, discuss structure for narrative in video games.
Console/PC, Design, GDC

'Beware The Hidden Costs Of Running A Successful Kickstarter' 1
by Simon Parkin [03.17.14]
Running a successful Kickstarter campaign can incur a tremendous personal cost. So said Steve Swink in a candid talk delivered at GDC in San Francisco this afternoon.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC

From AAA to academia: What industry veterans have learned 1
by Leigh Alexander [03.17.14]
Brenda Romero, John Romero, Warren Spector and Richard Lemarchand are all veteran game designers who became educators. On a panel, the four talked about the unique challenges and opportunities.
Console/PC, Social/Online, Indie, Serious, Programming, Design, Student/Education, GDC

Wooga forms new studio, explores new spaces, new territories  
by Christian Nutt [03.17.14]
Now that it's made a successful pivot to a mobile-first strategy, with 70 percent of revenue coming from its smartphone games, Wooga is looking to expand its horizons.
Social/Online, Smartphone/Tablet, Business/Marketing, GDC

Vlambeer's Performative Game Development - the way of the future 1
by Brandon Sheffield [03.17.14]
Vlambeer discusses their take on "performative development" - transparent, fan-friendly development in front of a livestreamed, early access audience.
Console/PC, Indie, Production, Business/Marketing, GDC

The value of making games that go beyond 'fun' 5
by Alex Wawro [03.17.14]
Ubisoft's Hugo Giard and Jill Murray opened the GDC 2014 Narrative Summit with a frank talk about how games can -- and should -- tackle complicated topics like slavery.
Console/PC, Design, GDC

Postmortem: 'The many mistakes we made while making Little Inferno' 1
by Mike Rose [03.17.14]
Kicking off the IGS this morning, Tomorrow Corporation's Kyle Gray talked candidly about the development, launch and marketing issues behind 2012 fireplace simulator Little Inferno.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC

Castlevania maestro Koji Igarashi strikes out on his own 10
by Christian Nutt [03.17.14]
The developer most closely associated with the "metroidvania" genre has left Konami to found his own independent studio.
Console/PC, Indie, Business/Marketing, GDC