Rob Fermier has posted summaries from many of the GDC talks he attended this year. Lots of great stuff – almost as good as being there.
Entries Tagged as 'GDC'
Ten Challenges for Game Design
February 24th, 2008 · Comments Off on Ten Challenges for Game Design · Design, GDC
Game, Set, Watch has posted a summary of Jonathan Blow’s GDC talk about how we think about game design, and, more importantly, how what we think affects the challenges that face designers. Read it. I haven’t fully absorbed what exactly Blow is getting at or what the take-away should be for critics and analysts, let […]
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GDC RTS podcast
February 21st, 2008 · 1 Comment · CGW, Gas Powered Games, GDC, Podcast, Relic, RTS
Today’s Games for Windows GDC podcast (2/20) has Relic’s Josh Mosqueira and Gas Powered Games’ Chris Taylor as guests. Lots of time is spent on the present and future of real time strategy and PC gaming in general. The usual ground is covered. Will RTS games push themselves into a hardcore ghetto? How can you […]
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GDC 2008 and other Con news
February 17th, 2008 · Comments Off on GDC 2008 and other Con news · GDC, Industry
I’m skipping the Game Developer’s Conference this year, even though more people I know will be there and there are lots of parties. After a lean 2007, I simply couldn’t justify the hotel cost (even as a business expense) so I didn’t bother trying to angle press credentials. I love the conference myself, even in […]
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Jet-lag
March 12th, 2007 · Comments Off on Jet-lag · GDC, Industry, Me
I just flew in from California last night, so I have some serious jet-lag. I never used to get it, but I suppose I am at that point where I can’t just do anything I want to anymore. So the content will be light today. I will have more to say about GDC later, but […]
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Chris Taylor on SupCom
March 8th, 2007 · Comments Off on Chris Taylor on SupCom · Gas Powered Games, GDC
This morning, in a mostly rambling speech about the development of Supreme Commander, Chris Taylor came out looking like one of the most optimistic game designers out there. He once again talked about how the crunch-time/overtime filled development cycle is an unnecessary evil that produces worse games and bitter employees. He ridiculed the idea of […]
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