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Last week was the inaugural GDC Next in Los Angeles, and we covered some great sessions while we were there. Here's what you might have missed while you were busy making video games.
Hey readers, Last week was the inaugural GDC Next in Los Angeles, and we covered some great sessions while we were there. Here's what you might have missed while you were busy making video games:
"Play" has more than one meaning -- and at his GDC Next talk, Raph Koster tried to show that the possibility space games afford is based around how much "play" they allow for.
Sunni Pavlovic, studio manager at Journey developer thatgamecompany, outlined several practical ways to approach experimental design for interactive entertainment.
Game jams are great place for working concepts to emerge. Sometimes, those concepts are good enough to build upon for a "full" game release.
In looking at how Access Games would develop the episodic D4: Dark Dreams Don't Die for the Xbox One's Kinect 2.0, Hidetaka "Swery" Suehiro found himself going back to the basics of gestural design.
The idea of eSports -- a business built around watching people play video games professionally -- seemed like a fairly alien notion, even just a few years ago.
These developers, responsible for games like Train, Uncharted, and Journey spoke about their non-game inspirations at GDC Next, offering creative lessons.
Key members from Broken Age developer Double Fine were on hand at GDC Next to talk about updating the classic adventure game genre for the modern era. We have more great GDC Next coverage on our official event page, right here. Thanks for reading! Kris Graft (@krisgraft) Editor-in-chief, Gamasutra
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