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And that's a wrap on GDC! We've got one last rundown on some of the big social topics during the show.
And with that, GDC 2016 has come to a close! As developers of all stripes depart the Moscone Center in downtown San Francisco, we’re back with one final social roundup of the major topics at GDC.
Be sure to follow us @Gamasutra on Twitter for future stories and event coverage, and check out our Vine channel for developer tips from attendees at the show!
.@SUPERHOTTHEGAME's @pioiwan shares an #Indiedesigntip from #GDC16 https://t.co/0ipc4Dq20u
— Gamasutra (@gamasutra) March 18, 2016
Solfar'a Kjartan Emilsson shares a #VRdesigntip from #GDC16 https://t.co/Xw8yatPAMn
— Gamasutra (@gamasutra) March 19, 2016
We snuck in 2 last tips from the makers of Superhot and the Everest VR experience—we'll be bringing back more of these for future event coverage!
Diablo was originally pitched and developed as a turn-based strategy game #GDC16 pic.twitter.com/XFNz7XRLgb
— Kris 'G[RAFT]DC' (@krisgraft) March 18, 2016
Brevik: 3DO started a bidding war with Blizzard over buying Condor (our company). 3DO offered twice as much but we chose Blizzard. #GDC16
— Soren Johnson (@SorenJohnson) March 18, 2016
Guy who pirated Diablo back in high school just paid David Brevik the money he owed at #GDC16 postmortem. I love this place.
— John Hodgson @ GDC (@BlizzJohnzee) March 18, 2016
Today in the Diablo postmortem I learned that:
— ClΔris CyΔrron ▾ GDC (@Cyarron) March 18, 2016
Dark Forces' map inspired Diablo's
The surprise ending was a surprise to the devs too #GDC16
In one last classic postmortem for GDC, Diablo designer David Brevik got on stage and told stories about how the game was supposed to be a turn-based strategy game, and instead turned it into something more. Be sure to read our session writeup for more details!
Tim Schafer (unicorn) plays #slapfriends at #GDC16 experimental gameplay workshop. pic.twitter.com/MxJ5kHckYO
— Justin T Phillips (@JustinTPhillips) March 18, 2016
Twitch Plays GDC! So awesome @letsjill #GDC16 pic.twitter.com/I2y2i1HGhp
— Brian Schulman (@smashfactory) March 18, 2016
The Experimental Gameplay Workshop returned to another packed room, with the crowd and participants onstage delighted to see new and exciting takes for designing games.
"Rarely is someone looking for someone who is just good at making games" #gdc16 pic.twitter.com/divqKvZVzQ
— VF6's real, right?!? (@Zerochan) March 18, 2016
Radiant Entertainment's Patrick Miller (an occasional Gamasutra contributor) hosted a talk on nonconventional game careers, showcasing different origin stories for some of the biggest roles in the industry. Be sure to glance at these slides if you’re in need of a pick-me-up about where you are versus where you want to be in your career.
Thanks for coming to GDC 2016. We hope everyone learned something to help them go home and make great games. See you next year! #GDC16
— Official_GDC (@Official_GDC) March 18, 2016
And of course, there were all the comments from attendees making their last farewells to GDC—thank you all for tuning in, and hopefully we’ll see you at the show next year!
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