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GDC 2011



Keep it Together: Encouraging Cooperative Behavior During Co-Op Play

Posted by mittens, in Sessions, Design 03 March 2011 · 584 views

Patrick Redding, of Ubisoft Montreal, has formerly worked on Far Cry 2 (ie, best first-person game), previously directed the co-op component of Splinter Cell: Conviction. He is now the game director at the new Ubisoft Toronto studio. He started by making a distinction between player cooperation as opposed to systemic...


Electric Elephants and Communism: Clint Hocking on How Games Mean

Posted by Facehat, in Design 03 March 2011 · 725 views

Clint Hocking gave a thought provoking and interesting talk -- complete with allusions to electric elephants, communism, and russian film icon Lev Kuleshov -- in an attempt to answer a question Chris Hecker raised during earlier GDC's. Specifically: How do games mean?

No that's not a grammatical error or a joke. It's a play on the question...


The Failure Workshop

Posted by mittens, in Sessions, Design 02 March 2011 · 888 views

Kyle Gabler opens the failure workshop with the story about a game entitled "Robot and the Cities That Built Him" which was to be a project based off of a seven day experimental gameplay project. "Because we're game developers, we started by making a bunch of different units," he said. "This is...


How to Win the IGF in 15 Weeks or Less

Posted by mittens, in Summits, Indie Games, Design, Production 01 March 2011 · 751 views

Andy Schatz, the developer of Monaco, took the stage to preface his session by saying he isn't going to talk about how to make an IGF winner but, rather, just to tell his story.

"What's...





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