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Get hard data on how players make moral choices at GDC 2015

Much is made of designing games to afford players meaningful choices, but how do people actually respond to those choices? If you sink a huge amount of money, time and talent into fleshing out a dark side to your next game's narrative, how many players will see it?
Game critic, interactive fiction writer and Microsoft technical evangelist Amanda Lange surveyed over 1,000 people to better understand how they interact with a game system that allows the player to choose a "good" or "evil" path through a game story. An important question was also added: do players play twice? You may be surprised at the results, and what they reveal about the use of moral choices in game design and how they could evolve.

USC's Lemarchand investigates 'infinite play' game design at GDC

As 2014 comes to a close and the industry winds down its reflections on the year that was, Game Developers Conference officials are pleased to announce a forward-thinking talk for GDC 2015 about what games can be and do in the years to come.

Richard Lemarchand, former Naughty Dog lead game designer and associate professor in the USC Games program, will deliver a talk at the March conference that investigates the game design potential of "open play" - play that does not necessarily result in an outcome of victory or defeat.

GDC Spotlight Interviews: Microsoft and Havok

| December 2014

In This Issue:

  • Microsoft - Mark Seminatore, principal development manager, Xbox Advanced Technology Group at Microsoft, talks about DirectX 12, buying Mojang, and how the best coders can win prizes in the QuickStart Challenges at GDC.

Q&A: Emotional game design with D4 developer SWERY

When Microsoft quietly released Access Games' episodic Xbox One adventure game D4 at the tail end of September, it sparked strong emotional reactions from fans of director Hidetaka "SWERY" Suehiro's previous work -- the cult classic Deadly Premonition.
"The really hardcore DP fans, for whom DP is their life, have gotten kind of mad at me because [D4] is so different from DP," says Suehiro.
Dealing with emotional fans isn't exactly a new challenge for the idiosyncratic developer, but designing D4 to evoke a broader spectrum of emotions from its player -- for better or worse -- proved tricky enough to prompt Suehiro into pitching a GDC 2015 talk about D4 and the topic of emotional game design.

Get expert advice on hosting your own eSports event at GDC 2015

Game Developers Conference officials added eSports to the GDC 2015 Summit lineup for a simple reason: eSports events are on the rise, and they're bigger than ever.
Just this year, noted eSports organization ESL One Frankfurt put 12,500 Dota 2 fans into a World Cup football stadium in Frankfurt, and ESL's James Lampkin will explain how you can put together your own independent event of similar size at GDC 2015.

GDC Play and the 'Best in Play' awards are back for GDC 2015

Organizers of the 2015 Game Developers Conference have confirmed the return of the GDC Play emerging/independent developer showcase to the show this year, with the 'Best in Play' awards also returning to the event.

GDC Play, which is still available for potential exhibitors, is a separate area of the San Francisco show that showcases emerging and independent developers with a series of tables and meeting rooms. It will take place from Wednesday, March 4 to Friday, March 6 at Moscone Center during GDC 2015.

Indie Megabooth Showcase returns to GDC 2015

GDC officials are excited to announce that the Indie MEGABOOTH Showcase exhibit will make a triumphant return to GDC this year, with a curated array of innovative indie games that will be playable by all GDC passholders (from Expo to All-Access) at various points during the week of the 2015 Game Developers Conference, March 2-6.
"We had a really positive reception from the participating teams and the development community last year so we're thrilled to be working with UBM again to bring a new set of games and teams to GDC!" said the Indie MEGABOOTH's Kelly Wallick.

2015 IGF announces Design, Audio juries

Proceedings are well underway for the jurying phase of the 2015 Independent Games Festival, in which discipline-specific experts play and discuss the merits of the nearly 650 games entered in the 2015 Festival Main Competition, all of which continue to push the boundaries of video game development and design.
As in prior years, an extraordinary group of game development notables are evaluating IGF 2015's standout entries. Today we're happy to begin to announce members of some of these discipline-specific jury panels.
After first-round IGF judging from more than 200 helpers, these panels -- composed of creators from studios both large and small -- will ultimately determine the finalists and winners of the various IGF 2015 awards at Game Developers Conference 2015.
Below are the jurors who have volunteered their time and talent for the Excellence in Design Award, and Excellence in Audio Award, in alphabetical order:

Kerbal Space Program postmortem coming to GDC 2015

Kerbal Space Program has grown into a landmark game. But when Squad greenlit KSP, creator and lead developer Felipe Falanghe didn't know how much time he'd have to make the game.
With each update potentially being the game's last, he wanted to make sure his passion project would end up being something he was proud of - even if he didn't get to accomplish everything he wanted.
This approach helped KSP become much more than he ever anticipated, and something of a poster child for a successful "paid alpha" or Early Access title. At GDC 2015, Falanghe will explain how it happened and walk you through the game's ongoing development in his "Postmortem: The Active Development of Kerbal Space Program" session.
Check it out for unique insight into how to make an Early Access game like KSP, and the ups and downs of this sort of project. Hear the story behind the development of KSP through its many updates, learn about its successes and failures, and walk away with a better understanding of what it takes to survive and thrive on Early Access.
If that's not for you, don't worry -- conference organizers look forward to announcing more GDC 2015 sessions covering a diverse array of topical game industry issues in the months ahead.

What can F2P developers learn from premium games? Find out at GDC

Free-to-play and premium games may have different business models, but that doesn't mean they can't share similar aspirations when it comes to exemplifying excellent design or telling great stories.
F2P game makers can learn much from their compatriots in the premium game business; veteran free-to-play creative directors Kenny Shea Dinkin (Diner Dash) and Ray Holmes (Farmville, League of War [pictured]) seem to agree, because at GDC 2015 they're delivering a great talk on the topic titled "What Are We Missing? What F2P Games Can Learn From Innovative P2P Game Design."

Get coding advice from Insomniac, Riot and Ubisoft at GDC 2015

As the GDC 2015 lineup begins to come together, conference officials would like to highlight a few notable talks on the conference's vaunted Programming track you shouldn't miss.
This cutting-edge track is available for All-Access and Main Conference pass holders, and remains one of the more popular and enduring tracks of the show.
Organizers are still announcing new talks every day, but some of the more notable Programming talks already confirmed include a rundown of how Insomniac built the enemy AI in Sunset Overdrive, a look at how League of Legends scales from Riot's Andrew McVeigh, and Ubisoft's Francois Cournoyer on the AI recycling systems at work in Assassin's Creed Unity.
These talks are part of the Programming Track for GDC 2015's Main Conference, which will take place Wednesday-Friday, March 4-6 at the Moscone Center in San Francisco, CA.

Howard S. Warshaw revisits Yars' Revenge in GDC Classic Game Postmortem

Hot on the heels of last week's announcement of a Star Control Classic Game Postmortem, Game Developers Conference officials are excited to announce another industry luminary is coming to the show next March to deliver what promises to be a revealing postmortem look at the development of a groundbreaking game.
Howard Scott Warshaw, the veteran programmer, author, filmmaker and therapist best known in the game industry for his pioneering work at Atari on titles like Raiders of the Lost Ark and E.T. the Extra-Terrestrial, will be delivering a Classic Game Postmortem on the seminal Atari 2600 title Yars' Revenge at GDC 2015.

Don't miss these excellent sponsored tech talks at GDC 2015

Passes for the Game Developers Conference 2015 are still available, and as the conference draws closer we're announcing even more sessions for the Main Conference that you'll want to check out.
Today we're highlighting a number of informative sponsored sessions from Intel, Esri and other influential tech companies. If you're looking for an opportunity to learn about how cutting-edge hardware and software works from a game developer's perspective, these are the talks you want to keep on your radar.

How do indie game sales today compare to 2009? Find out at GDC

The independent game scene has changed dramatically over the last five years. It's easier than ever to self-publish a game on a variety of platforms -- but it's also arguably more difficult to get players to actually pick your game out from the crowd.
New platforms have arisen, while some mainstay sales avenues have drastically evolved. For hard data on exactly how the state of indie game sales has changed, look no further than the "The Turning Tide: Independent Game Sales in 2015" session at GDC 2015.

GDC debuts childcare services so parents can attend worry-free

Game Developers Conference officials are excited to announce a new partnership with leading childcare provider KiddieCorp to offer GDC 2015 attendees access to an on-site children's program.
The KiddieCorp team will engage your children with a program they want to attend, providing you with that critical peace of mind so you can attend your GDC sessions and events worry-free.
The children's program is for children ages 6 months through 12 years old and will be located within the Moscone Center in San Francisco, California. The KiddieCorp team charges an affordable hourly rate for their services and snacks and beverages will be provided, but meals need to be supplied by parents each day.

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