GDC 2019 may be in the books, but you can catch Gamasutra’s coverage from last week right here, from details on Google Stadia to brilliant talks on game design to interviews from game industry luminaries plus all the news you can use.
Check out our dedicated GDC 2019 coverage page
Here are just a few highlights from the show:
Stadia’s biz dev director talks challenges, opportunities in new age of cloud games – Kris Graft
An interview with Jack Buser, director of games for Google’s newly-announced cloud streaming platform, Stadia, on how starting up a game instantly via a hyperlink could change how game marketing is done:
How indie devs can form their own worker cooperative – Emma Kidwell
Game developers from several studios spoke about the benefits (and drawbacks) of worker cooperatives, what they are, and how fellow developers can confidentially form their own:
Mapping out the subtle social cues throughout Hitman’s level design – Alissa McAloon
The hide-in-plain-sight gameplay of the Hitman series means its level designers are faced with a unique challenge whenever creating one of the game’s sprawling sandboxes: How do you design believable everyday life?:
Sweeney commits to human moderators & quality filters for Epic’s Games Store – Alex Wawro
Epic Games founder Tim Sweeney is frank about the state of the digital marketplace and his vision for the Epic Games Store in this Gamasutra interview:
Knocking down design pillars was key to making Destiny 2’s Gambit mode really shine – Alissa McAloon
Bungie outlined eight distinct design pillars when it set out to create what would become Destiny 2’s player-versus-everything-versus-player mode Gambit, but the only reason the mode became what it is today is because the dev team knew that breaking rules can sometimes be as important as making them:
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