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Take part in GDC’s network of game dev knowledge with the Monthly Newsletter
The July 2021 edition of the GDC Monthly Newsletter is packed with: | A new GDC Podcast feat. Spelunky developer Derek Yu A newly-posted GDC YouTube video: "The 2021 Independent Games Festival and Game Developers Choice Awards" The latest in GDC News and more... |
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GDC 2021 is a wrap! The live and in-person GDC 2022 returns to Moscone in San Francisco, March 21-25, 2022 - Look out for registration opening in October. GDC Masterclass returns September 29 & 30- Look our for registration opening in just a few weeks! |
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Derek Yu is the renowned indie game developer behind Aquaria, Spelunky, Spelunky 2 and more. During GDC Showcase earlier this year, he joined Gamasutra's Kris Graft and Alissa McAloon to chat about the development and design of the Spelunky games, how indie game development has changed over the years, and the pressure to succeed. |
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In Death Stranding, navigating the world was harder for NPCs than players Bryant Francis "Kojima Productions' Eric Johnson explained why NPCs had a harder time navigating Death Stranding's treacherous terrain than players did—and how they worked around that difficulty." Read More >> Explaining the value of show don't tell storytelling in Outer Wilds Chris Kerr "As explained by writer and narrative designer Kelsey Beachum at GDC 2021, the strange and wonderful thing about Outer Wilds is its singular hook: the quest for knowledge." Read More >> Frostpunk designer: Systems can express personal ideas, even unintentionally Bryant Francis "In her GDC 2021 talk, former Frostpunk game designer Marta Fijak broke down how designers can use game systems to express authorial intent—for better and potentially for worse." Read More >> Exploring the art and animation behind hand-painted odyssey Planet of Lana Chris Kerr "Glance in the direction of Planet of Lana and you'll be smitten. The cinematic puzzle adventure is being framed as a vibrant off-Earth odyssey by developer Wishfully, and it's easy to see why." Read More >> Understanding the meaningless, micro-reactive, and marvelous writing of Disco Elysium Chris Kerr "Despite overflowing with an incredulous amount of conversational flair, ZA/UM writer Justin Keenan believes Disco Elysium's much-lauded branching dialogue system only works because, on some level, it's utterly meaningless." Read More >> |
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