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Take part in GDC’s network of game dev knowledge with the Monthly Newsletter
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GDC Monthly Newsletter
The December 2022 edition of the GDC Monthly Newsletter includes:

  • GDC YouTube Highlights: Making Indie Games with Public Domain Content
  • GameDeveloper.com Editor's Picks: A Note from the New Editor-in-Chief
GDC Vault Highlights
“Publishers can be great... but do you really need one? In this session, No More Robots founder Mike Rose digs into all the business and marketing tricks that you can pull off yourself, for as little time and money as possible. The session includes full, detailed, step-by-step explanations on setting up various marketing plans, and ideas on where and when you should pitch your game to platforms for deals and store placement.”

“With Old World, Mohawk Games set out to reinvigorate the historical 4X genre by reducing thematic scope and removing rote decisions to make room for procedural characters and narrative. In the process, Mohawk reexamined and often rejected genre conventions, including the deterministic tech tree, the diplomatic bargaining table, the conventional citizen tile yield model, and moving every unit every turn. In parallel, they built a dynamic story engine that enabled the creation of over 3,000 events, each with their own unique triggers and effects, adding variety, texture, and depth to the game without bloating the design.”

"Join the Creative Director and Audio Director of the 'Life is Strange' games at Dontnod Entertainment as they explain how they approach the use of music in narrative driven games and how the music can be helpful on a cinematographic, narrative and design point of view. From prototypes to the final game release, navigating between existing licensed tracks and original score, they will explain how they wanted the soundtrack to be used differently and share the difficulties they faced during the production of those episodic games. From 'Life is Strange' 1&2 to 'Captain Spirit', Raoul will explain his creative intentions and Sebastien will show how he technically managed to make them fit into the game using Nuendo, Wwise and Unreal Engine.”
GameDeveloper.com Editor's Picks
Bryant Francis
It was Agatha all along. 

Danielle Riendeau
A quick note from Game Developer's new Editor-in-Chief, Danielle Riendeau!

Olivier Latouche
Art director Olivier Latouche explains the thoughts and technical process behind updating the game's visual style. 

Warren Spector
Over the next few weeks, in a series of short posts, I'd like to tell you why I do what I do and why I think it's important or, at least as important as anything about games can be. Here's part one of the series.

Chris Kerr
We gathered around the campfire with Outer Wilds composer Andrew Prahlow to learn how music birthed a universe.

Bryant Francis
PlayStation third-party boss breaks down how the platform looks to make deals with external developers.
GDC YouTube Highlights
Making Indie Games with Public Domain Content
In this 2022 Independent Games Summit session, award-winning game designer Chris Totten shows how to use public domain content for building unique visual and audio identities, making games from recognizable IP, or even promoting your game to new audiences.