GDC 2012: Taking Inspiration From the Greats
Gaming historian Jon-Paul Dyson began the Forgotten Tales session with a simple, famous quote: "Great artists don't borrow, they steal." Picasso once said this and it remains true.
"The past can inform the present," said Dyson. This panel turned...
GDC 2012: Facebook Shares Secrets to Social Game Success
Facebook games are still a big business, and a Facebook executive showed us how they make money.
You can deny it all you want, but Facebook is a major component of the gaming industry. 60 million people discover apps and games...
GDC 2012: "Death Star" Meetings Killed Many Features in The Old Republic
BioWare's TOR team could only compete with WoW by planning, and not being afraid to throw out the plan if it wasn't working.
To make Star Wars: The Old Republic, the staff included 30 people in production, 75...
GDC 2012: Distinguishing "Good" Game Design from "Great"
Game design isn't that different from other disciplines like art or architecture.
At the "Good Design, Bad Design, Great Design" panel at GDC 2012, Raph Koster was extremely honest. Koster has been in game design for a long time...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.