Watch Nintendo GDC Talks:
Tunes of the Kingdom: Evolving Physics
Sounds for Tears of the Kingdom
https://gdcvault.com/play/1034667/Tunes-of-the-Kingdom-Evolving
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seen from Türkiye
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Watch Nintendo GDC Talks:
Tunes of the Kingdom: Evolving Physics
Sounds for Tears of the Kingdom
https://gdcvault.com/play/1034667/Tunes-of-the-Kingdom-Evolving
In this 2018 GDC session, game designers Richard Rouse III, Erin Hoffman-John, Soren Johnson, Raph Koster, Josh Sawyer, and Stone Librande go into detail abo...
Five game designers each talk about a rule they follow when creating games. There's good advice and useful concepts here, made even more interesting by each talk clearly being a glimpse at a distinct philosophy and approach with its own goals - some of them even conflict with each other. The varying perspectives are interesting and I'd love to hear more similar talks from people who make very different kinds of games.
Watch Nintendo GDC Talks:
2D and Tomorrow: How the Developers of 'Super Mario Bros. Wonder' Find New Joy in Creating Side-Scrolling Adventures
https://gdcvault.com/play/1034668/2D-and-Tomorrow-How-the
Thomas Reisenegger gives a fascinating and actionable overview of how to think about marketing indie games. Some principles are timeless; others are targeted to the current social media landscape.
My favorite insight (and one that has frustrated me when it isn’t followed) is that all your marketing should “work for the newcomers”. It’s important to remember that every post, trailer, etc. you make will be the first time a significant number of people will even hear of your game.
In a talk at GDC Europe J.E. Sawyer, project director for Obsidian Entertainment ( Fallout New Vegas ) discussed the "challenges that the RPG industry has faced in adapting from its pen and paper roots."
Back in 2011, Obsidian Entertainment's J.E. Sawyer laid out some hard lessons about RPG design and argued for moving away from then-prevalent assumptions about how RPGs worked. It's interesting to revisit this with several years of hindsight and I'd say he's been vindicated by history.
GDC is hella busy, and inevitably nobody gets to all the talks they want to go to. I missed out on this one, but luckily, Ms. Sampat posted a full transcript of Gamasutra. It's a good read.
I've been incredibly lucky so far; most of my game dev friends are amazing about inclusion, and neither of my employers have had problems. But I also haven't worked in a game studio proper yet (I've been at communications and design firms), and I worry about when I'll move on to one.
Which is basically what it comes down to: Women do want to work in the industry. Sometimes they just want to not be harassed more. And that's not a decision anyone should have to make.