Posts tagged agdc 
AGDC08: The Psychology of the MMO Gamer
The first panel we attended at Austin GDC was entitled "The Psychology of the MMO Gamer," which seemed to hold a mythical amount of promise. Sure enough, once the panel began it was clear that these people had gathered a couple of days before and said, "So hey... what can we talk about?" It was a ...
Joystiq @ the Austin Game Developers Conference
What, you thought GDC only happened in San Francisco? Well, so did we. But we've invaded the land of BBQ, music, and Shiner Bock to bring you the latest from the development-heavy Austin Game Developers Conference. This year the focus is on writing and game audio, so we'll bring you the best of ...
No touch-screen strumming for Guitar Hero DS; peripheral promised
We kinda knew about it already, but it now seems official that developer Vicarious Visions is working on an external peripheral for their adaptation of Guitar Hero on the Nintendo DS, rather than relying on touch screen controls. Games Are Fun was in attendance at this year's Austin Game ...
Austin GDC: Live at the Minho Kim keynote
If you haven't heard of Minho Kim, I'll forgive you -- I hadn't heard of him either until the name showed up in the list of keynote presentations at the Austin Game Developers Conference. Kim is Nexon America's director of game operations, and while Nexon hasn't made a big impact in North American ...
Austin GDC: Live at the Hiromichi Tanaka keynote
Hiromichi Tanaka is the executive officer of Square Enix and the producer of company's entry into the MMO market, Final Fantasy XI. This morning at the Austin Game Developer's Conference he's going to be talking to us about the challenges of cross-platform design with a design post-mortum of Final ...
Austin GDC: Live at the Sulka Haro keynote
Never heard of Sulka Haro? Then you must not have tried Sulake Corporation's casual online game, Habbo. Sulka Haro is Sulake's lead designer and he's going to be kicking off day two at the Austin Game Developer's Conference by talking to us about designing games to support open-ended play and ...

