<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
   <channel>
      <title>News</title>
      <link>http://www.gdconf.com/news/</link>
      <description></description>
      <language>en</language>
      <copyright>Copyright 2016</copyright>
      <lastBuildDate>Fri, 17 Jun 2016 09:17:30 -0800</lastBuildDate>
      <generator>http://www.sixapart.com/movabletype/?v=5.01</generator>
      <docs>http://blogs.law.harvard.edu/tech/rss</docs> 

      
      <item>
         <title>Get all the game industry insights, data and trends at GDC Europe</title>
         <description><![CDATA[<img alt="trend.jpg" src="http://www.gdconf.com/news/trend.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>The days between here and the big&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe conference</a>&nbsp;this August&nbsp;are dwindling,&nbsp;and today GDC organizers are proud&nbsp;to announce another&nbsp;excellent, expert talk that will be taking place at the renowned event in Cologne, Germany.</p><p>Joost Van Dreunen is the chief of video game&nbsp;market research firm SuperData Research, and as such he has direct access to a wealth of fascinating data about the trends and tendencies of the game industry. At GDC Europe he's going to share some of that wealth in a session&nbsp;simply titled "<a data-cke-saved-href="http://schedule.gdceurope.com/session/all-the-insights-data-and-trends" href="http://schedule.gdceurope.com/session/all-the-insights-data-and-trends">All the Insights, Data, and Trends</a>" that promises to be a fascinating talk.</p>]]></description>
         <link>http://www.gdconf.com/news/get_all_the_game_industry_insi.html</link>
         <guid>http://www.gdconf.com/news/get_all_the_game_industry_insi.html</guid>
         <category></category>
         <pubDate>Fri, 17 Jun 2016 09:17:30 -0800</pubDate>
      </item>
      
      <item>
         <title>At GDC Europe, see how military theory can help you design better strategy games</title>
         <description><![CDATA[ <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/Jun/274356/plarium_soldiers.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>This year's&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe conference</a>&nbsp;in Germany is coming up quick,&nbsp;and today event&nbsp;organizers&nbsp;like to tip you off to a great talk about strategy game design that will take place at the summer conference.</p><p>Come August, GDC Europe 2016 attendees will have an opportunity to attend the "<a data-cke-saved-href="http://schedule.gdceurope.com/session/strategy-game-design-and-the-operational-level-of-war" href="http://schedule.gdceurope.com/session/strategy-game-design-and-the-operational-level-of-war">Strategy Game Design and the Operational Level of War</a>" talk from Plarium's Guy Ulmer.&nbsp;</p><p>The one-time&nbsp;<em>Red Alert&nbsp;</em>modder now serves as an expert on optimizing mobile games, and during his presentation he'll show you how a better understanding of some basic military discipline when building a strategy game will help designers better define their niche in the crowded strategy/RTS game markets.</p>]]></description>
         <link>http://www.gdconf.com/news/at_gdc_europe_see_how_military.html</link>
         <guid>http://www.gdconf.com/news/at_gdc_europe_see_how_military.html</guid>
         <category></category>
         <pubDate>Wed, 08 Jun 2016 09:02:50 -0800</pubDate>
      </item>
      
      <item>
         <title>GDC Europe: Get a behind-the-scenes look at Call of Duty art production</title>
         <description><![CDATA[  <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/Jun/274234/codblops3.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>The popular&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe conference</a>&nbsp;in Cologne, Germany is coming up fast, and as organizers continue to line up great talks for the show they're excited to announce that Activision Blizzard is backing a talk on the art production process behind the hit&nbsp;<em>Call of Duty&nbsp;</em>games.</p><p>Check out the "<a data-cke-saved-href="http://schedule.gdceurope.com/session/art-production-for-call-of-duty" href="http://schedule.gdceurope.com/session/art-production-for-call-of-duty">Art Production for '<em>Call of Duty</em>'</a>" talk to hear Activision Blizzard's Carlos Garcia and Red Hot CG's Claas Grimm take you behind the scenes of AAA game production.</p><p>From setup to planning to execution, the pair will afford attendees detailed insight into the inner workings of a large-scale art production process. They'll also offer advice and lessons learned about resource management, tools selection, creative challenges, and ongoing trends in the game industry.</p>]]></description>
         <link>http://www.gdconf.com/news/gdc_europe_get_a_behind-the-sc.html</link>
         <guid>http://www.gdconf.com/news/gdc_europe_get_a_behind-the-sc.html</guid>
         <category></category>
         <pubDate>Mon, 06 Jun 2016 09:17:26 -0800</pubDate>
      </item>
      
      <item>
         <title>Get cutting-edge tips on building great game backends at GDC Europe</title>
         <description><![CDATA[ <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/May/273933/data.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>GDC organizers are working with top game industry talent to line up great talks for this year's&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe conference</a>&nbsp;in Germany, and today they're happy to debut a fresh talk on the design of video game backend architecture that automatically scales.</p><p>Check out "<a data-cke-saved-href="http://schedule.gdceurope.com/session/developing-an-automatically-scaling-game-backend-architecture-with-microservices" href="http://schedule.gdceurope.com/session/developing-an-automatically-scaling-game-backend-architecture-with-microservices">Developing an Automatically Scaling Game Backend Architecture with Microservices</a>," a GDC Europe talk from experienced backend developer Kevin Daniel Setiono, and you'll walk away&nbsp;with a solid understand of how to develop actor-based game features optimized for distributed, survivable systems.</p><p>Setiono's goal is to teach attendees&nbsp;to perform technical miracles by utilizing a state of the art game backend that's simple in its design. He'll show you how to&nbsp;leverage&nbsp;Service Fabric, an Actor Model-based software framework on Azure, and distributed systems that won't add unnecessary complexity to existing monolithic counterparts -- but will&nbsp;add the peace of mind that comes with disaster recovery and scalability.&nbsp;</p>]]></description>
         <link>http://www.gdconf.com/news/get_cutting-edge_tips_on_build.html</link>
         <guid>http://www.gdconf.com/news/get_cutting-edge_tips_on_build.html</guid>
         <category></category>
         <pubDate>Fri, 03 Jun 2016 09:07:57 -0800</pubDate>
      </item>
      
      <item>
         <title>GDC Europe: Learn game design tricks to keep players immersed in a story</title>
         <description><![CDATA[ <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/May/273931/fragments_of_him.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>The popular&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe conference</a>&nbsp;in Cologne, Germany is coming up fast, and as organizers continue to line up great talks for the show they're excited to announce that longtime game designer Mata Haggis will be there delivering a great talk on interaction design in games.</p><p>In "<a data-cke-saved-href="http://schedule.gdceurope.com/session/narrative-experience-first-interaction-design-in-fragments-of-him" href="http://schedule.gdceurope.com/session/narrative-experience-first-interaction-design-in-fragments-of-him">Narrative Experience First: Interaction Design in&nbsp;<em>Fragments of Him</em></a>," Haggis will showcase the many small design choices made to amplify the game's narrative through interactions in order to better keep the player 100 percent immersed in the narrative.</p><p>Haggis aims to&nbsp;cover the successes and failures we came up against in the development of the game, including many practical examples of topics such as reticule design and iteration, forced player movement, removing interactions to create additional immersion, and more.</p>]]></description>
         <link>http://www.gdconf.com/news/gdc_europe_learn_game_design_t.html</link>
         <guid>http://www.gdconf.com/news/gdc_europe_learn_game_design_t.html</guid>
         <category></category>
         <pubDate>Wed, 01 Jun 2016 09:03:56 -0800</pubDate>
      </item>
      
      <item>
         <title>Come to GDC Europe and get practical tips on surviving your startup</title>
         <description><![CDATA[  <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/May/273756/gamedevtycoon.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>GDC officials&nbsp;are pleased to announce another great talk taking place at the big&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe conference</a>&nbsp;this August in Germany, one that will offer advice and support to anyone starting up their own game business.</p><p>IEP president and EEDAR cofounder Greg Short has a long career in the game industry, and at GDC Europe he'll deliver a talk on "<a data-cke-saved-href="http://schedule.gdceurope.com/session/how-to-survive-your-start-up" href="http://schedule.gdceurope.com/session/how-to-survive-your-start-up">How to Survive Your Start-Up</a>." Check it out and&nbsp;you'll learn about the darker side of start-ups and how to survive some of the most dangerous perils they face.</p><p>Some of the topics Short plans to cover include: burning your boats, managing angel investors, when friends become foes, planning for growth, and riding the motivation roller-coaster.&nbsp;Whether you're&nbsp;already in&nbsp;a start-up now, or are thinking of one in the future, this session will help to prepare you for the worst, so you can work to be the best.</p>]]></description>
         <link>http://www.gdconf.com/news/come_to_gdc_europe_and_get_pra.html</link>
         <guid>http://www.gdconf.com/news/come_to_gdc_europe_and_get_pra.html</guid>
         <category></category>
         <pubDate>Tue, 31 May 2016 09:11:29 -0800</pubDate>
      </item>
      
      <item>
         <title>Come to GDC Europe for tips on coworking with devs to make better games</title>
         <description><![CDATA[ <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/May/273462/typing_of_the_dead_overkill.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>Heads up, European devs:&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe</a>&nbsp;is just months away,&nbsp;and today conference organizers are&nbsp;pleased to debut an intriguing session on the growing popularity (and power!) of game hubs that will take place during the conference in Germany this August.</p><p>Modern Dream (<em>Typing of the Dead: Overkill&nbsp;</em>[pictured])&nbsp;director and cofounder Oliver Clarke also helped cofound U.K. coworking space Arch Creatives, and at GDC Europe he'll be delivering a great talk on "<a data-cke-saved-href="http://schedule.gdceurope.com/session/game-hubs-a-quest-to-revolutionize-game-production" href="http://schedule.gdceurope.com/session/game-hubs-a-quest-to-revolutionize-game-production">Game Hubs: A Quest to Revolutionize Game Production</a>."&nbsp;&nbsp;</p><p>His talk will&nbsp;provide a clear understanding of what Game Hubs are, why they're popping up around the world,&nbsp;what the advantages are for developers -- and what major pitfalls to avoid. His&nbsp;talk will also provide ideas on how to set one up, and afford you a better understanding of their&nbsp;potential to improve your&nbsp;game production process.</p>]]></description>
         <link>http://www.gdconf.com/news/come_to_gdc_europe_for_tips_on_1.html</link>
         <guid>http://www.gdconf.com/news/come_to_gdc_europe_for_tips_on_1.html</guid>
         <category></category>
         <pubDate>Fri, 27 May 2016 09:21:06 -0800</pubDate>
      </item>
      
      <item>
         <title>Come out to GDC Europe and learn how to revive your aging F2P game</title>
         <description><![CDATA[ <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/May/273336/jelly_splash.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>GDC officials&nbsp;are organizing some great talks&nbsp;for this year's big&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe</a>&nbsp;event&nbsp;in Cologne, Germany,&nbsp;and today they're happy to announce another exciting session taking place at the August conference.</p><p>Sophie Vo is an experienced product lead at longtime German game developer Wooga (<em>Futurama: Game of Drones</em>,&nbsp;<em>Jelly Splash&nbsp;</em>[pictured])&nbsp;and in her talk "<a data-cke-saved-href="http://schedule.gdceurope.com/session/in-it-for-the-long-run-sustaining-mobile-hits-over-years" href="http://schedule.gdceurope.com/session/in-it-for-the-long-run-sustaining-mobile-hits-over-years">In It For The Long Run -- Sustaining Mobile Hits Over Years</a>" she'll show you how to take an old dog of a mobile free-to-play game, teach it some great new tricks and give it a fresh lease on life.</p><p>Wooga has had a lot experience successfully doing just that, and if you check out Vo's talk you'll learn from that experience how to make a&nbsp;maturing casual mobile game profitable and growing again, as well as how to innovate and test new features without harming live operations.</p>]]></description>
         <link>http://www.gdconf.com/news/come_out_to_gdc_europe_and_lea_1.html</link>
         <guid>http://www.gdconf.com/news/come_out_to_gdc_europe_and_lea_1.html</guid>
         <category></category>
         <pubDate>Wed, 25 May 2016 09:06:18 -0800</pubDate>
      </item>
      
      <item>
         <title>Better productivity through game design: Ubisoft shares tips at GDC Europe</title>
         <description><![CDATA[ <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/May/273330/farcry4.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>The big&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe conference</a>&nbsp;in Germany is just months away,&nbsp;and today GDC organizers are happy to debut another excellent, expert talk that will be taking place at the Cologne conference in August.</p><p>David Lightbown serves as User Experience Director at Ubisoft, and at GDC Europe he'll be presenting a fascinating take on applying game design principles to improve your game production tools and process.&nbsp;</p><p>Check out his talk, "<a data-cke-saved-href="http://schedule.gdceurope.com/session/hiding-in-plain-sight-the-untapped-resource-that-is-helping-ubisoft-to-make-better-tools" href="http://schedule.gdceurope.com/session/hiding-in-plain-sight-the-untapped-resource-that-is-helping-ubisoft-to-make-better-tools">Hiding in Plain Sight: The Untapped Resource that is Helping Ubisoft to Make Better Tools</a>" to learn how, exactly, Ubisoft has helped its teams work more efficiently by applying game design tenets to its production pipelines.</p>]]></description>
         <link>http://www.gdconf.com/news/better_productivity_through_ga.html</link>
         <guid>http://www.gdconf.com/news/better_productivity_through_ga.html</guid>
         <category></category>
         <pubDate>Tue, 24 May 2016 09:09:12 -0800</pubDate>
      </item>
      
      <item>
         <title>GDC Europe 2016 calls for Innovative Games Showcase submissions</title>
         <description><![CDATA[<img alt="gdceurope1.jpg" src="http://www.gdceurope.com/mtnews/gdceurope1.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0px 20px 20px 0px;" /><p style="font-size: 13px;"><a data-cke-saved-href="http://www.gdceurope.com" href="http://www.gdceurope.com/" style="font-size: 1em; line-height: 20.8px;">Game Developers Conference Europe 2016</a><span style="font-size: 1em; line-height: 20.8px;">&nbsp;organizers are excited to once again open a&nbsp;</span><a data-cke-saved-href="https://docs.google.com/forms/d/1RzHbFKdMzWg1tBTwa-VpCxnisLURlc5KPVmqNk4Y9kw/viewform" href="https://docs.google.com/forms/d/1RzHbFKdMzWg1tBTwa-VpCxnisLURlc5KPVmqNk4Y9kw/viewform" style="font-size: 1em; line-height: 20.8px;">special call for European indie game developers</a><span style="font-size: 1em; line-height: 20.8px;">&nbsp;to submit to the third annual&nbsp;European Innovative Games Showcase.</span></p><p style="font-size: 13px;"><span style="line-height: 20.8px;">Taking place during the&nbsp;</span><a data-cke-saved-href="http://www.gdceurope.com/conference/igs.html" href="http://www.gdceurope.com/conference/igs.html" style="line-height: 20.8px;">Independent Games Summit</a><span style="line-height: 20.8px;">&nbsp;at the Cologne, Germany show this August, the winning creators will be offered 5-minute microtalks at the final session of GDC Europe's IGS, showcasing what's special about their current project.</span></p><p style="font-size: 13px;"><span style="line-height: 20.8px;">For an idea of what we're talking about, check out the videos of&nbsp;</span><a data-cke-saved-href="https://www.youtube.com/watch?v=gcN40nnMuXU" href="https://www.youtube.com/watch?v=gcN40nnMuXU">of last year's EIGS showcase</a>&nbsp;&amp;<span style="line-height: 20.8px;">&nbsp;<a data-cke-saved-href="http://www.gdcvault.com/play/1020863/The-2014-European-Innovative-Games" href="http://www.gdcvault.com/play/1020863/The-2014-European-Innovative-Games">the inaugural 2014 event</a>&nbsp;via YouTube and GDC Vault - some of the outstanding independent games previously highlighted include&nbsp;<em>Gang Beasts, Beyond Eyes, Future Unfolding, Fabulous Beasts</em>&nbsp;and more.</span></p> ]]></description>
         <link>http://www.gdconf.com/news/gdc_europe_2016_calls_for_inno.html</link>
         <guid>http://www.gdconf.com/news/gdc_europe_2016_calls_for_inno.html</guid>
         <category></category>
         <pubDate>Mon, 23 May 2016 07:57:00 -0800</pubDate>
      </item>
      
      <item>
         <title>GDC Europe: See how Obsidian designed and developed Pillars of Eternity</title>
         <description><![CDATA[  <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/May/272900/Pillars-Home-2.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>GDC officials&nbsp;are lining up some great talks&nbsp;for the big&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe conference</a>&nbsp;this August in Cologne, Germany,&nbsp;and today they're happy to announce another exciting session taking place at the show.</p><p>In developing the crowdfunded PC RPG <em>Pillars of Eternity</em>, Obsidian Entertainment sought to create a spiritual successor to beloved '90s PC RPGs like&nbsp;<em>Baldur's Gate </em>and&nbsp;<em>Planescape Torment</em>. That involved a host of technical and creative challenges, as well as the tricky work of designing a game with contemporary sensibilities that could also appeal to fans of those classic games.</p><p>At GDC Europe, Obsidian's Josh Sawyer willl speak frankly about those challenges in his talk "<a data-cke-saved-href="http://schedule.gdceurope.com/session/looking-back-and-moving-forward-with-pillars-of-eternity" href="http://schedule.gdceurope.com/session/looking-back-and-moving-forward-with-pillars-of-eternity">Looking Back and Moving Forward with&nbsp;<em>Pillars of Eternity</em></a>." Make time to check it out, and you'll walk away&nbsp;with insight into the into the benefits and pitfalls of making a "retro classic", especially for a crowdfunding audience that is emotionally (and financially) invested from the start of the project.</p>]]></description>
         <link>http://www.gdconf.com/news/gdc_europe_see_how_obsidian_de.html</link>
         <guid>http://www.gdconf.com/news/gdc_europe_see_how_obsidian_de.html</guid>
         <category></category>
         <pubDate>Thu, 19 May 2016 10:27:40 -0800</pubDate>
      </item>
      
      <item>
         <title>John Romero to share coding lessons from id&apos;s early days at GDC Europe 2016</title>
         <description><![CDATA[ <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/May/272792/romero.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>This year's big&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe conference</a>&nbsp;in Cologne, Germany is coming up in August, and today we're excited to announce that game industry veteran John Romero will be delivering a talk at the conference about game coding principles he learned in his early days at id Software.</p><p>His talk on&nbsp;"<a data-cke-saved-href="http://schedule.gdceurope.com/session/the-early-days-of-id-software-programming-principles" href="http://schedule.gdceurope.com/session/the-early-days-of-id-software-programming-principles">The Early Days of id Software: Programming Principles</a>" is part of the <a data-cke-saved-href="http://schedule.gdceurope.com/track/programming" href="http://schedule.gdceurope.com/track/programming">Programming</a> track of GDC Europe talks, and promises to offer unique insights on game production gleaned from Romero's time at one of the game industry's trailblazing studios.&nbsp;</p><p>As co-founders of id Software, John Romero and John Carmack created the code behind the company's seminal titles, including&nbsp;<em>Doom&nbsp;</em>and&nbsp;<em>Quake</em>.&nbsp;The principles they defined through experience in id's earliest days built upon one another to produce a unique methodology and a constantly shippable codebase.</p>]]></description>
         <link>http://www.gdconf.com/news/gdc_europe_john_romero_shares_.html</link>
         <guid>http://www.gdconf.com/news/gdc_europe_john_romero_shares_.html</guid>
         <category></category>
         <pubDate>Wed, 18 May 2016 10:04:11 -0800</pubDate>
      </item>
      
      <item>
         <title>Attend GDC Europe and learn how Master of Orion was rebooted for 2016</title>
         <description><![CDATA[ <img alt="gdc_newlogo1 (1).jpg" src="http://www.gamasutra.com/db_area/images/news/2016/May/272790/master_of_orion.jpg" width="200" height="200" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><p>GDC organizers are working with top game industry talent to line up great talks for this year's&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/" href="http://www.gdceurope.com/">GDC Europe conference</a>&nbsp;in Germany, and today they'd like to tip you off to one such talk from the folks at Wargaming about rebooting the classic game&nbsp;<em>Master of Orion</em>.</p><p>Come August, GDC Europe 2016 attendees will have the chance to check out "<a data-cke-saved-href="http://schedule.gdceurope.com/session/alien-cultures-rebooting-master-of-orion-with-a-global-team" href="http://schedule.gdceurope.com/session/alien-cultures-rebooting-master-of-orion-with-a-global-team">Alien Cultures: Rebooting '<em>Master of Orion</em>' with a Global Team</a>" and get an in-depth look at the process of rebooting a beloved strategy game in a way that both satisfies diehard&nbsp;<em>Master of Orion&nbsp;</em>fans while simultaneously showcasing the appeal of space strategy games to a new audience.</p><p>Wargaming's&nbsp;Chris Keeling and Jacob Beucler both&nbsp;worked closely on the project, and in their talk they'll discuss&nbsp;how the <em>Master of Orion&nbsp;</em>team overcame obstacles and managed remote third-party teams across multiple languages, time zones, and cultures.&nbsp;</p>]]></description>
         <link>http://www.gdconf.com/news/attend_gdc_europe_and_learn_ho.html</link>
         <guid>http://www.gdconf.com/news/attend_gdc_europe_and_learn_ho.html</guid>
         <category></category>
         <pubDate>Tue, 17 May 2016 09:04:20 -0800</pubDate>
      </item>
      
      <item>
         <title>GDC Europe 2016 debuts Hitman, Daglow as first sessions</title>
         <description><![CDATA[<div class="item_body mobile_image_transform">
                                                             <div class="page_data_1"><p><img alt="hitmang.jpg" src="http://www.gdconf.com/news/hitmang.jpg" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" height="200" width="200" />Organizers of <a href="http://www.gdceurope.com/">GDC Europe 2016</a>
 are pleased to announce first sessions for the Cologne, Germany-based 
European edition of the world's largest game developer event - including
 a <em>Hitman</em> level design talk from Io Interactive &amp; an inspirational talk from 45-year video game veteran Don Daglow.<br />
<br />
The event runs August 15th and 16th&nbsp;at the Cologne Congress-Centrum Ost 
venue in Cologne, Germany - the same venue as massive trade/consumer 
games fair <a href="http://www.gamescom-cologne.com/gamescom/index-9.php">Gamescom</a>,
 which kicks off the next day. All GDC Europe badgeholders will also 
receive a 'trade fair' pass to attend Gamescom itself, a significant 
benefit.</p>

<p>With a large amount of session announcements due over the next few 
weeks, the initial set of talks revealed by organizers are as follows:</p>

<p>- Io Interactive's Jacob&nbsp;Mikkelsen &amp; Mette Poedenphant Andersen will present<strong> 'Level design in <em>Hitman</em>: Guiding players in a non-linear sandbox',</strong> discussing the latest incarnation of Square Enix's hit stealth action game.</p></div>
                                             </div> ]]></description>
         <link>http://www.gdconf.com/news/gdc_europe_2016_debuts_hitman_.html</link>
         <guid>http://www.gdconf.com/news/gdc_europe_2016_debuts_hitman_.html</guid>
         <category></category>
         <pubDate>Tue, 10 May 2016 22:39:44 -0800</pubDate>
      </item>
      
      <item>
         <title>Registration is now open for GDC Europe 2016!</title>
         <description><![CDATA[ <img alt="gdc_newlogo1 (1).jpg" src="http://gamasutra.com/db_area/images/news/2016/Mar/268971/gdc_eu_1.jpg" width="180" height="180" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" />Heads up, game makers: GDC Europe is taking place&nbsp;this summer in&nbsp;Cologne, Germany and today is the day to&nbsp;<a data-cke-saved-href="https://gdc.tech.ubm.com/europe/2016/" href="https://gdc.tech.ubm.com/europe/2016/">register early</a>&nbsp;at a discounted rate.<br /><br />Organizers of the&nbsp;<a data-cke-saved-href="http://www.gdconf.com/" href="http://www.gdconf.com/">Game Developers Conference</a>&nbsp;are pleased to announce&nbsp;that early registration for GDC Europe 2016&nbsp;<a data-cke-saved-href="http://www.gdceurope.com/attend/passes.html" href="http://www.gdceurope.com/attend/passes.html">has officially opened</a>, &nbsp;there's no better place to find the essential pan-European perspective of game development and business trends currently happening throughout the continent.<br /><br />Organized by UBM Tech Game Network, the event, now in its eighth&nbsp;year running, will run Monday through Tuesday, August 15th and 16th&nbsp;at the Cologne Congress-Centrum Ost venue in Cologne, Germany.<br /><br /><a data-cke-saved-href="https://gdc.tech.ubm.com/europe/2016/" href="https://gdc.tech.ubm.com/europe/2016/">Register</a>&nbsp;now&nbsp;and you can save 200 euros on an All Access Pass. Plus, this year there will also be a&nbsp;GDC Europe Student Pass made available as&nbsp;a more affordable alternative to the All Access Pass -- one&nbsp;created specifically for qualified students interested in learning and networking at the conference.]]></description>
         <link>http://www.gdconf.com/news/registration_is_now_open_for_g_2.html</link>
         <guid>http://www.gdconf.com/news/registration_is_now_open_for_g_2.html</guid>
         <category></category>
         <pubDate>Thu, 14 Apr 2016 09:03:50 -0800</pubDate>
      </item>
      
   </channel>
</rss>
