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      <title>GDC China News</title>
      <link>http://www.gdcchina.com/news/</link>
      <description />
      <language>en</language>
      <copyright>Copyright 2011</copyright>
      <lastBuildDate>Tue, 15 Nov 2011 10:29:31 -0800</lastBuildDate>
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      <atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/GdcChinaNews" /><feedburner:info uri="gdcchinanews" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><feedburner:browserFriendly></feedburner:browserFriendly><item>
         <title>GDC China 2011 Closes With Record Attendance</title>
         <description><![CDATA[<p><img alt="gdc_china.jpg" src="http://www.gdconf.com/news/2011/11/15/GDC%20China/gdc_china.jpg" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" height="200" width="200" />Organizers of the fourth annual <a href="http://www.gdcchina.com/">GDC China</a>,
 which concluded Monday, November 14 in Shanghai, have announced that 
more than 3,000 international attendees were present over the three-day 
event, marking an all-time high for this branch of the Game Developers 
Conference.</p>

<p>This year, GDC China hosted over 70 international speakers, over 45 
sponsors and exhibitors, as well as the third annual Independent Games 
Festival China, and once again gave game developers in Asia a chance to 
meet other industry professionals, gain practical experience, and share 
valuable ideas with their peers.</p>

<p>GDC China's Main Conference featured four tracks, covering Global 
Game Development, Online Game Development and Business and Social 
Gaming, alongside two specialized Summits focusing on Indie Games and 
Mobile Games.</p>

<p>Gamasutra covered the event in-depth throughout the show, with featured talks including a <a href="http://www.gamasutra.com/view/news/38555/GDC_China_Keynote_Brian_Fargo_Talks_RPG_Legacy.php">keynote from Interplay veteran and inXile founder Brian Fargo</a>, who examined the history of role-playing games and offered his take on the most important elements of the genre.</p>

<p>Other standout talks from the show include Independent Game Summit talks with <a href="http://www.gamasutra.com/view/news/38557/GDC_China_Capys_Vella_To_Indies_Risk_Is_A_Critical_Step_To_Making_Money.php">Capy co-founder Nathan Vella</a> on the importance of creative risk, and <a href="http://www.gamasutra.com/view/news/38553/GDC_China_Canabalts_Saltsman_On_Why_PC_Mac_Rules_For_Indies.php"><i>Canabalt</i> creator Adam Saltsman</a> on key opportunities for indie developers.</p>

<p>In addition, the show featured notable talks from <a href="http://www.gamasutra.com/view/news/38550/GDC_China_DeNA_Talks_Not_Very_Competitive_Social_Smartphone_Game_Biz.php">DeNA's Kenji Kobayashi</a> on the (lack of) competition in the smartphone market, <a href="http://www.gamasutra.com/view/news/38554/GDC_China_Bastions_Rao_If_You_Own_Your_IP_Do_Something_With_It.php">Amir Rao of <i>Bastion</i> dev Supergiant Games</a> on leveraging new IP, and <a href="http://www.gamasutra.com/view/news/38558/GDC_China_Microsofts_Price_Talks_Cloud_On_Social_Platforms_Consoles.php">Microsoft's Brian Prince</a> on the current trajectory of cloud gaming, among many others.</p>

<p>The show also played host to the third annual <a href="http://gdcchina.com/events/igf.html">Independent Games Festival China</a>, which showcased some of the best independent games developed in Asia and other surrounding regions. <a href="http://www.gdcchina.com/news/2011/11/2011_independent_games_festiva.html">Winners included</a> Feng Li's <i>Pixel May Cry</i>, Ant Hive Game's <i>The Line HD</i>, and more.</p>

<p>In the weeks following the show, lectures and slides from the show's numerous sessions are set to debut on the <a href="http://www.gdcvault.com/">GDC Vault</a> website, in both free and member-based tiers.</p>

<p>GDC China took place from Saturday, November 12 to Monday, November 
14 at the Shanghai Exhibition Center in Shanghai, and is currently the 
only official developer event supported by the Ministry of Culture of 
the People's Republic of China.</p> ]]></description>
         <link>http://www.gdcchina.com/news/2011/11/gdc_china_2011_closes_with_rec.html</link>
         <guid>http://www.gdcchina.com/news/2011/11/gdc_china_2011_closes_with_rec.html</guid>
         <pubDate>Tue, 15 Nov 2011 10:29:31 -0800</pubDate>
      </item>
      
      <item>
         <title>2011 Independent Games Festival China Winners Announced</title>
         <description><![CDATA[<p><img alt="pixelmaycry.jpg" src="http://www.gdcchina.com/news/2011/11/14/IGF/pixelmaycry.jpg" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" height="200" width="200" />Organizers of the third annual Independent Games Festival China have announced the winners for this weekend's indie showcase in Shanghai, with Feng Li's 2D action beat-em-up <i>Pixel May Cry</i> (pictured) taking home the prize for Best Game, in addition to a host of other notable winners.</p>

<p>Following the <a href="http://igf.com/2011/09/igf_china_2011_announces_main_.html">announcement of the IGF China finalists</a> in September, the selected teams attended a special awards show at the Shanghai Exhibition Center during <a href="http://gdcchina.com/">GDC China</a> on Saturday night, where the winners took home a prestigious IGF award, and a cash prize ranging from RMB3,000 ($450 USD) to RMB20,000 ($3,060 USD).</p>

<p>Guest presenters from the independent games community on hand to help give out awards included GDC China Independent Games Summit speakers such as Amir Rao (<i>Bastion</i>), Baiyon (<i>PixelJunk Eden/4am</i>) and Jenova Chen (<i>Flower/Journey</i>).</p>

<p>Winners announced at the show include aBit Games' rhythm counting game <i>Super Sheep Tap</i>, WitOne Games' fantasy RPG <i>Pocket Warriors</i>, and Ant Hive Games' <i>The Line HD</i>, which took home the award for Best Mobile Game.</p>

<p>The full lineup of winners at the 2011 IGF China is as follows:</p>

<p><b><u>Main Competition</u></b></p>

<p><b>Best Game:</b> <a href="http://www.tudou.com/programs/view/mrVYxoScjAI/"><i>Pixel May Cry</i></a>, by Feng Li, China [RMB20,000 ~ $3,060 USD]<br />
<b>Best Mobile Game:</b> <a href="http://www.anthivegames.com/?page_id=69"><i>The Line HD</i></a>, by Ant Hive Games, China [RMB10,000 ~ $1,530 USD]<br />
<b>Excellence In Audio:</b> <a href="http://abitgames.com/supersheeptap/"><i>Super Sheep Tap</i></a>, by aBit Games, China [RMB5,000 ~ $760 USD]<br />
<b>Excellence In Technology:</b> <a href="https://singapore.digipen.edu/?id=2832&amp;proj=23876"><i>Void</i></a>, by DigiPen Institute of Technology, Singapore [RMB5,000 ~ $760 USD]<br />
<b>Excellence In Visual Arts:</b> <a href="http://witonegames.com/"><i>Pocket Warriors</i></a>, by WitOne Games, China [RMB5,000 ~ $760 USD]</p>

<p><b><u>Student Competition</u></b></p>

<p><b>IGF China Best Student Game:</b> <a href="https://singapore.digipen.edu/?id=2832&amp;proj=23876"><i>Void</i></a>, by DigiPen Institute of Technology, Singapore [RMB10,000 ~ $1,530 USD]<br />
<b>IGF China Excellent Student Winner:</b> <a href="https://singapore.digipen.edu/?id=2832&amp;proj=24633"><i>Pixi</i></a>, by DigiPen Institute of Technology, Singapore [RMB3,000 ~$450 USD]<br />
<b>IGF China Excellent Student Winner:</b> <a href="http://gambit.mit.edu/loadgame/robotany.php"><i>Robotany</i></a>, by Singapore-MIT GAMBIT Game Lab, Singapore [RMB3,000 ~$450 USD]</p>]]></description>
         <link>http://www.gdcchina.com/news/2011/11/2011_independent_games_festiva.html</link>
         <guid>http://www.gdcchina.com/news/2011/11/2011_independent_games_festiva.html</guid>
         <pubDate>Mon, 14 Nov 2011 16:55:54 -0800</pubDate>
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         <title>GDC China Reveals Online Game Sessions From BioWare Austin, Carbine, Bigpoint</title>
         <description><![CDATA[<p><img alt="drakensang.jpg" src="http://www.gdconf.com/news/2011/11/07/Draken/drakensang.jpg" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" height="200" width="200" />With less than a week left before <a href="http://gdcchina.com/">GDC China</a>,
 show organizers have revealed three new sessions in the Online Games 
track, featuring speakers from BioWare Austin on merging casual and 
hardcore, <i>WildStar</i> developer Carbine on MMO production, and Bigpoint on its 3D web game <i>Drakensang Online</i> (pictured).</p>

<p>Taking place November 12-14 at the Shanghai Exhibition Center in 
Shanghai, the event will once again serve as the premier game industry 
event in China, bringing together influential developers from around the
 world to share ideas, network, and inspire each other to further the 
game industry in the region.</p>

<p>This year, the show's Main Conference will feature three primary tracks, covering <a href="http://gdcchina.com/conference/online.html">Online Game Development &amp; Business</a>, <a href="http://gdcchina.com/conference/global.html">Global Game Development</a>, and <a href="http://gdcchina.com/conference/social.html">Social Games</a>, and two Summits on <a href="http://gdcchina.com/conference/igs.html">Indie Games</a> and <a href="http://gdcchina.com/conference/mobile.html">Mobile Games</a>, respectively.</p>

<p>Here are the latest talks to be revealed for the show:</p>

<p>- BioWare Austin's Damion Schubert will host "Double-Coding: Making 
Online Games for Both the Casual and the Hardcore," which will examine 
how developers can straddle the line between two very different player 
demographics. Schubert will discuss the values held by both types of 
users, and will go over some strategies to convert casual players into 
online devotees.</p>

<p>- The second new talk in the Online Games track is "Massively 
Multiplayer Game Production: From Tiny Teams to Giant Projects," 
featuring Turbine founder Jeremy Gaffney, now of <i>WildStar</i> 
developer Carbine Studios. Drawing from his extensive experience 
producing large-scale MMOs, Gaffney will detail the essential qualities 
of a good producer, and will offer numerous production tips related to 
online game development.</p>

<p>- Rounding out this week's new sessions is Bigpoint chief games 
officer Philip Reisberger in "Trends and Challenges Facing the Next-gen 
3D Web Games Like <i>Drakensang Online</i>." Reisberger will pick apart 
the studio's browser-based action RPG to offer insight on how to craft a
 robust 3D game on the web.</p> ]]></description>
         <link>http://www.gdcchina.com/news/2011/11/gdc_china_reveals_online_game_.html</link>
         <guid>http://www.gdcchina.com/news/2011/11/gdc_china_reveals_online_game_.html</guid>
         <pubDate>Mon, 07 Nov 2011 16:31:49 -0800</pubDate>
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      <item>
         <title>GDC China Speaker Spotlight: Halfbrick's Phil Larsen Ponders The Evolution Of Fruit Ninja</title>
         <description><![CDATA[<p><img alt="PhilLarsen2.jpg" src="http://www.gdconf.com/news/2011/11/04/Larsen/PhilLarsen2.jpg" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" height="200" width="200" />Halfbrick chief marketing officer Phil Larsen recently reflected on the astounding success of the studio's <i>Fruit Ninja</i>
 over the last year and a half, attributing a large portion of the 
game's growth to the fact that its premise "requires no explanation."</p>

<p>Since its iOS debut in 2010, the game has maintained a high position 
on the App Store charts, and has expanded to encompass new platforms 
like Android, Windows Phone 7, and even new interfaces like Microsoft's 
Kinect. Of late, Halfbrick has turned it attention to China, where it 
expects the game to see <a href="http://gamasutra.com/view/news/37514/Fruit_Ninja_Creator_Targeting_70M_Chinese_Downloads.php">an additional 70 million downloads</a>.</p>

<p>At this month's <a href="http://gdcchina.com/">GDC China</a>, Larsen will dive even further into the series' growth in a session dubbed, "The Rise and Rise of <i>Fruit Ninja</i>:
 Developing, Marketing and Supporting a Hit Mobile Game," which will 
cover the game's initial development and the tactics the studio used to 
evolve the game over the last 18 months.</p>

<p>In anticipation of his talk, Larsen reflected on <i>Fruit Ninja</i>'s
 success, and offered some insight into how Halfbrick grew the game from
 a small-scale mobile project into the company's most valuable brand.</p>

<p><b>What would you say have been the key factors to <i>Fruit Ninja</i>'s success?</b></p>

<p>Simplicity, satisfaction, theme and marketing! It was abundantly 
clear that the game is so simple to play that it requires no 
explanation. Only a tiny fraction of developers have managed to achieve 
this in the mobile market. From there, the input and feedback from the 
game's squishy fruit means that it's satisfying to simply slice over and
 over, let alone compete and aim for high scores. </p>

<p>When you have a game with clear value and rewards to the player, then
 it makes an even stronger message when communicating the game through 
marketing channels. Talking with platform holders, meeting with the 
media, chatting to fans online - everything runs smoother when the game 
lends itself so well to fueling discussion.</p>

<p><b>What tactics have you used to maintain the game's success since its original debut?</b></p>

<p>We've definitely worked hard to keep the momentum going after launch,
 and the consistent sales have been proof of our success. After launch 
we focused on both updates to the game, continued PR support and 
building the <i>Fruit Ninja</i> brand. For example, we listened to 
customer feedback and were able to continually add new fruit, new 
blades, new online features and even new game modes. It's this kind of 
support that keeps fans playing and keeps them talking about <i>Fruit Ninja</i>. </p>

<p>We support every major update and milestone with targeted PR, and 
further build on the success by increasing brand awareness. Merchandise,
 TV, social networking and expanding the universe of <i>Fruit Ninja</i> 
is an ongoing task for us and our chance to ensure that the mainstream 
audiences are aware of how massive mobile gaming is in a global 
entertainment market.</p> ]]></description>
         <link>http://www.gdcchina.com/news/2011/11/gdc_china_speaker_spotlight_ha.html</link>
         <guid>http://www.gdcchina.com/news/2011/11/gdc_china_speaker_spotlight_ha.html</guid>
         <pubDate>Fri, 04 Nov 2011 12:16:25 -0800</pubDate>
      </item>
      
      <item>
         <title>GDC China Reveals Cloud Gaming, Smurfs, KingsIsle Sessions</title>
         <description><![CDATA[<p><img alt="smurfs.jpg" src="http://www.gdconf.com/news/2011/11/01/Smurf/smurfs.jpg" class="mt-image-left" style="float: left; margin: 0pt 20px 20px 0pt;" height="200" width="200" />This week, <a href="http://gdcchina.com/">GDC China</a> has debuted new lectures featuring Microsoft on the present and future of cloud gaming, a look at Ubisoft's <i>Smurfs &amp; Co</i> Facebook game, and <i>Wizard101</i> developer KingsIsle on the ins and outs of RPG math.</p>

<p>Taking place November 12-14 at the Shanghai Exhibition Center in 
Shanghai, China, the event will once again serve as the premier game 
industry event in China, bringing together influential developers from 
around the world to share ideas, network, and inspire each other to 
further the game industry in this region.</p>

<p>This year, the show's Main Conference will feature three primary tracks, covering <a href="http://gdcchina.com/conference/online.html">Online Game Development &amp; Business</a>, <a href="http://gdcchina.com/conference/global.html">Global Game Development</a>, and <a href="http://gdcchina.com/conference/social.html">Social Games</a>, and two Summits on <a href="http://gdcchina.com/conference/igs.html">Indie Games</a> and <a href="http://gdcchina.com/conference/mobile.html">Mobile Games</a>, respectively.</p>

<p>Here are the latest talks to be revealed for the show:</p>

<p>- As part of the Global Game Development track, Microsoft's Brian 
price will host "Gaming and the Cloud: Present and the Future." Here, he
 will explain how game developers could benefit from using a cloud-based
 service, detailing cloud gaming's current capabilities and where he 
expects the technology to go in the years to come.</p>

<p>- In the Social Games track, Richard Tsao of Ubisoft Chengdu will 
examine the publisher's popular Facebook game based on the classic 
Smurfs franchise. In "<i>The Smurfs &amp; Co</i> - How to Develop a 
Successful Facebook Game in China," Tsao will look back on the game's 
development, detailing the factors that helped the title become one of 
Ubisoft's most successful social ventures.</p>

<p>- Finally, Sara Jensen Schubert, design lead at <i>Wizard 101</i> 
developer KingsIsle Entertainment, will look dive into role-playing 
statistics in "Fundamental Multiplayer RPG Math." In this lecture, 
Schubert will explain how to draft the essential framework for basic RPG
 systems, from experience curves to character attributes, emphasizing 
how data-driven spreadsheets can streamline the ways in which these 
systems take shape.</p> ]]></description>
         <link>http://www.gdcchina.com/news/2011/11/gdc_china_reveals_cloud_gaming.html</link>
         <guid>http://www.gdcchina.com/news/2011/11/gdc_china_reveals_cloud_gaming.html</guid>
         <pubDate>Tue, 01 Nov 2011 16:08:15 -0800</pubDate>
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      <item>
         <title>GDC China Speaker Spotlight: Bastion's Rao: 'You Don't Have To Quit Your Day Jobs' To Go Indie</title>
         <description><![CDATA[<p><img alt="Amir-001.jpg" src="http://www.gdconf.com/news/2011/10/28/Amir%20Rao/Amir-001.jpg" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" height="200" width="200" />Earlier this year, Supergiant Games made its indie debut with the XBLA and PC hit <i>Bastion</i>,
 which received warm reception from critics and players alike. Now that 
the team has its first title under its belt, studio director Amir Rao 
says the team's "initial fears have subsided."</p>

<p>Rao notes that while several key members of Supergiant left 
traditional development at EA to move away from the risks and 
restrictions of big-budget development, going indie came with its own 
set of worries.</p>

<p>At next month's <a href="http://gdcchina.com/">GDC China</a>, Rao will outline the benefits and hardships of indie development in a session titled "Maximizing Risk: The Building of <i>Bastion</i>."
 During this lecture, he will detail the origins and development of the 
studio's debut game, and offer advice to other developers looking to 
pursue their independence.</p>

<p>In anticipation of his talk, Rao reflects on the driving forces 
behind Supergiant's inception, and points out some tips for making it in
 the indie space.</p>

<p><b>How and why did you and the team of other EA vets decide to go indie and make Supergiant Games? </b></p>

<p>Supergiant Games was started by Gavin Simon and me -- both of us worked at EALA on <i>Command &amp; Conquer 3</i> and <i>Red Alert 3</i>.
 We were inspired by the success stories of people like The Behemoth, 2D
 Boy and Jonathon Blow. We left EA to create games that were more 
personal to us. It was a decision born out of ambition and passion to 
try to make the kind of game we could never have made on a large team at
 a big company.</p>

<p><b>What was it like to adjust to indie development considering your previous job at a traditional game studio?</b></p>

<p>We are significantly faster and more nimble than we ever were at EA 
because we have no production or management overhead.  A large team has 
to manage a complex schedule and deal with lot of risk; they need to 
plan on paper months ahead. We never do anything on paper. Good ideas 
get into the game in hours and are iterated on immediately.</p>

<p><b>What was the hardest part about going indie?</b></p>

<p>There is a lot of worry in being independent. First, you worry if the
 game is going to be good, then you worry if anyone will like it, then 
you worry if it will ever come out, then you worry if something bigger 
will come out right on top of it, then when it's finally out, you worry 
if it will sell well enough to let you do a second one. Thankfully, <i>Bastion</i> has done that for us and lot of the initial fears have subsided. I'm looking forward to worrying about something new.</p> ]]></description>
         <link>http://www.gdcchina.com/news/2011/10/gdc_china_speaker_spotlight_ba.html</link>
         <guid>http://www.gdcchina.com/news/2011/10/gdc_china_speaker_spotlight_ba.html</guid>
         <pubDate>Fri, 28 Oct 2011 15:37:48 -0800</pubDate>
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         <title>GDC China Reveals Brian Fargo Keynote, Trio Of New Sessions</title>
         <description><![CDATA[<p><img alt="Brian-Fargo-1.jpg" src="http://www.gdconf.com/news/2011/10/26/Brian/Brian-Fargo-1.jpg" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" height="200" width="200" />This week, <a href="http://www.gdcchina.com/">GDC China</a>
 has revealed a new keynote from industry veteran and Interplay founder 
Brian Fargo, as well as a trio of new talks featuring CrowdStar, Flurry,
 and PapayaMobile.</p>

<p>Fargo's keynote, titled "Making RPGs That Stand the Test of Time," 
will examine the last three decades of role-playing games, detailing the
 ways in which story, character development, balance, and production 
must work in unison to create games that players remember for the rest 
of their lives.</p>

<p>Fargo himself has a storied history in RPG development, and played a key role in classic Interplay titles such as <i>The Bard's Tale</i>, <i>Wasteland</i>, <i>Baldur's Gate</i>, and <i>Fallout</i>. Currently, he leads the California-based inXile Entertainment, which is working on the upcoming multiplatform action title <i>Hunted: The Demon's Forge</i>.</p>

<p>In addition to this keynote, GDC China has debuted the following lectures from the show's Main Conference and Summits:</p>

<p>- In the <a href="http://www.gdcchina.com/conference/social.html">Social Games track</a>,
 CrowdStar director of business development Randy Lee will host, "The 
Importance of Multiplatform for Social Gaming," offering a look at how 
the <i>It Girl</i> and <i>Wasteland Empires</i> developer uses multiplatform games to expand its reach into global territories.</p>

<p>- Over in the <a href="http://www.gdcchina.com/conference/mobile.html">Mobile Games Summit</a>,
 Jeferson Valadares of the mobile analytics firm Flurry will delve into 
what it takes to develop a hit game for both the U.S. and China. His 
talk, "Win in the World's Top Two Mobile Gaming Markets: The U.S. &amp; 
China," will use data from over 120,000 apps to illustrate key 
differences between these markets, and will outline some key tactics for
 approaching user behavior, game design, and business models.</p>

<p>- Also in the Mobile Games Summit is a talk dubbed, "Domestic Small 
Teams Design, Develop and Operate Games for European Markets," featuring
 Liang Zhang, founder of PapayaMobile. Here, Zhang will draw from the 
company's experience operating a developer incubation program to help 
small teams make it big in European and American markets.</p> ]]></description>
         <link>http://www.gdcchina.com/news/2011/10/gdc_china_reveals_brian_fargo_.html</link>
         <guid>http://www.gdcchina.com/news/2011/10/gdc_china_reveals_brian_fargo_.html</guid>
         <pubDate>Wed, 26 Oct 2011 16:39:45 -0800</pubDate>
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         <title>GDC China Speaker Spotlight: Double Fine And The Kinect 'Melting Pot Of Ideas'</title>
         <description><![CDATA[<p><img alt="drewskillman.jpg" src="http://www.gamesetwatch.com/drewskillman.jpg" align="left" height="200" hspace="5" width="200" />Following Double Fine's recent announcement of the Kinect-exclusive <i>Happy Action Theater</i>, lead technical artist and upcoming GDC China speaker <a href="http://gdcchina.com/conference/speakers.html#dskillman">Drew Skillman</a>
 discussed the studio's experience working with Microsoft's 
depth-sensing hardware, noting that it required the studio to re-think 
its approach to game design.</p>

<p>In particular, Skillman notes that it takes a lot of experimentation 
with Kinect to get things working as intended, and Double Fine had to 
take some unusual measures to reliably test its latest title.</p>

<p>At next month's <a href="http://gdcchina.com/">GDC China</a>, 
Skillman will delve further into the implications of working with Kinect
 in a session titled, "Rapid Prototyping Techniques for Kinect Game 
Development," which will focus on the studio's process for creating its 
motion-controlled games.</p>

<p>In anticipation of the talk, Skillman discusses the challenges of 
working with the Kinect's depth-sensing technology, offering tips on how
 to best make use of the hardware's strengths, and to design games 
around its weaknesses.</p>

<p><b>Considering Double Fine's history of making games with traditional
 gamepad controls, what has it been like for the studio to work with the
 Kinect hardware? Are there any particular challenges you or the team 
have encountered?</b></p>

<p>The biggest challenge has been adapting to the different types of 
input you get from the Kinect. A gamepad controller is quite literally a
 handful of very precise inputs, but the Kinect is a continuous stream 
of video and depth data. Even after processing that data into player 
joints and segmentation IDs, you will still never be able to pinpoint 
the exact frame when a character is supposed to jump, for example. </p>

<p>That difference has informed our designs at the deepest levels. We 
want to leverage this new technology for the amazing new interactions it
 allows, and not just try and use it as a calorie burning substitute for
 a gamepad.</p>

<p><b>What tips would you offer developers looking to start working with Kinect or other motion control hardware?</b></p>

<p>One great way to start is to check out all the phenomenal Kinect 
hacks that are flooding the web right now. If you do a Google search for
 "Kinect Hack," you will see a massive number of inspirational and 
creative applications, many of which are already in game form, or 
translate to games naturally. One reason for this rampant 
experimentation is that programming languages like Processing and Open 
Frameworks make the hardware accessible to everyone with a computer. 
This open source approach gives it traction in disciplines like science,
 education, interactive design, student games, etc. Kinect is definitely
 a melting pot of ideas right now.</p>

<p>Also, consider investing in life size, cardboard cutouts of your 
favorite characters. A member of our team made a genius purchase early 
in the project, and as a result cardboard cutouts of Dumbledore, Darth 
Vader, and Elvis have been invaluable testers throughout development. 
The Kinect detects them as very patient players. Another late arrival to
 our "test team" was actually a Yoga ball, which the Kinect recognizes 
as well.</p> ]]></description>
         <link>http://www.gdcchina.com/news/2011/10/gdc_china_speaker_spotlight_do.html</link>
         <guid>http://www.gdcchina.com/news/2011/10/gdc_china_speaker_spotlight_do.html</guid>
         <pubDate>Fri, 21 Oct 2011 01:48:32 -0800</pubDate>
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         <title>GDC China Debuts Trio Of Social Talks From Zynga, DeNA, AdParlor</title>
         <description><![CDATA[<p><img alt="zyngachina.jpg" src="http://www.gamesetwatch.com/zyngachina.jpg" align="left" height="200" hspace="5" width="200" />This week, <a href="http://gdcchina.com/">GDC China</a>
 has debuted a trio of lectures in the show's Social Games track, 
featuring talks from Zynga China on localization, DeNA on top 
monetization strategies, and AdParlor on the current state of social 
game ads.</p>

<p>Taking place November 12-14 at the Shanghai Exhibition Center in 
Shanghai, China, the event will once again serve as the premier game 
industry event in China, bringing together influential developers from 
around the world to share ideas, network, and inspire each other to 
further the game industry in this region.</p>

<p>This year, the show's Main Conference will feature three primary tracks, covering <a href="http://gdcchina.com/conference/online.html">Online Game Development &amp; Business</a>, <a href="http://gdcchina.com/conference/global.html">Global Game Development</a>, and <a href="http://gdcchina.com/conference/social.html">Social Games</a>, and two Summits on <a href="http://gdcchina.com/conference/igs.html">Indie Games</a> and <a href="http://gdcchina.com/conference/mobile.html">Mobile Games</a>, respectively.</p>

<p>Here are the latest talks to be revealed for the show's Social Games track:</p>

<p>- Zynga China general manager Andy Tian will break down the 
essentials of social game localization in "Developing a Localized Social
 Game Experience for China." Here, Tian will cover the dos and don'ts of
 effectively bringing a Western-developed social game to the Chinese 
market. In addition, he will go over several common mistakes designers 
make post-launch, and will offer tips on how to avoid them.</p>

<p>- Elsewhere, DeNA director Kenji Kobayashi will host "Monetizing 
Social Games: DeNA's Secrets for Success," outlining the company's core 
strategy for making money off of its social games. In this 
behind-the-scenes session, Kobayashi will provide an inside look at how 
the company develops and operates its titles to maximize sales, and 
maintain them as long-term services.</p>

<p>- Finally, "Everything You Need to Know about Facebook Ads: How Much 
do I Need to Pay to Get 1 Million Players to My Game?" will feature 
AdParlor CEO Hussein Fazal on the current state of the Facebook ad 
market. As one of the major players in the Facebook advertising 
industry, Hussein will help developers understand the key metrics they 
should keep an eye on to help them attract more players with their 
advertising dollars.</p> ]]></description>
         <link>http://www.gdcchina.com/news/2011/10/gdc_china_debuts_trio_of_socia.html</link>
         <guid>http://www.gdcchina.com/news/2011/10/gdc_china_debuts_trio_of_socia.html</guid>
         <pubDate>Thu, 20 Oct 2011 14:36:09 -0800</pubDate>
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      <item>
         <title>GDC China 2011 Reveals Paul Barnett Keynote, Reminds On Early Reg</title>
         <description><![CDATA[<p><img alt="Paul-Barnett-and-his-painting.jpg" src="http://www.gamesetwatch.com/Paul-Barnett-and-his-painting.jpg" align="left" height="200" hspace="5" width="200" />Today, <a href="http://www.gdcchina.com/">GDC China</a> organizers announced that outspoken industry veteran and BioWare Mythic senior creative director Paul Barnett will host a keynote for the show's <a href="http://www.gdcchina.com/conference/online.html">Online Game Development and Business track</a>.</p>

<p>Barnett's keynote, dubbed "Global Reach and Local Limits - Paul's Personal Truths about Online Game Development," will examine now online play has affected game design, focusing particularly on geographic proximity, how culture matters, and "lessons from the old British Empire."</p>

<p>Barnett's experience working with online games extends back to the 1990s, when he helped create the AOL-based MUD <i>Legends of Terris</i>. He later moved to Mythic Entertainment (which eventually became BioWare Mythic) to help design EA's hardcore MMO <i>Warhammer Online: Age of Reckoning</i>. </p>

<p>In addition to Barnett's keynote, GDC China would like to point out that the Early Registration deadline for the show is roughly 24 hours away. Register for the show by October 19, 2011 to receive special discounts on the <a href="http://www.gdcchina.com/attend/passes.html">various GDC China pass options</a>.</p>

<p>GDC China will take place in just a few weeks, from November 12-14 at the Shanghai Exhibition Center, so make sure to <a href="http://registration.gdcchina.com/">register</a> soon! </p>

<p>Over the last few weeks, GDC China has unveiled other exciting talks from some of the industry's top professionals, including talks from <a href="http://www.gdcchina.com/news/2011/10/gdc_china_debuts_saltsman_booy.html"><i>Canabalt</i>'s Adam Saltsman and mobile developer Booyah</a>, sessions from <a href="http://www.gdcchina.com/news/2011/10/gdc_china_2011_debuts_square_e.html">Square Enix and Kabam</a>, in-depth looks at <a href="http://www.gdcchina.com/news/2011/09/gdc_china_reveals_mobile_talks.html"><i>Fruit Ninja</i> and <i>Doodle Jump</i></a>, and much more.</p>

<p>For more details on the current lineup for the show, please check out <a href="http://gdcchina.com/conference/sessions.html">GDC China's official website</a>.</p>]]></description>
         <link>http://www.gdcchina.com/news/2011/10/gdc_china_2011_reveals_paul_ba.html</link>
         <guid>http://www.gdcchina.com/news/2011/10/gdc_china_2011_reveals_paul_ba.html</guid>
         <pubDate>Tue, 18 Oct 2011 14:03:17 -0800</pubDate>
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