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      <title>GDC Online News</title>
      <link>http://www.gdconline.com/news/</link>
      <description />
      <language>en</language>
      <copyright>Copyright 2011</copyright>
      <lastBuildDate>Mon, 17 Oct 2011 13:06:04 -0800</lastBuildDate>
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         <title>The 25 Most Memorable Quotes From GDC Online 2011</title>
         <description><![CDATA[<p><img alt="gdco11.jpg" src="http://www.gamesetwatch.com/gdco11.jpg" align="left" height="200" hspace="5" width="200" />[<i>Here,
 Gamasutra news editor Frank Cifaldi looks back on last week's GDC 
Online and presents some of the most notable quotes from the 
Austin-based show</i>.]<br /></p><p>Last week's <a href="http://www.gamasutra.com/view/news/37897/gdc_online_2011_confirms_record_.php">record-breaking</a>
 GDC Online conference in Austin, Texas saw so much insight, knowledge, 
advice, and discussion that even the most ardent attendee missed a 
wealth of valuable information.</p>

<p>While we couldn't have possibly given proper attention to all 145 lectures, Gamasutra's <a href="http://www.gamasutra.com/gdco-2011/">extensive coverage</a> is a valuable resource for those who couldn't make it out to the show last week.</p>

<p>We've rounded up a few of our favorite quotes from the show -- part 
of the UBM TechWeb Game Network. Our 25 favorites 
are presented below, in no particular order.</p>

<p><em>"A few Kotaku articles and IGN front pages do not make a hit game."</em></p>

<p>-BioWare San Francisco's Ethan Levy, from an <a href="http://www.gamasutra.com/view/news/37826/gdc_online_how_dragon_age_legends_.php">insightful and open talk</a> about how the studio's social game <em>Dragon Age Legends</em> attracted a lot of temporary Facebook likes, yet wasn't a big hit.</p>

<p><em>"That's bullshit. Are we going to start hiring 10 year old kids to make games for 10 year old kids?"</em></p>

<p>-Veteran MMO developer and former <em>Free Realms</em> creative lead Laralyn McWilliams (who <a href="http://www.gamasutra.com/view/news/37787/Free_Realms_Creative_Lead_Laralyn_McWilliams_Joins_iWin.php">recently joined</a>
 iWin) discusses the flaw in thinking the only path to attracting more 
female gamers is to hire more female developers. Instead, she says, stop
 making games for yourself and learn to give your audience what it 
needs.</p>

<p><em>"What they're doing looks a lot more like e-commerce than game design."</em></p>

<p>-EA Playfish's Tom Mapham on how analysts and product managers are running usability tests and market research on <a href="http://www.gamasutra.com/view/news/37799/gdc_online_balancing_metrics_and_.php">over a terabyte of daily data</a> generated by players of <em>The Sims Social</em>.</p>

<p><em>"We like living here because we're wizards!"</em></p>

<p>-Veteran MMO developer and current Playdom VP of creative design Raph Koster describing <a href="http://www.gamasutra.com/view/news/37884/gdc_online_raph_koster_urges_.php">game development is like a fairytale</a>.
 His Thursday talk encouraged the game dev wizards in attendance to 
embrace their powers and take back control instead of constantly trying 
to keep up with the real world.</p>

<p><em>"A community is not a customer."</em></p> ]]></description>
         <link>http://www.gdconline.com/news/2011/10/the_25_most_memorable_quotes_f.html</link>
         <guid>http://www.gdconline.com/news/2011/10/the_25_most_memorable_quotes_f.html</guid>
         <pubDate>Mon, 17 Oct 2011 13:06:04 -0800</pubDate>
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      <item>
         <title>GDC Online 2011 Confirms Record Attendance, Return In 2012</title>
         <description><![CDATA[<p><img alt="gdco2011.jpg" src="http://www.gamesetwatch.com/gdco2011.jpg" align="left" height="200" hspace="5" width="200" />Organizers
 of the 2011 Game Developers Conference Online, which concluded on 
Thursday, October 13 in Austin, Texas, have announced confirmed 
attendance numbers of 3,350, growth of 12 percent over last year's event
 and an all-time high.</p>

<p>This year's GDC Online, organized by the UBM TechWeb Game Network 
(which also owns sister site Gamasutra) featured more than 145 lectures,
 panels, keynotes and roundtable discussions presented by over 225 
speakers, and a bustling expo floor with over 100 exhibitors and 
sponsors.</p>

<p>Gamasutra has been <a href="http://www.gamasutra.com/gdco-2011/">covering the event</a> in full this week, including a <a href="http://www.gamasutra.com/view/news/37842/gdc_online_popcaps_vechey_on_.php">keynote from PopCap co-founder John Vechey</a>, as well as signature Main Conference talks <a href="http://www.gamasutra.com/view/news/37884/gdc_online_raph_koster_urges_.php">from design veteran Raph Koster</a> and <a href="http://www.gamasutra.com/view/news/37875/GDC_Online_Making_The_Game_You_Should_Make_Not_The_One_You_Want_To.php">from Laralyn McWilliams</a>.</p>

<p>In addition, the show's Summits included a well-attended Virtual 
Items Summit, a Smartphone &amp; Tablet Gaming Summit, and the much 
appreciated Game Narrative Summit, which featured <a href="http://www.gamasutra.com/view/news/37819/GDC_Online_Neal_Stephenson_On_The_Future_Of_Games_And_Narrative.php">a keynote Q&amp;A</a> with notable game-influenced author Neal Stephenson.</p>

<p>Pictures of the event are available at <a href="http://www.flickr.com/photos/officialgdc">the official Game Developers Conference Flickr page</a>, with lecture slides and video from GDC Online set to debut on <a href="http://www.gdcvault.com/">the GDC Vault website</a> in the weeks following the show, in both free and member-based tiers.</p> ]]></description>
         <link>http://www.gdconline.com/news/2011/10/gdc_online_2011_confirms_recor.html</link>
         <guid>http://www.gdconline.com/news/2011/10/gdc_online_2011_confirms_recor.html</guid>
         <pubDate>Fri, 14 Oct 2011 10:16:16 -0800</pubDate>
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      <item>
         <title>GDC Online, Web Wise Kids Team For Game Promoting Online Child Safety</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/37756/passingtheball.jpg" align="left" hspace="5" />As the <a href="http://www.gdconline.com/">Game Developers Conference Online</a>
 event kicks off in Austin, TX this week, the event's parent
organization, the UBM TechWeb Game Network
debuts a browser-based game commissioned for <a href="http://www.webwisekids.com/">Web Wise Kids</a> (WWK), a non-profit company for the benefit of child safety. <br />
<br />
The free title is called <a href="http://www.gdconline.com/passingtheball"><i>Passing The Ball</i></a> and is created by notable indie game creator Gregory Weir (<i>The Majesty Of Colors</i>). It's an action game that follows a parent and their child as they learn an important lesson about working together. <br />
<br />
Using generative music and randomized opponents, the game is <a href="http://www.gdconline.com/passingtheball">currently available</a> on the official GDC Online website, and will be available on multiple worldwide online game sites in the near future. <br />
<br />
The message conveyed by <i>Passing The Ball</i> is pertinent to many of
the online game creators attending this week's leading online game show
in Texas. These developers consider the best ways to encourage child
safety for younger players of their immensely popular games. <br />
<br />
The title is also designed to be played by parents and children who may
be mindful of their role in protection from injurious online content,
and how Web Wise Kids might help them with this.<br />
<br />
<i>Passing The Ball</i> includes <a href="http://www.webwisekids.org/donate.html">a donation link</a>
 to Web Wise Kids, and marks the first advocacy game commissioned by the
 UBM TechWeb Game Network, as it recognizes the importance of video
games in promulgating social messages.  ]]></description>
         <link>http://www.gdconline.com/news/2011/10/gdc_online_web_wise_kids_team_.html</link>
         <guid>http://www.gdconline.com/news/2011/10/gdc_online_web_wise_kids_team_.html</guid>
         <pubDate>Sun, 09 Oct 2011 15:47:51 -0800</pubDate>
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         <title>GDC Online Speaker Spotlight: BioWare's Levy Talks Dragon Age: Legends</title>
         <description><![CDATA[<p><img alt="Ravi.jpg" src="http://www.gamesetwatch.com/Ravi.jpg" align="left" height="200" hspace="5" width="200" />BioWare San Francisco producer Ethan Levy recently looked back on the Google+ and Facebook-based <i>Dragon Age Legends</i>,
 noting that brand recognition, core-focused gameplay, and some key 
marketing tactics helped the game find a dedicated audience on social 
platforms.</p>

<p>The game launched this March alongside <i>Dragon Age II</i>, and serves as a turn-based spinoff of the mainline <i>Dragon Age</i> series. As of this writing, <i>Dragon Age Legends</i> sees more than 220,000 monthly active users, <a href="http://www.appdata.com/apps/facebook/155626427806048-dragon-age-legends">according to AppData</a>.</p>

<p>Levy played a key role in the game's creation from day one, and in 
fact was the first employee to join the BioWare San Francisco studio 
(formerly known as EA2D). Previously, he served as lead producer on the 
game's predecessor, Flash game <i>Dragon Age Journeys</i>, and has experience working at casual game poublishers like PlayFirst and iWin.</p>

<p>At next week's GDC Online in Austin, Texas, Levy will host a metrics-heavy talk titled, "<a href="http://schedule.gdconline.com/session/5912/Dragon_Age_Legends%27_Road_to_100k_Likes"><i>Dragon Age Legends</i>' Road to 100k Likes</a>," which will go over the successes and lessons learned for the game's pre and post launch marketing strategy.</p>

<p>In this interview, Levy speaks out on some of the other key factors that contributed to <i>Dragon Age Legends</i>' success, and discusses the ways in which social games can reach out to core players.</p>

<p><b>What factors do you think most contributed to <i>Dragon Age Legends</i>' success?</b></p>

<p>I would cite two key factors in contributing to <i>Dragon Age Legends</i>' success. The first is being tied to a big brand in <i>Dragon Age</i>,
 and having strong support from the core franchise owners in BioWare's 
Edmonton studio. Being closely tied to the HD game's release and having 
custom items players could earn in <i>Dragon Age II</i> by playing <i>Dragon Age Legends</i> was a key part of our early momentum, and being part of the <i>Dragon Age</i>
 brand meant we received a lot more notice from fans and press then if 
we were just some startup releasing "Dragon Puncher" on Facebook.</p>

<p>The second factor I would cite is the game's core gameplay loop. At the time we released <i>Legends</i>,
 and still to this date, few social network games feature what a core 
gamer would recognize as gameplay. Many social network games more 
closely resemble activities or addiction machines in the eyes of gamers.
 By having a strong gameplay loop with fun and meaningful combat, we 
were able to create a game that was accepted by BioWare and <i>Dragon Age</i> fans as authentic.</p>

<p><b>What were some of the marketing tactics you employed for Dragon Age Legends? Which ones did you find most useful?</b></p>

<p>Pre-launch, we employed some tried and true tactics from the console 
marketing world. This included press releases, a cinematic trailer, a 
closed beta program with beta key programs on major enthusiast outlets, 
email marketing and cross promotion with other EA games and 
communication channels.</p>

<p>Of these, we were especially happy with the results of the closed 
beta program, which helped drive a lot of excitement and awareness of <i>Legends</i>. The cross-promotional and email marketing efforts driven by EA's Play4Free publishing group have also been a bright spot for <i>Legends</i>, as they have allowed us to derive a lot of value from EA's existing player base.</p> ]]></description>
         <link>http://www.gdconline.com/news/2011/10/gdc_online_speaker_spotlight_b_1.html</link>
         <guid>http://www.gdconline.com/news/2011/10/gdc_online_speaker_spotlight_b_1.html</guid>
         <pubDate>Fri, 07 Oct 2011 15:45:16 -0800</pubDate>
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         <title>Reminder: GDC Online Offers Free Expo Passes To Students, Professionals</title>
         <description><![CDATA[<p><img alt="gdco11.jpg" src="http://www.gamesetwatch.com/gdco11.jpg" align="left" height="200" hspace="5" width="200" />With the Austin-based <a href="http://www.gdconline.com/">GDC Online</a>
 just days away, event organizers have issued a reminder that the show 
is offering free Expo Passes to students as well as professionals and 
job seekers in the games and tech industries.</p>

<p>This offer comes as part of GDC Online's new outreach programs to the
 local Austin and Texas community, whether it be to larger tech 
companies in Austin and elsewhere, or local students interested in 
getting into the video game industry.</p>

<p>These programs are open to students and game &amp; tech 
professionals/jobseekers, respectively, and interested parties can apply
 online via the <a href="http://www.gdconline.com/students/">Student Outreach</a> and <a href="http://www.gdconline.com/tech/">Games &amp; Tech</a> pages on the official GDC website.</p>

<p>For those interested in applying for a free <a href="http://www.gdconline.com/attend/passes.html#expo">GDC Online Expo Pass</a>, here are some of the notable events you will be able check out at the show:</p>

<p>- Perhaps most significantly, Expo Pass holders gain access to GDC 
Online's Expo Floor on Tuesday and Wednesday, October 11th and 12th, 
which will host a number of the most influential companies from all 
realms of the industry. </p>

<p>The Expo Floor is a great place to make new connections and learn 
more about the latest tools and techniques used in game development. For
 a full list of Expo Floor exhibitors, check out the <a href="http://expo.gdconline.com/2011/exhibitor-list/">official GDC Online website</a>.</p>

<p>- Expo Pass holders can also visit the <a href="http://www.gdconline.com/events/partiesnetworking.html#expo">Expo Networking Lounge</a> -- located on the show floor itself -- or attend the <a href="http://www.gdconline.com/events/partiesnetworking.html#opening">GDC Online Opening Party</a> and the <a href="http://www.gdconline.com/events/partiesnetworking.html#hh">GDC Online Happy Hour</a>, all of which are great opportunities to rub elbows with indies, social game devs, and traditional game developers.</p> ]]></description>
         <link>http://www.gdconline.com/news/2011/10/reminder_gdc_online_offers_fre.html</link>
         <guid>http://www.gdconline.com/news/2011/10/reminder_gdc_online_offers_fre.html</guid>
         <pubDate>Fri, 07 Oct 2011 10:54:46 -0800</pubDate>
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         <title>GDC Online Reveals Sims Social, Ankama Talks, Reminds On Deadline</title>
         <description><![CDATA[<p><img alt="wakfu.jpg" src="http://www.gamesetwatch.com/wakfu.jpg" align="left" height="200" hspace="5" width="200" />With less than a week to go before <a href="http://www.gdconline.com/">GDC Online</a>, show organizers added a talk for the breakout <i>Sims Social</i> from EA, also highlighting <i>Dofus</i> creator Ankama and one day to go until the pre-show registration deadline.</p>

<p>GDC Online will take place next week, from Monday, October 10 through
 Thursday, October 13 at the Austin Convention Center in Austin, Texas, 
and these talks come from throughout the show's various tracks and 
Summits, with nearly 150 sessions and 230 speakers on tap.</p>

<p>Show organizers would also like to point out that attendees can save up to 25 percent on a show pass by <a href="http://www.gdconline.com/attend/passes.html">pre-registering</a>
 before midnight EDT on October 7. In addition, students and industry 
professionals can receive free Expo Passes to the show through GDC 
Online's <a href="http://www.gdconline.com/students/">Student Outreach</a> and <a href="http://www.gdconline.com/tech/">Games &amp; Tech</a> programs.</p>

<p>Here are the newest sessions to be revealed for the show:</p>

<p>- As part of the GDC Virtual Items Summit, EA Playfish executive producer Tom Mapham will host, "<a href="http://schedule.gdconline.com/session/6270/The_Sims_Social%3A_Deepening_Interaction_with_the_World%27s_Most_Unpredictable_Social_Game">The Sims Social: Deepening Interaction with the World's Most Unpredictable Social Game</a>."
 Here, he will discuss the game's highly-engaged user base, and will 
outline the monetization techniques and design decisions that helped 
encourage early adoption.</p>

<p>- In the Main Conference's Customer Experience track, David Calvo of Ankama will discuss key transmedia strategies in, "<a href="http://schedule.gdconline.com/session/6197/Chaos_in_Motion%3A_Transmedia_as_a_Living_Community_Experience">Chaos in Motion: Transmedia as a Living Community Experience</a>." Using examples from Ankama's own transmedia properties like <i>Wakfu</i> and <i>Dofus</i>,
 Calvo will point to the company's successes and lessons learned, noting
 the importance of entertainment that extends beyond video games.</p>

<p>- Finally, new details on the sponsored "<a href="http://schedule.gdconline.com/session/5894/%28105%29_GameSpy_Technology%3A_Building_Iconic_Online_Games_Tutorial_Day_%28Presented_by_GameSpy...">Building Iconic Online Games Tutorial Day</a>" from GameSpy have been revealed. The event will open with a preview of <i>Warm Gun</i> from Emotional Robots and <i>Dungeon Defenders: Second Wave</i> from Trendy Entertainment, both of which use GameSpy Technologies for their online features on smartphones.</p>

<p>Following the event's opening session is a talk with author Ernest 
Cline on his new novel, Ready Player One, which is set within the an MMO
 and provides a unique perspective on the structure and implications of 
online entertainment.</p>]]></description>
         <link>http://www.gdconline.com/news/2011/10/gdc_online_reveals_sims_social.html</link>
         <guid>http://www.gdconline.com/news/2011/10/gdc_online_reveals_sims_social.html</guid>
         <pubDate>Thu, 06 Oct 2011 12:27:54 -0800</pubDate>
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         <title>GDC Online Debuts Bissell, Broken Sword, Co-Op Talks In Game Narrative Summit</title>
         <description><![CDATA[<p> <img alt="BrokenSword.jpg" src="http://www.gamesetwatch.com/BrokenSword.jpg" height="200" hspace="5" width="200" align="left" />With <a href="http://gdconline.com/">GDC Online</a>
 just a week away, show organizers have debuted several new lectures in 
the show's Game Narrative Summit, featuring talks on the 10 commandments
 of game writing, top industry reporters on innovation in interactive 
storytelling, tips on writing co-op campaigns, and much more.</p>

<p>Now in its sixth year, the <a href="http://gdconline.com/conference/gamenarrative.html">Game Narrative Summit</a>
 will return to the Austin-based conference with a broad range of 
sessions on the art of game writing, with lectures from experienced 
writers, panels with industry professionals, and in-depth interactive 
workshops for developers of all skill levels.</p>

<p>The Game Narrative Summit will run alongside GDC Online's Main 
Conference for the first two days of the four-day conference, from 
Monday, October 11 through Tuesday, October 12 at the Austin Convention 
Center. </p>

<p>Here are the latest sessions to be announced for the Game Narrative Summit:</p>

<p>- In "<a href="http://schedule.gdconline.com/session/6072/The_Ten_Commandments_of_Good_Video-game_Storytelling">The Ten Commandments of Good Video-game Storytelling,</a>"
 Tom Bissell, author of Extra Lives: Why Video Games Matter, and 
Immaterial co-founder and consultant Rob Auten will go over the key 
principals for effective game writing, all modeled on the biblical ten 
commandments.</p>

<p>- Elsewhere, Carbine Studios senior writer Cory Herndon will host "<a href="http://schedule.gdconline.com/session/6085/TweetQuest%3A_Telling_Stories_in_140-Character_Chunks">TweetQuest: Telling Stories in 140-Character Chunks</a>," which will outline how Carbine's upcoming MMO <i>WildStar</i> uses art, design, audio, and a 140 character text limit to convey key story details to the player.</p>

<p>- In "<a href="http://schedule.gdconline.com/session/6068/Microtalks%3A_6_Critics%27_Views_on_Great_Gamewriting">Microtalks: 6 Critics' Views on Great Gamewriting,</a>"
 six top games reporters will talk about what they look for in game 
narratives, and where they anticipate innovation in the future. Speakers
 include Hit Detection's N'Gai Croal, CBS Interactive's John Davison, 
Gamasutra's own Leigh Alexander, among others.</p>

<p>- <i>Broken Sword</i> creator and Revolution Software co-founder Charles Cecil will host a session dubbed "<a href="http://schedule.gdconline.com/session/6181/Blurring_Fact_and_Fiction%3A_Adventures_in_Writing_Games_that_Draw_on_Historical_Themes">Blurring Fact and Fiction: Adventures in Writing Games that Draw on Historical Themes</a>,"
 in which he will examine how writers can draw from historical events to
 create interesting stories and gameplay opportunities.</p> ]]></description>
         <link>http://www.gdconline.com/news/2011/10/gdc_online_debuts_bissel_broke.html</link>
         <guid>http://www.gdconline.com/news/2011/10/gdc_online_debuts_bissel_broke.html</guid>
         <pubDate>Tue, 04 Oct 2011 12:35:29 -0800</pubDate>
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         <title>GDC Speaker Spotlight: Telltale's Dave Grossman On Authorial Control</title>
         <description><![CDATA[<p><img alt="DGman.jpg" src="http://www.gamesetwatch.com/DGman.jpg" align="left" height="200" hspace="5" width="200" />Telltale
 Games' director of design and adventure game veteran Dave Grossman 
recently shared his thoughts on player choice in game design, noting 
that designers need to strike a balance between complete player autonomy
 and complete authorial control.</p>

<p>Grossman has more than 22 years of experience writing, designing, and
 directing story-centric games, including classic LucasArts titles such 
as <i>The Secret of Monkey Island</i> and <i>Day of the Tentacle</i>, and is well-practiced in telling stories through games.</p>

<p>At next month's GDC Online, Grossman will host a lecture in the <a href="http://www.gdconline.com/conference/gamenarrative.html">Game Narrative Summit</a> dubbed, "<a href="http://schedule.gdconline.com/session/6071/The_Hand_of_Fate%3A_Authorial_Voice_in_Game_Design">The Hand of Fate: Authorial Voice in Game Design</a>," in which he will discuss the relationship between the developer and player when crafting interactive stories.</p>

<p>In anticipation of his talk, Grossman spoke out on the importance of 
balancing player freedom and creative control, and what implications 
this balance can have on game design.</p>

<p><b>What sort of tactics to you use to convey a story when players have control over the pacing and flow of a game experience?</b></p>

<p>Dave Grossman: Writers in other media use pacing and sequence of 
events to great effect, and it can be kind of disorienting to work in 
games, where a lot of control over those things is given to the player. 
 Fortunately, there are plenty of other tools one can apply to create 
drama, tension, and story, including things you'd find in film like 
sound design, lighting, and camera work, and some elements that are 
particular to games, like play mechanics and the overall structure of 
challenge and reward.  </p>

<p>Also, it's worth noting that players don't generally have absolute 
control over pacing and flow -- the game can exert influence on those as
 well, maybe a little, maybe a lot, and how a designer arranges that is 
part of what I mean when I'm talking about authorial voice.<br />
 <br />
<b>How do you balance the control of the authorial voice with player autonomy?</b></p>

<p>DG: Carefully, I hope. We're talking about interactive media, so both
 the author and the player (or players) need to take control of some 
aspects of the experience. The challenge for the designer is to figure 
out which things to control strongly, and which not to. Some of the 
tools available are inherently subtle, some are not, but all are useful 
in various contexts.  </p>

<p>The balance is probably not unlike being a parent, where you 
typically want to establish some clear rules, provide opportunities and 
context, and intervene where necessary, but if you try to manage your 
child's actions too closely, you'll both go nuts.</p> ]]></description>
         <link>http://www.gdconline.com/news/2011/09/gdc_speaker_spotlight_telltale.html</link>
         <guid>http://www.gdconline.com/news/2011/09/gdc_speaker_spotlight_telltale.html</guid>
         <pubDate>Fri, 30 Sep 2011 12:48:45 -0800</pubDate>
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         <title>GDC Online Reveals New Combat Arms, Firefall, Playdom, Rift Sessions</title>
         <description><![CDATA[<p><img alt="firefall.jpg" src="http://www.gamesetwatch.com/firefall.jpg" align="left" height="200" hspace="5" width="200" />With <a href="http://www.gdconline.com/">GDC Online</a>
 just around the corner, event organizers have debuted eight new 
lectures for the October show, with session topics ranging from 
monetization strategies in <i>Firefall</i> and <i>Combat Arms</i>, to breaking into Asian mobile markets, to the capabilities of Sony's PlayStation Vita.</p>

<p>GDC Online will take place next month, from October 10 through 
October 13 at the Austin Convention Center in Austin, Texas, and these 
talks come from throughout GDC Online's numerous tracks and Summits, 
with nearly 150 sessions and 230 speakers on tap.</p>

<p>Many of these new talks fall within the show's Main Conference, which features tracks covering <a href="http://www.gdconline.com/conference/business.html">Business &amp; Marketing</a>, <a href="http://www.gdconline.com/conference/customerexperience.html">Customer Experience</a>, <a href="http://www.gdconline.com/conference/design.html">Design</a>, <a href="http://www.gdconline.com/conference/production.html">Production</a>, and <a href="http://www.gdconline.com/conference/programming.html">Programming</a>, as well as a sponsored track on <a href="http://www.gdconline.com/conference/monetization.html">Monetization</a>.</p>

<p>The show also includes three dedicated Summits, which offer specialized talks covering <a href="http://www.gdconline.com/conference/sts.html">Smartphone &amp; Tablet Games</a>, <a href="http://www.gdconline.com/conference/virtual.html">Virtual Items</a>, and <a href="http://www.gdconline.com/conference/gamenarrative.html">Game Narrative</a>.</p>

<p>Here are the newest sessions to be revealed for the show:</p>

<p>- In the GDC Virtual Items Summit, Mark Kern (Blizzard veteran and founder and CEO of Red 5 Studios) will host "<a href="http://schedule.gdconline.com/session/6222/Firefall_-_Free2Play_Reborn"><i>Firefall</i> - Free2Play Reborn</a>,"
 a session that examines the monetization techniques Kern's studio will 
use for its upcoming persistent online shooter (pictured).</p>

<p>- Another lecture in the GDC Virtual Items Summit, "<a href="http://schedule.gdconline.com/session/5907/Combat_Arms_Postmortem%3A_The_Art_of_Selling_Guns"><i>Combat Arms</i> Postmortem: The Art of Selling Guns</a>,"
 will feature Nexon America managing producer Jungsoo Lee, as he 
explains how the company completely re-vamped the monetization model for
 its popular shooter <i>Combat Arms</i> when bringing the title to the U.S.</p>

<p>- As part of the Smartphone &amp; Tablet Games Summit, a panel of family-focused industry experts will host, "<a href="http://schedule.gdconline.com/session/5929/Kids%2C_Tablets_and_Family%3A_Social_Gameplay_at_Home">Kids, Tablets and Family: Social Gameplay at Home</a>,"
 which will look at the ways in which tablets and other mobile devices 
are changing the ways families play and enjoy media together.</p>

<p>- The Business &amp; Marketing track will feature "<a href="http://schedule.gdconline.com/session/6253/Rift%3A_Surviving_and_Thriving_in_Today%27s_MMO_Climate"><i>Rift</i>: Surviving and Thriving in Today's MMO Climate</a>," in which Trion Worlds executive producer Scott Hartsman will look back on the studio's experience with <i>Rift</i> to offer tips on creating a successful MMO in today's competitive market.</p> ]]></description>
         <link>http://www.gdconline.com/news/2011/09/gdc_online_reveals_new_combat_.html</link>
         <guid>http://www.gdconline.com/news/2011/09/gdc_online_reveals_new_combat_.html</guid>
         <pubDate>Wed, 28 Sep 2011 14:32:01 -0800</pubDate>
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      <item>
         <title>GDC Online 2011 Reveals Game Career Seminar Sessions</title>
         <description><![CDATA[<p><img alt="gcs.jpg" src="http://www.gamesetwatch.com/gcs.jpg" align="left" height="193" hspace="5" width="193" />With just two weeks to go until GDC Online, event organizers have detailed the show's <a href="http://www.gdconline.com/events/gcs.html">Game Career Seminar</a>, a one day event targeted at students, graduates, and other individuals looking to build a career in the games industry.</p>

<p>Taking place Wednesday, October 12, the Game Career Seminar will 
allow attendees to network with industry professionals, and listen to HR
 representatives and top developers as they share their insights on what
 it takes to break into the games business.</p>

<p>This seminar will run as its own dedicated track alongside the Main Conference tracks at the show, which cover <a href="http://www.gdconline.com/conference/business.html">Business &amp; Marketing</a>, <a href="http://www.gdconline.com/conference/customerexperience.html">Customer Experience</a>, <a href="http://www.gdconline.com/conference/design.html">Design</a>, <a href="http://www.gdconline.com/conference/production.html">Production</a>, and <a href="http://www.gdconline.com/conference/programming.html">Programming</a>, as well as a sponsored track on <a href="http://www.gdconline.com/conference/monetization.html">Monetization</a>. </p>

<p>Unlike the other tracks at GDC Online, the Game Career Seminar is open to those who purchase the special one day reduced-price <a href="http://www.gdconline.com/attend/passes.html#gcs">Game Career Seminar Pass</a>, as well as All-Access Pass holders. Those who purchase Game Career Seminar passes will also gain access to <a href="http://www.gdconline.com/news/2011/08/popcap_co-founder_vechey_to_ke.html">a keynote from PopCap co-founder John Vechey</a>. To register for a GDC Online pass, please visit <a href="http://www.gdconline.com/attend/passes.html">the official GDC Online website</a>. </p>

<p>Here are the all the sessions to be announced so far for GDC Online's Game Career Seminar:</p>

<p>- As game education programs become more prevalent, it's important 
that students understand the challenges and requirements these programs 
present. In "<a href="http://schedule.gdconline.com/session/5939/Surviving_an_Education_at_a_Game_School_and_Graduating_Employable">Surviving an Education at a Game School and Graduating Employable</a>,"
 the Academy of Interactive Entertainment's Christopher Erhardt will go 
over the essential facts on game education programs, covering the pros 
and cons of online versus brick-and-mortar classes, what employers look 
for in graduates, and more.</p>

<p>- As with most professional careers, creating a good resume is key to
 nailing your dream job in the games industry, and Obsidian 
Entertainment's Jim Rivers will offer some useful tips and guidelines 
in, "<a href="http://schedule.gdconline.com/session/5974/What_to_Do_Right_on_a_Resume%2C_Cover_Letter_and_Website">What to Do Right on a Resume, Cover Letter and Website</a>."
 Rivers serves as Obsidian's hiring manager -- effectively making him 
one of the gatekeepers for new developers in the industry -- and he will
 use his expertise to help attendees improve their resumes, cover 
letters, and websites.</p> ]]></description>
         <link>http://www.gdconline.com/news/2011/09/gdc_online_2011_reveals_game_c.html</link>
         <guid>http://www.gdconline.com/news/2011/09/gdc_online_2011_reveals_game_c.html</guid>
         <pubDate>Mon, 26 Sep 2011 14:26:37 -0800</pubDate>
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