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GameFocus: GDC Canada Afterthoughts

GameFocus writes: "May 12th and 13th saw the introduction and expansion of the Gamers Developer Conference (GDC) with GDC Canada held in Vancouver. The biggest misconception people have with GDC is that it is just another big game show for developers to show off future titles. While that might be the case to some regard to the main show in San Francisco, their other shows and GDC Canada in particular, are more about informing the masses. You won't hear any stories about new or unannounced games, but you will get to listen to people talk to you about how a previous game was made and giving you insight on the industry in general. If you are looking to get into the industry or to see if you have the potential, then attending GDC is a given. Now that the two day long conference is over, here are my afterthoughts of GDC Canada."

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gamefocus.ca
50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
Cockney47d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
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"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
lodossrage48d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman47d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb47d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.