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GDC Europe Day 2: David Cage, next-gen issues, and press outreach

Another day done at GDC Europe! If you weren't able to make it out to Cologne, Germany for the conference, read below for some of yesterday's session highlights. Also, don't forget to check out the day-one recap, or Gamasutra's GDC Europe 2013 event page for more up-to-the-minute coverage.
Highlights from the session talks included:

"I'm saying it loud and clear: We should learn from films. We have many differences, and gameplay and interactivity is the different thing, and it's very crucial, but at the same time we have a lot of things we can learn."

--David Cage (Quantic Dream) on the future of cinematic games

"We rushed Chasing Aurora for release. It would have been a better game with one or two extra months of development."

--Felix Bohatsch (Broken Rules) on Wii U launch title Chasing Aurora

"If we are going to be revolutionary on this next transition, this next generation, we're going to have to find new ways to do it."--Don Daglow (Daglow Entertainment) on next-gen challenges and opportunities
"It's just so much harder to get people to sing and dance about your game now than it was a few years ago."

--Mike Rose (Gamasutra) on how devs should reach out to press in 2013
Microsoft also made a few Xbox One-related announcements in their pre-Gamescom press conference: Microsoft veteran Chris Charla will be heading up the brand-new Independent Developers @ Xbox (ID@Xbox) self-publishing program, and a few more devs and games were confirmed for the Xbox One launch day.

A few attendees and exhibitors were blowing off steam playing some not-video games: 

GDC Europe 2013 (Tuesday, 8/20) 
 Felix Bohatsch explains what went right and wrong with Chasing Aurora:
GDC Europe 2013 Session: Chasing Aurora: The Indie Console Launch Title Postmortem (Tuesday, 8/20) 
 And David Cage spoke in detail about working with "virtual actors" for The Dark Sorceror:
GDC Europe 2013 Session: The Dark Sorcerer and Beyond: Shooting, Directing and Filming Virtual Actors (Tuesday, 8/20) 
 GDC Europe attendees were plenty active with the #gdceurope hashtag as well. Epic Games lead level designer Jim Brown shared a shot of his audience before his talk:

Zuraida Buter (Zo-ii) commented on how the crowd for "Pop-Up Arcade: Postmortems on Indie Arcades and Events" appreciated that Jonatan Van Hove's (Glitchnap) slideshow was presented through an FPS:

And Christina Majcher expressed appreciation for all the new tech speakers showed at GDC this year:

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