GDC 2013 Reveals Return Of The Classic Game Postmortem Series For Third Consecutive Year

   GDC 2013 Reveals Return Of The Classic Game Postmortem Series For Third
                               Consecutive Year

Original Creators of Crystal Castles, Myst, Pinball Construction Set and
X-COM: UFO Defense to Share War Stories In The Return of the Popular GDC

PR Newswire

SAN FRANCISCO, Jan. 29, 2013

SAN FRANCISCO, Jan. 29, 2013 /PRNewswire/ --By popular demand, the Game
Developers Conference (GDC) is bringing back the Classic Games Postmortem
series for the third consecutive year with sessions taking a close look at
four seminal games at GDC 2013. Organizers have revealed that postmortems for
Crystal Castles, Myst, Pinball Construction Set and X-COM: UFO Defense are
confirmed for this year's conference. Organized by the UBM Tech Game Network,
GDC 2013 will take place March 25-29 at the Moscone Convention Center in San
Francisco, California.

The Classic Game Postmortems series provides GDC attendees with sessions that
examine the development of some of the industry's most influential landmark
titles. The series debuted at GDC 2011 as part of the conference's
twenty-fifth anniversary celebration and has returned each year since due to
its ever-increasing popularity. For this reason, the GDC has also begun to
introduce Classic Game Postmortem sessions at its other conferences around the

This year, the original designer and programmer of Crystal Castles, Franz
Lanzinger, will discuss secrets of the classic Atari arcade game; Robyn Miller
co-director of Myst, the best-selling PC game of the 1990s, will share how he
and his brother created a game that remains relevant more than 20 years later;
Bill Budge, father of the seminal Pinball Construction Set will lay out one of
the earliest examples of an in-game editor – a title that game developer
legend Will Wright has credited as a key influence on the simulation games
that launched him to stardom; and Julian Gollop will reveal tactics he
deployed in directing, co-designing, co-programming and co-drawing X-COM: UFO
Defense. Additional details for each postmortem are as follows:

  oCelebrating its 30^th anniversary this year and notable for being the
    first arcade action game with an actual ending, Crystal Castles broke
    ground as a fast paced yet nonviolent 3D isometric game. The title was
    Atari's first arcade game with an ingenious secret warp system and
    impressed designers regardless of not using a traditional "attract" mode.
    Franz Lanzinger, the original programmer and designer, will share rare
    documents, sketches, photos, video and actual 6502 code with GDC attendees
    during his Classic Game Postmortem.
  oDescribed as being an immersive experience that draws in players and
    doesn't let them go, Myst  is the best-selling PC game of the 1990s and is
    also often attributed as the game that sold CD-ROM drives since its
    majestic 3D world was too large for floppy disks. Developed by Cyan and
    filled with puzzles and mysteries that unraveled in front of players'
    eyes, Myst  could be argued as a title that began the notation of
    "experiencing" a game and not simply "playing" a game. Since its release
    in 1993, Myst  has been remade and ported to more than 10 platforms,
    including most recently the Nintendo 3DS and iOS. In his postmortem, Robyn
    Miller, the original co-creator and sound composer, will discuss the road
    to making a game that is still relevant to the game community two decades
  oPublished in 1983 by Electronic Arts, Pinball Construction Set created a
    new genre in videogames that encouraged user generated content where
    players could trade personalized content via floppy disk. The game's
    editor allowed players to construct their own virtual pinball tables, and
    players could save these tables to disk and trade them with friends. The
    editor's clean and simple interface even served as inspiration to designs
    behind SimCity six years later – Sims creator Will Wright cited Pinball
    Construction Set as his key inspiration while speaking on the GDC 2012
    panel "Forgotten Tales Remembered." Bill Budge, the father of the seminal
    Pinball entry, will lay out the blueprints for how he created his own game
    and one of the earliest examples of an in-game editor.
  oFiraxis' and 2K Games' recent X-COM: Enemy Unknown is actually a remake of
    a series that began twenty years ago. It all started in 1994 with
    MicroProse's UFO: Enemy Unknown, entitled X-COM: UFO Defense in North
    America, a real-time base management simulation with turn-based tactical
    combat and an engaging story of alien invasion. The marriage of its
    distinct Geoscape and Battlescape views represented the game's strategy
    and battle modes, respectively; and they provided what felt like two
    different and compelling games in one. In this postmortem, Julian Gollop
    will lay out the tactics he deployed in directing, co-designing,
    co-programming, and even co-drawing the first, and often highest regarded,
    UFO/X-COM entry.

"Needless to say, we're very excited about this year's Class Game Postmortem
series line-up. The four titles are so diverse and each one helped shape new
game genres that are still popular today," said Meggan Scavio, GDC general
manager. "It's always fascinating to see original design documents from
influential titles resurfaced and to hear from the creators of iconic titles
that we grew up with pass on their knowledge to the next generation of game

For more information about the 2012 Game Developers Conference or to register
online, visit

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