Last week, TouchArcade attended the Game Developers Conference (GDC) 2010 in San Francisco, CA. It was an intense and incredibly fun week of developer meetings, parties and events.

We got sneak peeks at a number of games which we've already reported on and a number of unannounced titles that we'll be hearing more about in the near future. Even though GDC officially ended last Saturday, we're still recovering from the trip and catching up on the backlog of games and news that has come out since. We also expect a few more GDC-related posts to trickle out over the next few days.

The iPhone game that seems to have gotten the most buzz at GDC 2010 wasn't even a finished game. Sword and Sworcery definitely wins the prize as the biggest surprise of the trip. In this week's podcast we discuss the reason why the game -- even in its unfinished form -- seemed to have captured people's imaginations so much.

And our reactions weren't out of the place, as the game has seen a similar reaction amongst other gaming sites as well.

In our GDC Wrapup Podcast we also discuss other interesting games including Sketch Nation, Faraway, Assault Squadron as well as games from Gameloft, Namco and the promise of iPad gaming.

In my mind, the biggest value of these large conferences to developers is the after-hours events and meet ups with other iPhone developers. As much as TouchArcade is a news and review site, it is also a massive community that successfully brings both developers and players together. It's great to meet up in person with TouchArcade forum regulars who happen to also be developers, even if just to say "hi".

Check out our GDC 2010 Wrapup podcast where Blake, Eli and I discuss the most interesting games that we saw.

Podcast music provided by Overclocked Remix.

Podcast: Subscribe in iTunes or Direct Download (M4A, 42MB)

  • lazypeon

    @arn: Based on your experience at GDC this year, would you say that the tone among developers is that iPhone is beginning to be seen in a more serious light, more akin to DS/PSP than a phone?

    (I live in the Bay Area and really wanted to go to but $$$!)

    • arn

      I'm not sure I understand exactly what you are asking. But given the low barrier to entry for iPhone development, there is still a ton of small one or two man development groups around that give it a very indie/bootstraped vibe along with the more established players.

  • lazypeon

    @arn: Based on your experience at GDC this year, would you say that the tone among developers is that iPhone is beginning to be seen in a more serious light, more akin to DS/PSP than a phone?

    (I live in the Bay Area and really wanted to go to but $$$!)

    • arn

      I'm not sure I understand exactly what you are asking. But given the low barrier to entry for iPhone development, there is still a ton of small one or two man development groups around that give it a very indie/bootstraped vibe along with the more established players.

  • ra88it

    Can't wait to listen. You guys have done a great job with your podcast and I'm pumped to see a new episode on the stands!

  • ra88it

    Can't wait to listen. You guys have done a great job with your podcast and I'm pumped to see a new episode on the stands!

  • Revolutionary Concepts

    Great Podcast and coverage. So wish we could've made it. Drinks on us next year!

  • Revolutionary Concepts

    Great Podcast and coverage. So wish we could've made it. Drinks on us next year!

  • http://www.touchaholics.com jacques b

    about the idea of cross platform multiplayer gaming, it can also be another way to just make a larger userbase, not just a gimmick. i find it a great way to have more people to play against

  • http://www.touchaholics.com jacques b

    about the idea of cross platform multiplayer gaming, it can also be another way to just make a larger userbase, not just a gimmick. i find it a great way to have more people to play against

  • http://www.superbrothers.ca superbrothers

    Hello Touch Arcade folks!

    Great to meet y'all last week, reeeally glad you're digging the S:S&S EP so far, thx for the write-ups, also thx indirectly for the comedy in the comments!

    Just listened to the podcast and heard y'all crediting Superbrothers with writing code (if only that were possible!), so I thought I'd stop by and maybe clear this up a little, cuz it's kind of a unique situation.

    So, S:S&S EP is a three-way collaboration, all happening in Toronto:

    Superbrothers is contributing art & design, Jim Guthrie is contributing music & sound, but S:S&S EP couldn't exist without the engineering & miracles of Capy, the independent videogame studio behind Critter Crunch and Might & Magic: Clash of Heroes.

    There are two full-time programmers, Capy employees Jon Maur & Frankie Leung, who are making it all happen, all day every day. While the rest of us were boozing & boothing at GDC they were kicking it back home, improving the framerate, tightening screws & adding various lunatic features.

    There's also Capy president Nathan Vella & Capy creative director Kris Piotrowski who kicked the project off in the first place (praise be), they're always orbiting the project & keeping it on the rails and making sure it's always pointed towards quality-videogame-land.

    Also, Blake, if you're looking for more Superbrothers + Jim Guthrie, here's some of what we were up to previously, before Capy showed up and waved their magic wand: http://www.swordandsworcery.com/cinematheque/

  • http://www.superbrothers.ca superbrothers

    Hello Touch Arcade folks!

    Great to meet y'all last week, reeeally glad you're digging the S:S&S EP so far, thx for the write-ups, also thx indirectly for the comedy in the comments!

    Just listened to the podcast and heard y'all crediting Superbrothers with writing code (if only that were possible!), so I thought I'd stop by and maybe clear this up a little, cuz it's kind of a unique situation.

    So, S:S&S EP is a three-way collaboration, all happening in Toronto:

    Superbrothers is contributing art & design, Jim Guthrie is contributing music & sound, but S:S&S EP couldn't exist without the engineering & miracles of Capy, the independent videogame studio behind Critter Crunch and Might & Magic: Clash of Heroes.

    There are two full-time programmers, Capy employees Jon Maur & Frankie Leung, who are making it all happen, all day every day. While the rest of us were boozing & boothing at GDC they were kicking it back home, improving the framerate, tightening screws & adding various lunatic features.

    There's also Capy president Nathan Vella & Capy creative director Kris Piotrowski who kicked the project off in the first place (praise be), they're always orbiting the project & keeping it on the rails and making sure it's always pointed towards quality-videogame-land.

    Also, Blake, if you're looking for more Superbrothers + Jim Guthrie, here's some of what we were up to previously, before Capy showed up and waved their magic wand: http://www.swordandsworcery.com/cinematheque/