{"id":2663,"date":"2013-03-28T21:22:04","date_gmt":"2013-03-28T19:22:04","guid":{"rendered":"https:\/\/iguanademos.com\/Jare\/wp\/?p=2663"},"modified":"2013-04-12T12:01:08","modified_gmt":"2013-04-12T10:01:08","slug":"gdc-2013","status":"publish","type":"post","link":"https:\/\/iguanademos.com\/Jare\/wp\/?p=2663","title":{"rendered":"GDC 2013"},"content":{"rendered":"<p>It&#8217;s that time of the year again, when everyone else is partying and having fun (<a href=\"http:\/\/www.forbes.com\/sites\/carolpinchefsky\/2013\/03\/27\/really-igda-party-at-gdc-brings-on-the-female-dancers\/\" target=\"_blank\">or maybe not &#8211; WTF IGDA?<\/a>) at GDC in San Francisco. I&#8217;ll try to collect any links to lecture materials I come across. If you know of stuff missing here, please tell me about it on Twitter <a href=\"https:\/\/twitter.com\/TheJare\" target=\"_blank\">@TheJare<\/a>. You can also check industry sites like <a href=\"http:\/\/www.gamasutra.com\/\" target=\"_blank\">Gamasutra<\/a>, <a href=\"http:\/\/www.polygon.com\/2013\/3\/25\/4145780\/gdc-2013-panels-announcements-and-more-live-from-san-francisco\" target=\"_blank\">Polygon<\/a> or <a href=\"http:\/\/www.develop-online.net\/\" target=\"_blank\">Develop<\/a> for ongoing coverage, and hopefully a lot of these materials will show up in the <a href=\"http:\/\/www.gdcvault.com\/\" target=\"_blank\">GDC Vault<\/a> soon.<\/p>\n<p><em>Edit<\/em>: also check out eXile&#8217;s <a href=\"http:\/\/zfx.info\/viewtopic.php?f=11&amp;t=381&amp;p=37098#p37082\" target=\"_blank\">awesome and better organized compilation<\/a> (focused on programming &amp; rendering).<\/p>\n<ul>\n<li><a href=\"http:\/\/gafferongames.com\/2013\/03\/26\/virtual-go-talk-slides-from-gdc-2013\/\" target=\"_blank\">Virtual Go<\/a> by Glenn Fiedler (also check his entire series of articles)<\/li>\n<li><a href=\"https:\/\/code.google.com\/p\/box2d\/downloads\/list\" target=\"_blank\">Continuous Collision<\/a> by Erin Catto (lots of stuff from him there)<\/li>\n<li><a href=\"http:\/\/blog.wolfire.com\/2013\/03\/Exploring-game-design-through-technology\" target=\"_blank\">Indie Soapbox<\/a> (reprise), on technology and design spaces by David Rosen<\/li>\n<li><a href=\"http:\/\/chrishecker.com\/No_One_Knows_About_Your_Game\" target=\"_blank\">No One Knows About Your Game<\/a> (rehearsal) by Chris Hecker<\/li>\n<li><a href=\"https:\/\/docs.google.com\/file\/d\/0B0AdsFXmX1ORRVFvajgyNWN4OE0\/edit\" target=\"_blank\">Orthogonal Matching Pursuit and K-SVD for Sparse Encoding<\/a> by Robin Green and Manny Ko<\/li>\n<li><a href=\"http:\/\/software.intel.com\/en-us\/videos\/new-game-technology-development-intel-hd-graphics-samples-from-gdc-2013\" target=\"_blank\">Intel HD Graphics Samples<\/a> from Intel<\/li>\n<li><a href=\"http:\/\/janemcgonigal.com\/2013\/03\/27\/there-is-no-escape-designing-videogames-for-maximum-real-life-impact\/\" target=\"_blank\">There is No Escape: Designing Videogames for Maximum Real-Life Impact<\/a> by Jane McGonigal (plus lots of research links)<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/paulwinterhalder\/building-scalable-cloud-tech-for-mobile-social-games\" target=\"_blank\">Building Scalable Cloud Tech for Mobile \/ Social Games<\/a> by Paul Winterhalder<\/li>\n<li><a href=\"http:\/\/www.armlessoctopus.com\/2013\/03\/27\/gdc-2013-designing-without-a-pitch-ftl-postmortem\/\" target=\"_blank\">Designing Without a Pitch \u2013 FTL Postmortem<\/a> (writeup, <a href=\"http:\/\/www.ftlgame.com\/GDC.rar\" target=\"_blank\">slides here<\/a>) by Matthew Davis and Justin Ma<\/li>\n<li><a href=\"http:\/\/www.witchboy.net\/articles\/empowering-the-player-in-a-story-rich-world\/\" target=\"_blank\">Empowering the Player in a Story-rich World<\/a> by Harvey Smith and Raphael Colantonio<\/li>\n<li><a href=\"http:\/\/www.gamespot.com\/metal-gear-solid-v-the-phantom-pain\/videos\/hideo-kojima-gdc-2013-panel-6406092\/\" target=\"_blank\">Metal Gear Solid V: The Phantom Pain<\/a> (video) panel with Hideo Kojima<\/li>\n<li><a href=\"http:\/\/deplinenoise.wordpress.com\/2013\/03\/29\/loading-from-imperfect-data-gdc-2013\/\" target=\"_blank\">Loading from Imperfect Data<\/a> by Andreas Fredriksson<\/li>\n<li><a href=\"http:\/\/rumsey.org\/blog\/2013\/03\/gdc-2013-slides\/\" target=\"_blank\">Network Serialization and Routing in World of Warcraft<\/a> by Joe Rumsey<\/li>\n<li><a href=\"http:\/\/www.gamasutra.com\/view\/news\/188965\/Video_Anna_Kipnis_GDC_2013_talk_on_MolyJam.php\" target=\"_blank\">Molyjam: How Twitter Jokes Can Save Video Games<\/a> (video) by Anna Kipnis<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/LieslLeary\/smack-talk-big-data-and-localization\" target=\"_blank\">Smack Talk, Big Data, and Localization<\/a> by Liesl Leary<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/JoelBurgess\/gdc2013-kit-buildingfinal\" target=\"_blank\">Modular Level Design for Skyrim<\/a> by Joel Burgess and Nathan Purkeypile<\/li>\n<li><a href=\"http:\/\/chrishecker.com\/Fair_Use\" target=\"_blank\">Fair Use<\/a> rant (video) by Chris Hecker<\/li>\n<li><a href=\"http:\/\/www.gamespot.com\/events\/gdc-2013\/video.html?sid=6406215\" target=\"_blank\">Halo 4 Postmortem<\/a> (video) by Kevin Grace, Frank O&#8217;Connor, Kiki Wolfkill and Matt McCloskey<\/li>\n<li><a href=\"http:\/\/www.gamespot.com\/shows\/gamespot-live\/?event=bungies-brave-new-world-20130328\" target=\"_blank\">Destiny: Building a Brave New World<\/a> (video) by Bungie<\/li>\n<li><a href=\"http:\/\/www.gamespot.com\/shows\/gamespot-live\/?event=classic-game-postmortem-x-com-20130328\" target=\"_blank\">Classic Games Postmortem &#8211; XCOM: UFO Defense<\/a> (video) by Julian Gollop<\/li>\n<li><a href=\"https:\/\/github.com\/macton\/presentation-archive\/raw\/master\/GDC2013_macton_usability_is_not_random.pdf\" target=\"_blank\">Usability is not Random<\/a> by Mike Acton (check <a href=\"https:\/\/github.com\/macton\/presentation-archive\" target=\"_blank\">his repo<\/a> for lots of other talks)<\/li>\n<li><a href=\"http:\/\/www.yodo1.com\/the-western-mobile-games-that-conquered-china-powerpoint-deck-from-yodo1s-gdc-talk\" target=\"_blank\">The Western Mobile Games That Conquered China<\/a> by Henry Fong<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/remi_arnaud\/gdc-2013\" target=\"_blank\">COLLADA to WebGL<\/a> by Remi Arnaud<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/karencollins549\/biff-boom-pow-introducing-students-to-sound-for-games-gdc-2013\" target=\"_blank\">Biff Boom Pow: Introducing Students to Sound for Games<\/a> by Karen Collins<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/MargaretWallace\/surviving-freetoplay-for-small-earlystage-startups\" target=\"_blank\">Surviving Free-to-Play for Small &amp; Early-Stage Start-Ups<\/a> by Margaret Wallace<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/gwertzman\/omg-zombies-on-the-great-wall-of-china\" target=\"_blank\">OMG! Zombies on the Great Wall of China!<\/a> by James Gwertzman<\/li>\n<li><a href=\"http:\/\/vagrantcursor.wordpress.com\/2013\/03\/26\/game-educators-rant-2013-the-tell-tale-job-ad\/\" target=\"_blank\">Game Educator\u2019s Rant 2013: The Telltale Job Ad<\/a> (reprise) by Clara Fernandez-Vara<\/li>\n<li><a href=\"http:\/\/www.charliecleveland.com\/gdc2013\/\" target=\"_blank\">The Velveteen Marine\u00a0&#8211; The Power of Belief in Natural Selection 2<\/a> by Charlie Cleveland<\/li>\n<li><a href=\"http:\/\/blogs.valvesoftware.com\/uncategorized\/slides-from-my-game-developers-conference-talk\/\" target=\"_blank\">Why Virtual Reality Is Hard (and where it might be going)<\/a> by Michael Abrash (also, a <a href=\"http:\/\/www.roadtovr.com\/2013\/03\/31\/gdc-2013-michael-abrash-virtual-reality-oculus-rift-presentation-slides-4415\/all\/1\" target=\"_blank\">transcript of the talk<\/a>)<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/ICOPartners\/gdc13-crowdfunding-numbers-and-trends\" target=\"_blank\">Crowdfunding for Indies: Real Numbers and Trends<\/a> by Thomas Bidaux<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/jesseschell\/the-future-of-storytelling-17730400\" target=\"_blank\">The Future of Storytelling<\/a> by Jesse Schell<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/emily_greer\/building-games-for-the-longterm\" target=\"_blank\">Building Games for the Long Term<\/a> by Emily Greer<\/li>\n<li><a href=\"https:\/\/dl.dropbox.com\/u\/9619385\/SpacesInTheSandbox_Matthew.pptx\" target=\"_blank\">Spaces in the Sandbox<\/a> by Matthew Jack<\/li>\n<li><a href=\"http:\/\/www.dtecta.com\/files\/GDC13_vandenBergen_Gino_Math_Tut.pdf\" target=\"_blank\">Math for Game Programmers: Dual Numbers<\/a> by Gino van den Bergen<\/li>\n<li><a href=\"http:\/\/www.dtecta.com\/files\/GDC13_vandenBergen_Gino_Physics_Tut.pdf\" target=\"_blank\">Physics for Game Programmers: Spatial Data Structures<\/a> by Gino van den Bergen<\/li>\n<li><a href=\"http:\/\/www.essentialmath.com\/GDC2013\/GDC13_quaternions_final.pdf\" target=\"_blank\">Understanding Quaternions<\/a> by Jim Van Verth<\/li>\n<li><a href=\"http:\/\/www.nocrusts.com\/talks\/index.asp\" target=\"_blank\">A Gamer&#8217;s Guide to Parenting<\/a> by Carla Fisher<\/li>\n<li><a href=\"http:\/\/www.scribd.com\/doc\/133459762\/GDC-2013-Duct-Tape-Award-Acceptance-Rant\" target=\"_blank\">Duct Tape Award Acceptance Rant<\/a> by Scott Jon Siegel<\/li>\n<li><a href=\"http:\/\/virtualeconomists.com\/blogs\/news\/7609159-designing-virtual-markets-for-fun-and-profit-vili-lehdonvirtas-gdc-lecture-online\" target=\"_blank\">Designing Virtual Markets for Fun and Profit<\/a> by Vili Lehdonvirta<\/li>\n<li><a href=\"http:\/\/www.above49.ca\/2013\/04\/gdc-13-slides-text.html\" target=\"_blank\">Of Choice and Breaking New Ground: Designing Mark of the Ninja<\/a> by Nels Anderson<\/li>\n<li><a href=\"http:\/\/www.gamasutra.com\/view\/news\/188964\/Video_Spec_Ops_The_Line_contextualizes_violence_through_story.php\" target=\"_blank\">We Are Not Heroes: Contextualizing Violence Through Narrative<\/a> (video) by Walt Williams<\/li>\n<li><a href=\"http:\/\/gamesfromwithin.com\/why-are-you-making-games\" target=\"_blank\">Why Are You Making Games?<\/a> (Indie Soapbox reprise) by Noel Llopis<\/li>\n<li><a href=\"http:\/\/www.bitsquid.se\/presentations\/collaboration.pdf\" target=\"_blank\">Working Together:\u00a0Solutions for Collaborative Asset Creation<\/a> by\u00a0Niklas Frykholm<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/blainewhittle\/slides-from-gdc-2013-talk-under-the-hood-of-blizzards-internal-build-system\" target=\"_blank\">Under the Hood of Blizzard&#8217;s Internal Build System<\/a> by Blaine Whittle<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/abyssi\/supercharging-word-of-mouth-best-practices-in-mobile-virality\" target=\"_blank\">Supercharging Word of Mouth<\/a> by Jussi Laakkonen<\/li>\n<li><a href=\"http:\/\/www.gamasutra.com\/blogs\/LarsDoucet\/20130402\/189725\/Storytelling_as_Problem_Solving_Defenders_Quest_GDC_2013_Narrative_Summit.php\" target=\"_blank\">Story-telling as Problem Solving: Defender&#8217;s Quest<\/a> by Lars Doucet<\/li>\n<li><a href=\"http:\/\/media.steampowered.com\/apps\/valve\/2013\/Team_Fortress_in_VR_GDC.pdf\" target=\"_blank\">Lessons Learned Porting Team Fortress 2 to Virtual Reality<\/a> by Joe Ludwig<\/li>\n<li><a href=\"http:\/\/diablo.incgamers.com\/blog\/comments\/extensive-slides-from-jay-wilsons-diablo-3-gdc-postmortem\" target=\"_blank\">Diablo 3 Postmortem<\/a> (photos) by Jay Wilson and Wyatt Cheng<\/li>\n<li><a href=\"http:\/\/www.gamasutra.com\/view\/news\/189666\/Video_The_9_biggest_trends_from_freetoplay_games_in_2012.php\" target=\"_blank\">Free to Play Game Design: A Year in Review<\/a> (video) by Juan Gril, Steve Meretzky and Dave Rohrl<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/robblewis\/gdc2013-magidplay-spangamebizmodels\" target=\"_blank\">Video Game Business Models and Emerging Trends Among Consumers<\/a> by Robb Lewis<\/li>\n<li><a href=\"http:\/\/above-the-garage.com\/blog\/2013\/4\/2\/gdc-2013-talk-on-guild-wars-2-scalability.html\" target=\"_blank\">Guild Wars 2: Scaling from one to millions<\/a> by Stephen Clarke-Willson<\/li>\n<li><a href=\"http:\/\/www.humus.name\/index.php?page=Articles&amp;ID=6\" target=\"_blank\">Low-Level Thinking in High-Level Shading Languages<\/a> by Emil Persson<\/li>\n<li><a href=\"https:\/\/drive.google.com\/folderview?id=0B50NTenE1c2OSkJLVTBMV1dfeUk&amp;usp=sharing\" target=\"_blank\">Horizon and Beyond: A look into Tomb Raider\u2019s Tools<\/a> by Jason Yao<\/li>\n<li><a href=\"https:\/\/developer.nvidia.com\/sites\/default\/files\/akamai\/gamedev\/docs\/Porting%20Source%20to%20Linux.pdf\" target=\"_blank\">Porting Source to Linux: Valve&#8217;s Lessons Learned<\/a> (author?)<\/li>\n<li><a href=\"http:\/\/crytek.com\/cryengine\/presentations\/the-rendering-technologies-of-crysis-3\" target=\"_blank\">The Rendering Technologies of \u000bCrysis 3<\/a> by Tiago Sousa, Carsten Wenzel and Chris Raine<\/li>\n<li><a href=\"http:\/\/www.gamesindustry.biz\/articles\/2013-04-02-gdc-2013-hothead-rants-pt-1-mitu-khandaker\" target=\"_blank\">Hothead Rant<\/a>\u00a0(writeup) by\u00a0Mitu Khandaker on race and representation<\/li>\n<li><a href=\"http:\/\/www.gamesindustry.biz\/articles\/2013-04-03-gdc-2013-hothead-rants-pt-2-anna-marsh\" target=\"_blank\">Hothead Rant<\/a> (writeup) by\u00a0Anna Marsh on crunch and &#8220;being hardcore&#8221;<\/li>\n<li><a href=\"http:\/\/www.gamasutra.com\/view\/news\/188962\/Video__Candy_Crush_Saga_uses_luck_in_the_right_places.php\" target=\"_blank\">Candy Crush Saga Postmortem: Luck in the Right Places<\/a> (video) by Tommy Palm<\/li>\n<li><a href=\"https:\/\/developer.nvidia.com\/gdc-2013\" target=\"_blank\">Everything from Nvidia<\/a><\/li>\n<li><a href=\"https:\/\/developer.nvidia.com\/sites\/default\/files\/akamai\/gamedev\/docs\/Borderless%20Ptex.pdf\" target=\"_blank\">Eliminating Texture Waste: Borderless Realtime Ptex<\/a> by\u00a0John McDonald<\/li>\n<li><a href=\"https:\/\/developer.nvidia.com\/sites\/default\/files\/akamai\/BAVOIL_ParticleShadowsAndCacheEfficientPost.pdf\" target=\"_blank\">Particle Shadows &amp;\u00a0Cache-Efficient Post-Processing<\/a> by Louis Bavoil and Jon Jansen<\/li>\n<li><a href=\"http:\/\/www.gamasutra.com\/view\/news\/189816\/Video_How_Assassins_Creed_IIIs_many_studios_collaborated.php\" target=\"_blank\">Three Years of Collaboration on Assassin&#8217;s Creed III<\/a> (video) by\u00a0Marc-Alexis Cote, Alexander Hutchinson, Damien Kieken, Francois Pelland, Hugues Ricour<\/li>\n<li><a href=\"http:\/\/software.intel.com\/en-us\/gdc\" target=\"_blank\">Everything from Intel<\/a><\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/chadaustin\/multiplatform-c-on-the-web-with-emscripten-18258801\" target=\"_blank\">Multiplatform C++ on the Web with Emscripten<\/a> by Chad Austin<\/li>\n<li><a href=\"http:\/\/emshort.wordpress.com\/2013\/04\/05\/gdc-me-at-indie-soapbox-ranting-about-text\/\" target=\"_blank\">Indie Soapbox, Ranting about Text<\/a> by Emily Short<\/li>\n<li><a href=\"http:\/\/www.gamasutra.com\/view\/news\/189817\/Video_The_Myst_Classic_Postmortem_from_GDC_2013.php\" target=\"_blank\">Classic Game Postmortem: Myst<\/a> (video) by Robyn Miller<\/li>\n<li><a href=\"http:\/\/kripken.github.io\/mloc_emscripten_talk\/gindex.html\" target=\"_blank\">Compiling C++ to JavaScript<\/a> by Alon Zakai<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/dinodini1\/the-polling-problem\" target=\"_blank\">The Polling Problem<\/a> by Dino Dini<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/dinodini1\/dear-compiler-please-dont-be-my-nanny-v2\" target=\"_blank\">Dear compiler please don&#8217;t be my nanny<\/a> by Dino Dini<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/ccfisher1\/little-hands-v3\" target=\"_blank\">Little Hands, Foul Moods and Runny Noses: Mobile Games for Kids<\/a> by Carla Engelbrecht<\/li>\n<li><a href=\"http:\/\/www.slideshare.net\/JimmyS7\/igniting-the-spark-building-online-services-for-borderlands-2\" target=\"_blank\">Igniting the Spark: Building Online Services for Borderlands 2<\/a> by Jimmy Sieben<\/li>\n<li><a href=\"https:\/\/drive.google.com\/folderview?id=0B50NTenE1c2OSkJLVTBMV1dfeUk&amp;usp=sharing\" target=\"_blank\">Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Raider<\/a> by Jason Yao<\/li>\n<li><a href=\"https:\/\/drive.google.com\/folderview?id=0B2iEzxzGlkkZWXNrOURDcFJXbzg&amp;usp=sharing\" target=\"_blank\">A Survivor Reborn: Tomb Raider on DX11<\/a> by Jason Lacroix<\/li>\n<li><a href=\"http:\/\/www.cs.northwestern.edu\/~ian\/GDCConstraints.pptx\" target=\"_blank\">Constraint propagation is your friend<\/a> by Ian Horswill and Leif Foged (also, <a href=\"http:\/\/www.cs.northwestern.edu\/~ian\/GDCConstraintsHowTo.pdf\" target=\"_blank\">the tutorial<\/a>)<\/li>\n<li><a href=\"http:\/\/www.stonetronix.com\/gdc-2013\/SupplyChain-2013.pptx\" target=\"_blank\">Supply Chain<\/a> and <a href=\"http:\/\/www.stonetronix.com\/gdc-2013\/PaperGames-2013.pptx\" target=\"_blank\">Paper Simulations of Digital Games<\/a> by Stone Librande (Game Design Workshop)<\/li>\n<li><a href=\"http:\/\/www.stonetronix.com\/gdc-2013\/GDC2013-SimCity-OnePage.pptx\" target=\"_blank\">Simulating a City, One Page at a Time<\/a> by Stone Librande<\/li>\n<li><a href=\"http:\/\/www.decisionproblem.com\/inmachinam\/?p=80\" target=\"_blank\">Genre and Creativity<\/a> by James Lantz<\/li>\n<li><a href=\"http:\/\/www.markwesley.com\/talks.html\" target=\"_blank\">Implementing a Rewindable Instant Replay System for Temporal Debugging<\/a> by Mark Wesley<\/li>\n<li><a href=\"http:\/\/developer.amd.com\/resources\/documentation-articles\/conference-presentations\/\" target=\"_blank\">Everything from AMD<\/a><\/li>\n<li><a href=\"http:\/\/unbirthgame.com\/GDC2013_PresenceSelfAndStoryTelling_Script.pdf\" target=\"_blank\">Presence, Self and Storytelling<\/a> by Thomas Grip<\/li>\n<li><a href=\"http:\/\/www.gamasutra.com\/view\/news\/190070\/Video_The_ethics_and_psychology_of_the_freemium_model.php\" target=\"_blank\">The ethics and psychology of the &#8216;freemium&#8217; model<\/a> (video) with Eli Hodapp, Arash Keshmirian, Kevin Pazirandeh, Keith Shepherd<\/li>\n<li><a href=\"http:\/\/www.gamesindustry.biz\/articles\/2013-04-10-hothead-rants-pt-4-naomi-clark\" target=\"_blank\">Hothead rant<\/a> (writeup) by Naomi Clark on\u00a0why games should be striving to mean more<\/li>\n<\/ul>\n<p>Constantly updated&#8230;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s that time of the year again, when everyone else is partying and having fun (or maybe not &#8211; WTF IGDA?) at GDC in San Francisco. I&#8217;ll try to collect any links to lecture materials I come across. If you &hellip; <a href=\"https:\/\/iguanademos.com\/Jare\/wp\/?p=2663\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9],"tags":[23],"class_list":["post-2663","post","type-post","status-publish","format-standard","hentry","category-development","tag-gdc"],"_links":{"self":[{"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/posts\/2663","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2663"}],"version-history":[{"count":10,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/posts\/2663\/revisions"}],"predecessor-version":[{"id":2665,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=\/wp\/v2\/posts\/2663\/revisions\/2665"}],"wp:attachment":[{"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2663"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2663"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/iguanademos.com\/Jare\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2663"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}