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Updates » History
Video: Game preservation lessons learned on EA's biggest sports games  
by Staff [11.05.19]
In this 2019 GDC talk EA's Garrett Fredley discusses the struggles and challenges of his work preserving releases for AAA sports franchises, detailing processes nearly every team can benefit from.
Console/PC, History, Video, Vault

Don't Miss: David Brevik's tale of designing the original Diablo 13
by Alex Wawro [11.01.19]
With Diablo IV recently confirmed, take a moment to refresh yourself on where the series started with this report from designer David Brevik's GDC 2016 postmortem of the original Diablo.
Console/PC, Smartphone/Tablet, History

Dreamcast 20th anniversary interview extravaganza 2
by Gamasutra Community [09.09.19]
As the Dreamcast turns 20, we got comments from developers of games like Shenmue, Space Channel 5, Samba de Amigo, Sonic Adventure, and more, to celebrate the short life of this innovative console.
Console/PC, Design, Business/Marketing, History

How id built Wolfenstein 3D using Commander Keen tech 3
by Fabien Sanglard [06.24.19]
This chapter of Fabien Sanglard's "Game Engine Black Book: Wolfenstein 3D" tells the origin story of id Software's first breakout FPS, and how it was built atop the success and tech of Commander Keen.
Console/PC, Programming, Production, History

Inside the work to get Doom on the Super Nintendo  
by Fabien Sanglard [06.07.19]
This chapter of Fabien Sanglard's "Game Engine Black Book: DOOM" examines the trials and triumphs of porting DOOM to the SNES, and the pivotal role played by Star Fox developer Argonaut Games.
Console/PC, Programming, History

Video: How Blizzard brought Orphea to Heroes of the Storm  
by Staff [06.04.19]
In this GDC 2019 talk Blizzard's Lana Bachynski covers the company's art and animation process, from first concept to final pass, through the lens of Orphea's development for Heroes of the Storm.
Console/PC, Art, Design, History

Game source code is a teaching tool, not a trade secret, argues VGHF founder  
by Alex Wawro [03.22.19]
“The industry sees source material as a trade secret,” Video Game History Foundation founder Frank Cifaldi said at GDC today. “We think it’s an educational tool."
Console/PC, Indie, History, GDC

How bad crediting hurts the game industry and muddles history 8
by Richard Moss [11.06.18]
Historians reflect on the game industry's bumpy track record of accurately crediting developers, and make a case for why standardizing game credits is critical if we want to understand the industry.
Console/PC, Indie, History

Classic Tools Retrospective: The tools that built Deus Ex 7
by Gamasutra Community [10.23.18]
David Lightbown interviews Chris Norden about the history of tools development for Deus Ex. Learn how the team customized the Unreal Editor, developed dialogue and export tools, created lip-sync technology, and more.
Console/PC, Programming, Production, History

Listen to history experts discuss Assassin's Creed Odyssey 2
by Gamasutra Community [10.22.18]
Historian Bob Whitaker and Dr. Kate Cook talk about Assassin's Creed Odyssey, the Peloponnesian War, life in Athens and Sparta, women in ancient Greece, and the importance of the arts and artists in Athenian society.
History

The Strong adds hundreds of Skylanders prototypes and dev files to museum  
by Alissa McAloon [09.27.18]
Activision-owned Toys for Bob has donated a sizable selection of Skylanders paraphernalia to The Strong museum, including hundreds of pre-production figures and nearly one thousand pages of internal records.
Console/PC, History

iOS game collection aims to spotlight pre-mobile handheld games  
by Alissa McAloon [07.26.18]
The Original Mobile Games is live on the App Store with six digital recreations of early handled dexterity games and puzzles sourced from The Strong Museum.
Smartphone/Tablet, History

Early Pokemon Gold and Silver demo uncovers scrapped content  
by Alissa McAloon [05.31.18]
An early demo has found its way online, offering developers a rare look at some of the ideas, locations, and creatures that never made it into the final versions of the second round of Pokemon games.
Console/PC, History

Spacewar!, Tomb Raider, and others join World Video Game Hall of Fame  
by Alissa McAloon [05.03.18]
Spacewar!, John Madden Football, the original Tomb Raider, and Final Fantasy VII make up 2018’s inductees into The Strong’s World Video Game Hall of Fame.
Console/PC, History

Tracing Sega's origins back to jukeboxes and Japanese 'gun corners'  
by Alex Wawro [04.25.18]
"We decided to manufacture [light] guns & flippers ourselves in Japan, which led us to start developing our own arcade games," said former Sega exec Akira Nagai. "That was the official start of Sega."
Console/PC, History

How Xbox got its start -- and its name 1
by Rusel DeMaria [04.13.18]
In this excerpt from Rusel deMaria's new Xbox history tome, "Game of X - Vol 1: The Untold History of Xbox", original team members recount how the Xbox project started -- and how it got its name.
Console/PC, Business/Marketing, History

Take a gander at how the very first arcade video games were advertised 2
by Alex Wawro [04.10.18]
A new post from the Video Game History Foundations offers an interesting look at how coin-op video games were advertised nearly 50 years ago, when most people had no idea what a video game was.
Console/PC, Business/Marketing, History

Tomb Raider devs recall the technical and creative hurdles that followed the series  
by Alissa McAloon [04.10.18]
A recently published interview offers a look at how the dev team overcame technical limitations of the time and how creative fatigue manifested in-game as time went on.
Console/PC, History

Nightdive shares source code for System Shock on Mac  
by Alex Wawro [04.06.18]
The folks at Nightdive Studios this week released the source code for the Mac version of Looking Glass Studios' 1994 classic System Shock.
Console/PC, Programming, History

More than 'Orcs in Space': Devs measure the enduring influence of StarCraft  
by Alan Bradley [03.30.18]
Game makers from Blizzard, Riot, Gas Powered Games, and more cast themselves back to the strange, hazy days of the late '90s to talk about how StarCraft changed the way they thought about game design.
Console/PC, Design, Business/Marketing, History