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September 21, 2019
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Video: How to be an effective, high-performance game producer  
by Staff [09.19.19]
In this 2017 GDC session, Gearbox Software's Aaron Thibault shares advice on how producers can work smarter to help game development teams work more efficiently while building trust with each other.
Console/PC, Indie, Production, Video, Vault

Video: A cautionary tale in community crisis management  
by Staff [09.18.19]
In this GDC 2017 talk EA's Emma Siu explores how to handle difficult circumstances in community management, how it can inspire trust and commitment, and how something amazing can arise from chaos!
Social/Online, Business/Marketing, Video, Vault

Video: Crafting emergent tragedies in Kitfox's The Shrouded Isle  
by Staff [09.17.19]
In this 2019 GDC session, Kitfox Games' Jongwoo Kim presents a design postmortem of The Shrouded Isle and examines three techniques that designers can use to create emergent tragedies.
Indie, Design, Video, Vault

Video: Building explosive 8-bit Nintendo eSports the Tetris World Championship way  
by Staff [09.16.19]
In this 2019 GDC talk, Hitsparks Games' Chris Tang explores how the Classic Tetris World Championship format makes the most of Tetris for the Nintendo Entertainment System.
Social/Online, Business/Marketing, Video, Vault

Video: Deterministic vs. replicated AI: Building For Honor's battlefield  
by Staff [09.13.19]
In this 2017 GDC talk For Honor devs Frederic Doll and Xavier Guilbeault explain how Ubisoft created a big, active battlefield on the backbone of a distributed peer-to-peer deterministic simulation.
Console/PC, Social/Online, Design, Video, Vault

Video: Crafting the musical identity and style of your game  
by Staff [09.12.19]
In this 2017 GDC talk, composer Penka Kouneva discusses how developers can successfully present their vision and articulate their musical needs to composers.
Console/PC, Indie, Audio, Video, Vault

Video: Improving cross-disciplinary communication in small teams  
by Staff [09.11.19]
In this GDC 2017 talk Harmonix's Jeff Hesser examines and explains why, as teams get smaller and more agile, their need to improve conversations across disciplinary lines increases.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Video: How to get a job writing for games  
by Staff [09.10.19]
In this 2019 GDC talk, Zak Garriss and Tracey John demystify the application process and provide some understanding of how to break into the field for aspiring game writers and narrative designers.
Console/PC, Indie, Video, Vault

Video: How to survive and thrive as a small studio without a big hit  
by Staff [09.09.19]
In this 2019 GDC panel, Christopher Langmuir, Theresa Duringer and Tanya X. Short give realistic examples of how to run a small game studio without a surprise runaway hit.
Indie, Business/Marketing, Video, Vault

Video: Designing levels for a video game mixtape  
by Staff [09.06.19]
In this 2017 GDC talk, Alejandro Quan-Madrid discusses the creation of mobile game FRKN WKND, a kind of video game mixtape that's made up of a collection of autobiographical vignette games.
Console/PC, Indie, Design, Video, Vault

Video: Understanding Halo 5's geometry caching optimizations  
by Staff [09.05.19]
In this 2017 GDC session, Zabir Hoque and Ben Laidlaw walk you through the optimizations made to the vertex caching pipeline of Halo 5: Guardians to make the game's destruction come alive.
Console/PC, Programming, Production, Video, Vault

Video: How indies and small studios can succeed with licensed games  
by Staff [09.04.19]
In this 2019 GDC talk Devolver Digital's Nigel Lowrie, Nerial's Francois Alliot, and HBO's Jeff Peters explore how smaller devs can succeed with licensed games like Reigns: Game of Thrones
Console/PC, Indie, Business/Marketing, Video, Vault

Video: A data-driven deep dive into the 12 motivations for players  
by Staff [09.03.19]
In this 2019 GDC talk, Quantic Foundry's Nick Yee take a deep dive into 12 major player motivations, based on Quantic Foundry's survey of over 400,000 game players!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Conquering the creative challenges in Marvel's Spider-Man  
by Staff [08.29.19]
In this GDC 2019 talk, Insomniac Games' Bryan Intihar discusses how the team overcame three major hurdles in order to hit the creative/narrative goals that were set for Marvel's Spider-Man.
Console/PC, Production, Video, Vault

Video: The three phases of designing Episode's interactive fiction  
by Staff [08.27.19]
In this 2017 GDC talk, Pocket Gems' Michael Dawson explains how the Episode teams take a story idea and design it into a polished interactive mobile entertainment experience in three phases.
Smartphone/Tablet, Design, Video, Vault

Video: A soft skills survival guide for game developers  
by Staff [08.26.19]
In this 2019 GDC session, Certain Affinity's Richard Vogel discusses what it's like working in the games industry for over 20 years and the most important soft skills needed for success.
Console/PC, Indie, Production, Video, Vault

Video: Inside the transmedia storytelling of Final Fantasy XV  
by Staff [08.22.19]
In this 2017 GDC talk, Square Enix's Dan Inoue discusses what rules were made and broken to maintain a cohesive, coherent narrative in Final Fantasy XV.
Console/PC, Design, Video, Vault

Video: Inside the flexible music system of Plants vs. Zombies Heroes 1
by Staff [08.21.19]
In this 2017 GDC talk PopCap Games' Becky Allen shares an in-depth look at the experiments that shaped the dynamic music systems of PopCap's digital collectible card game Plants vs. Zombies Heroes.
Smartphone/Tablet, Audio, Design, Video, Vault

Video: Think you're ready to pitch a publisher? You're not, and here's why  
by Staff [08.20.19]
In this 2019 GDC talk, Finji's Rebekah Saltsman explains how Finji builds and uses pitch documents, key art and game play videos to help developers improve their pitches to publishers.
Indie, Business/Marketing, Video, Vault

Video: Designing for color blindness in games  
by Staff [08.19.19]
In this 2019 GDC session, Creative Assembly's Douglas Pennant introduces you to best practices and solutions that can help you make games that are more accessible to the colorblind.
Console/PC, Design, Video, Vault