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October 22, 2019
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Updates » Vault
Video: Tips for managing the unmanageable projects in game dev  
by Staff [03.08.19]
At GDC 2017, ClutchPlay Games' Amy Dallas takes to the stage for a no-nonsense talk aimed at helping producers work through the process of managing seemingly unmanageable game dev projects.
Console/PC, Indie, Production, Video, Vault

Video: Making magic with textures in the vertex shader  
by Staff [02.26.19]
At GDC 2017 game coder Mario Palmero demonstrates how using textures in the vertex shader is a viable and potentially cheaper alternative that more studios should be considering.
Console/PC, Programming, Art, Video, Vault

Video: Applying artistic principles to VFX design for games  
by Staff [02.22.19]
In this GDC 2017 talk, Blizzard's Hadidjah Chamberlin & Riot's Jason Keyser share artistic fundamentals for crafting visual effects that will help you -- no matter what kind of game you're working on!
Console/PC, Indie, Art, Video, Vault

Video: Folk games, festivity, and subversive game design  
by Staff [02.21.19]
In this classic GDC 2012 talk, game designer Douglas Wilson (Johann Sebastian Joust) encourages developers to embrace the limitations of motion control tech, rather than struggling against them!
Indie, Design, Video, Vault

Video: How Hitman guides players through non-linear level design  
by Staff [02.20.19]
At GDC Europe 2016 Io Interactive's Mette Poedenphant Andersen and Jacob Mikkelsen take the stage to discuss how they design the levels and systems of Hitman to be intuitive and easy to navigate.
Console/PC, Design, Video, Vault

Video: Concrete practices to be a better game dev leader  
by Staff [02.14.19]
At GDC 2012 Bungie's Brian Sharp gives a great talk about how to lead well by doing two things: communicating effectively and maintaining perspective.
Console/PC, Indie, Production, Video, Vault

Video: How to invite player creativity through game mechanics  
by Staff [02.13.19]
At GDC 2017 game designer Holly Gramazio shares a dozen different ways games can encourage player creativity, as well as some guidance on how to make your players feel comfortable being creative!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Injecting originality into the music of Fallout  
by Staff [02.12.19]
At GDC 2017 veteran composer Inon Zur takes the stage to explain how Bethesda's Fallout games gained their distinctive soundscapes, and how game makers can inject originality into their soundtracks.
Console/PC, Audio, Video, Vault

Video: Designing games to better support player expression  
by Staff [02.07.19]
Tiger Style's Randy Smith speaks at GDC 2011 about a key game dev issue: how do you design a great game that gives players room to express themselves creatively?
Console/PC, Indie, Design, Video, Vault

Video: Building better relationships with your players  
by Staff [02.05.19]
Players are people too, and in this GDC 2017 talk Big Viking Games' Jacob Van Rooyen offered fellow devs some useful advice on nurturing fruitful relationships with the people who play their games.
Console/PC, Social/Online, Indie, Business/Marketing, Video, Vault

Video: Swery's guide to lovable game design  
by Staff [02.01.19]
Swery takes the stage at GDC 2011 (a year after Deadly Premonition) to talk through his game design process, and how he goes about trying to create appealing characters and narratives.
Console/PC, Indie, Design, Video, Vault

Video: How Obsidian built Pillars of Eternity by looking back while moving forward  
by Staff [01.31.19]
At GDC Europe 2016 Obsidian's Josh Sawyer looks at Pillars of Eternity's origins, and how Obsidian went about trying to update the RPG genre while paying tribute to the games that inspired it.
Console/PC, Design, Video, Vault

Video: King's guide to level design for casual games  
by Staff [01.30.19]
King's Jeremy Kang takes the stage at GDC Europe 2016 to deliver a rare look at how King (Candy Crush Saga) goes about designing levels for its various free-to-play mobile games.
Social/Online, Smartphone/Tablet, Design, Video, Vault

Video: A game dev's guide to designing great tutorials  
by Staff [01.29.19]
Can you design a tutorial so good your players don't know they're in it? Those Awesome Guys' Nicolae Berbece thinks so, and in this GDC Europe 2016 talk he explores how to pull it off.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Inside the design of the app-integrated board game Mansions of Madness  
by Staff [01.28.19]
In this GDC 2018 talk,  Fantasy Flight Games' Andrew Fischer shares what the design team learned while making the app-assisted cooperative board game Mansions of Madness: Second Edition!
Smartphone/Tablet, Indie, Design, Video, Vault

Video: Carving out a successful freelance career in game audio  
by Staff [01.09.19]
At GDC 2018, experienced audio professional Akash Thakkar breaks down the process of successfully freelancing in video game audio, exploring everything from finding high-quality work to setting rates.
Console/PC, Indie, Audio, Video, Vault

Video: Inside the AI design of Dishonored 2  
by Staff [11.28.18]
At the GDC 2017 AI Summit, Arkane's Laurent Couvidou and Xavier Sadoulet explain how the AI of Dishonored 2 was designed to pit players against challenging, crafty, and yet outwittable foes.
Console/PC, Design, Video, Vault

Video: Playing with Pride -- When game culture & LGBTQ culture collide  
by Staff [11.27.18]
In this GDC 2018 talk, documentarian Matt Baume shares interviews with a wide array of LGBTQ devs and players to help you better understand the needs and challenges of players in the LGBTQ community.
Console/PC, Indie, Art, Design, Business/Marketing, Video, Vault

Video: An apology for Roger Ebert 4
by Staff [11.09.18]
Loom creator Brian Moriarty takes the stage at GDC 2011 to deliver a thoughtful defense of critic Roger Ebert's industry-stirring sentiment that 'video games can never be art.'
Console/PC, Indie, Art, Video, Vault

Video: BioWare's postmortem look at the making of Star Wars: The Old Republic  
by Staff [10.12.18]
At GDC 2012, BioWare Austin leads Richard Vogel and Dallas Dickinson share how Star Wars: The Old Republic positioned itself to break into the World of Warcraft-dominated MMO game market.
Social/Online, Design, Production, Video, Vault