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November 22, 2019
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Updates » Video
Video: Adopting continuous delivery to combat crunch on Sea of Thieves  
by Staff [11.21.19]
In this 2018 GDC talk, Rare's Jafar Soltani explains how Rare changed its culture and approach for developing Sea of Thieves by adopting 'continuous delivery,' resulting in minimized crunch and has sustainable new features to players.
Social/Online, Production, Video, Vault

Video: Inside the art design of Firewatch  
by Staff [11.20.19]
In this 2015 GDC talk Firewatch artist Jane Ng discuss the challenges of translating a bold 2D graphic style into the game's vibrant 3D environments. 
Indie, Art, Video, Vault

Video: Game design insights from the GDC 2019 Failure Workshop  
by Staff [11.19.19]
In this set of talks from GDC 2019 set of talks, three modern game makers share real talk and lessons learned from some of their recent failures.
Indie, Design, Video, Vault

Video: How Rockstar tackles environment design as spatial cinematography  
by Staff [11.18.19]
In this 2019 GDC session, Rockstar North's Miriam Bellard explores the concept of spatial cinematography in theory and practice using examples from GTA V Online DLC. 
Console/PC, Design, Video, Vault

Logitech has made an expansive accessory kit for the Xbox Adaptive Controller  
by Chris Kerr [11.18.19]
Logitech has created a new 'Adaptive Gaming Kit' to help make the Xbox Adaptive Controller even more accessible.
Console/PC, Design, Video

Video: Top game composers share hard-won advice and lessons learned  
by Staff [11.15.19]
In this 2017 GDC session composers Mick Gordon, Jason Graves, Grant Kirkhope, Wilbert Roget, Rich Vreeland and Austin Wintory share stories of lessons they learned in the professional trenches.
Console/PC, Indie, Audio, Video, Vault

Video: Inside Far Cry Primal's character pipeline and customization tech  
by Staff [11.14.19]
In this 2017 GDC talk, Ubisoft's Julien Lalleve and Kieran O'Sullivan describe how they moved from their 3DS Max-based pipeline to a cross-software character pipeline for Far Cry Primal..
Console/PC, Art, Production, Video, Vault

Video: How Techland built Dying Light's remarkable parkour system  
by Staff [11.13.19]
In this 2018 GDC session, Techland's Bartosz Kulon shares the colorful story of how movement, running, and climbing was implemented in Dying Light.
Console/PC, Design, Video, Vault

Video: An indie game dev's guide to contracting  
by Staff [11.12.19]
In this 2019 GDC session, ClutchPlay Games' Amy Dallas explores different ways to structure contract projects for game devs in the world of freelance.
Indie, Business/Marketing, Video, Vault

Q&A: Designing the foreboding Apple Arcade Soulslike Bleak Sword  
by John Harris [11.12.19]
We speak with more8bit's Luis Jimenez about his excellent minimalistic Soulslike Bleak Sword.
Smartphone/Tablet, Indie, Design, Video

Video: Insights from the GDC 2019 Narrative Innovation Showcase  
by Staff [11.11.19]
In this 2019 GDC talk a group of creative game makers share stories behind their innovative narrative creations: the ambitions they had, the challenges they faced, the solutions they invented.
Console/PC, Indie, Design, Video, Vault

New Noclip vid offers devs an inside look at how the ESRB works  
by Alex Wawro [11.11.19]
Danny O'Dwyer and the team at Noclip published a short documentary today about how the ESRB team works, and it offers a grab bag of insights into how games are evaluated and marketed.
Console/PC, Business/Marketing, Video

Video: How to make your game more metal  
by Staff [11.08.19]
In this 2017 GDC talk, Dakota State University's Jeff Howard explores how themes common in the heavy metal genre can become a foundation for video game storytelling.
VR, Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Creating better game audio with tools for live performance  
by Staff [11.07.19]
In this 2017 GDC session, GL33K's Matt Piersall explains why using tools primarily intended for live electronic music performance can open up an inspiring work flow for game audio.
Console/PC, Indie, Audio, Video, Vault

Turning love into a cooperative game mechanic in The Game Bakers' Haven  
by Aron Garst [11.07.19]
The team at Haven dev The Game Bakers set out to make a different sort of game about romance and use love, not as a goal or reward, but as a mechanic and system felt throughout every aspect of the game.
Smartphone/Tablet, Indie, Design, Video

Video: How Inkle created a dynamic detective story in Heaven's Vault  
by Staff [11.06.19]
In this 2018 GDC talk, inkle's Jon Ingold outlines the strategies the team employed to design their sci-fi detective game Heaven's Vault.
Console/PC, Indie, Design, Video, Vault

How Blasphemous' level design iterates on classic Metroidvanias  
by Jack Yarwood [11.06.19]
The Game Kitchen's Enrique Colinet, level designer on Blasphemous, gives a behind the scenes look at the design and iteration of levels, from whiteboard to final product.
Console/PC, Indie, Design, Video

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

Video: Addiction science and advice for devs on promoting healthy play  
by Staff [11.04.19]
In this 2019 GDC talk Oxford's Andrew Przybylski explains why the APA and the WHO have called for studies investigating video game addiction, and what devs can do to help promote healthy play.
Social/Online, Serious, Design, Video, Vault

Video: Inside BioWare's embedded QA process  
by Staff [11.01.19]
In this 2017 GDC session, BioWare's Barbara Klimek explains why BioWare QA has invested in its internal QA analysts, embedding them directly in the teams they support.
Console/PC, Production, Video, Vault