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December 4, 2021
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Updates » Video
Video: The physics powering Just Cause 4's many vehicles  
by Staff [05.20.21]
In this 2019 GDC session, Avalanche Studios' Hamish Young explains the physics system powering Just Cause 4's vehicles.
Console/PC, Programming, Video

How truth and fiction intertwine in Welcome to Elk's storytelling 1
by Joel Couture [05.20.21]
"There is a true core to all stories on Elk, but only we know what is truth and fiction," says Astrid Refstrup, developer on the IGF Nuovo-nominated game Welcome to Elk.
Video, IGF

Video: Go behind the gameplay programming of Frostpunk  
by Staff [05.19.21]
In this 2019 GDC talk, 11 bit studios' Aleksander Kauch discusses the data driven gameplay architecture of 11 bit studios'in-house technology and how it affected the gameplay code of Frostpunk.
Console/PC, Programming, Video, GDC

Designing for death and difficulty in Disc Room  
by Joel Couture [05.19.21]
"People usually do a lot of dying in games like this, so you might as well make it a part of the core gameplay," says J.W. Nijman, one of the developers behind the Independent Games Festival finalist Disc Room.
Video, IGF

Video: The AI powering Spidey's foes in Marvel's Spider-Man  
by Staff [05.18.21]
In this 2019 GDC session, Insomniac Games' Adam Noonchester Insomniac's artificial intelligence techniques from the development of Marvel's Spider-Man.
Console/PC, Programming, Video

Game industry struggles to react to growing Palestinian death toll
by Bryant Francis [05.17.21]
As casualties have mounted with the Israeli government's assault on the Gaza Strip, the impact of the violence has had fallout in the world of game development and media.
Console/PC, Indie, Business/Marketing, Video

Inside the fantastic murder-mystery design of Paradise Killer  
by Joel Couture [05.17.21]
"I'm not an author. I'm a designer," says Oli Clarke Smith. "I don't get why so many developers want to tell you a story instead of letting you interact with a story."
Video, IGF

Video: Rewarding exploration with collectibles in level design  
by Staff [05.14.21]
In this 2019 GDC talk, game designer Leah Miller delves into the various principles governing the placement of interactable and collectible objects in environments.
Console/PC, Indie, Design, Video

Video: Animating God of War  
by Staff [05.13.21]
In this 2019 GDC talk, Sony Santa Monica's Bruno Velazquez discusses the process of transforming the studio's approach to how it animated Kratos in 2018's God of War.
Console/PC, Art, Video

Video: Designing Overwatch's social systems  
by Staff [05.06.21]
In this 2019 GDC talk, Blizzard Entertainment's Natasha Miller shares why Blizzard chose to prioritize social systems in Overwatch.
Console/PC, Design, Video

Nintendo wants to teach programming to the world with Game Builder Garage  
by Chris Kerr [05.06.21]
Game Builder Garage uses a visual programming language built around creatures called 'Nodon' in combination with step-by-step lessons created by Nintendo to make programming fun and accessible. 
Programming, Business/Marketing, Video

Video: Obsidian's tools for authoring branching dialogue  
by Staff [05.05.21]
In this 2019 GDC session, Obsidian Entertainment's Carrie Patel & David Szymczyk discuss how narrative designers and game writers can get the most use out of conversation editors.
Console/PC, Programming, Design, Video

Video: Towards a filmic quality at 30 FPS  
by Staff [04.30.21]
In this 2019 GDC talk, Unity's Natasha Tatarchuk share the lessons, tips and tricks from the integration of real-time ray tracing into a modern unified PBR rendering pipeline.
Console/PC, Programming, Video

Video: Using photogrammetry to scan faces for State of Decay 2  
by Staff [04.29.21]
In this 2019 GDC session, Undead Labs' Matt Heiniger shares lessons learned from 2 years and over 200 faces scanned in implementing photogrammetry in State of Decay 2.
Console/PC, Art, Video

Video: Verbal interactions with artificially intelligent NPCs  
by Staff [04.28.21]
In this 2019 GDC talk, Square Enix's Gautier Boed introduces a method that leads to more aware, expressive, and lively AI characters that can answer their own needs and interact with the player.
Console/PC, Programming, Design, Video

Video: A legal analysis of loot box mechanics  
by Staff [04.27.21]
In this 2019 GDC talk, Debevoise & Plimpton's Will Bucher offers advice to help navigate the legal ramifications of loot box mechanics.
Console/PC, Business/Marketing, Video

Video: Redesigning combat for the new God of War  
by Staff [04.26.21]
In this 2019 GDC talk, Sony Santa Monica Studio's Jason McDonald shares his experiences leading the gameplay design for the new God of War.
Console/PC, Design, Video

Video: The student success story behind Ashwalkers  
by Staff [04.23.21]
Watch the developers behind Ashwalkers discuss how the game went from student project to indie product.
Console/PC, Design, Production, Video

Video: Crafting key art for The Elder Scrolls Online  
by Staff [04.23.21]
In this 2019 GDC session, ZeniMax Online Studios' Lucas Slominski discusses compositional strategies for crafting key art in The Elder Scrolls Online.
Console/PC, Art, Video

Video: An AMA session with Obsidian's Carrie Patel  
by Staff [04.22.21]
In this 2021 GDC Showcase AMA, Obsidian Entertainment's Carrie Patel answering questions about her experience working on both The Outer Worlds and Pillars of Eternity franchises.
Console/PC, Design, Video