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October 20, 2019
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Updates » Video
Live, die, repeat: How Outer Wilds piques curiosity in an ambivalent solar system 1
by Kris Graft [06.18.19]
Outer Wilds is a game whose universe makes you feel small - like a cog in a gargantuan wind-up clock. It's a universe that's ambivalent to your existence; one that shrugs at your presence and absence alike.
Indie, Design, Video

Video: How the 'indiepocalypse' changed the shape of indie success  
by Staff [06.17.19]
In this 2019 GDC talk, indie dev Jason Rohrer digs into some data behind the 2014-2018 'indiepocalypse' to help indies figure out how not to waste 4 years of their life on the next high-profile flop.
Indie, Business/Marketing, Video, Vault

How Media Molecule designed a fun and robust toolset for Dreams  
by Jack Yarwood [06.17.19]
Media Molecule's hugely ambitious creation engine, Dreams, would be nothing if the tools of creation weren't fun to use. Here's how the studio designed a toolset worthy of play.
Console/PC, Design, Video

Video: 9 takeaways of Duelyst's journey from tabletop to digital game  
by Staff [06.14.19]
In this 2017 GDC talk, Counterplay Games' Eric Lang & Keith Lee reflect on the development of Duelyst, share lessons learned and explain how it went from a boardgame prototype to a digital card game.
Console/PC, Indie, Design, Video, Vault

Video: 5 more game design techniques from rather clever devs  
by Staff [06.13.19]
In this 2018 GDC talk game designers Richard Rouse III, Erin Hoffman-John, Soren Johnson, Raph Koster, Josh Sawyer, and Stone Librande share unique game design rules they've used in their work.
Console/PC, Indie, Design, Video, Vault

Video: How cheating and making player life easier helped Dead Cells shine  
by Staff [06.12.19]
In this 2019 GDC talk, Motion Twin's Sebastien Benard provides a closer look at how cheating and making player life easier actually made Dead Cells a hardcore game without the rage-quitting.
Indie, Design, Video, Vault

Nintendo is working on a direct Breath of the Wild sequel  
by Alissa McAloon [06.11.19]
Nintendo's E3 live stream this year was light on big announcements, save for a teaser of a follow up to The Legend of Zelda: Breath of the Wild at the end of the show.
Console/PC, Video, E3

Video: Inside the theme-oriented design of Phantom Doctrine  
by Staff [06.11.19]
In this 2019 GDC session, Artificer's Kacper Szymczak explores ways of thinking and step-by-step guides on how to effectively flesh out games based on the themes you're trying to explore.
Indie, Design, Video, Vault

Three interesting insights from the making of Void Bastards 3
by Bryant Francis [06.11.19]
Void Bastards game designer and programmer Farbs takes us through some of the design decisions that brought Blue Manchu's latest game to life.
Console/PC, Art, Design, Video

New Ubisoft tool lets Assassin's Creed Odyssey players create custom quests  
by Alissa McAloon [06.10.19]
Ubisoft's freshly announced Story Creator Mode lets Assassin’s Creed Odyssey players create and share their own quests for the game.
Console/PC, Social/Online, Video, E3

Video: Why fashion in (most) games sucks, and why you should care 1
by Staff [06.10.19]
In this 2019 GDC talk, Kitfox Games' Victoria Tran explores the recent history of fashion in games and provides multiple tips for making your own character designs runway-worthy. 
Console/PC, Smartphone/Tablet, Indie, Art, Design, Video, Vault

Video: Efficient texture streaming in Titanfall 2  
by Staff [06.07.19]
In this 2017 GDC session, Respawn Entertainment's Chad Barb serves up a deep dive into the company's approach to efficient texture streaming in its 2016 hit shooter Titanfall 2.
Console/PC, Social/Online, Programming, Art, Video, Vault

Video: Creating a tools pipeline for Horizon Zero Dawn 1
by Staff [06.06.19]
In this 2017 GDC talk, Guerrilla Games' Dan Sumaili and Sander van der Steen explain how the Horizon Zero Dawn team created a tools pipeline to support their foray into a new genre!
Console/PC, Production, Video, Vault

Watch Void Bastards' co-designer break down its punchy, randomized design  
by Bryant Francis [06.06.19]
Watch the co-designer of Void Bastards break down some of the core design ideas that brought the game to life.
Console/PC, Design, Video

Video: Rebooting the immersive sim with Prey's Mooncrash DLC  
by Staff [06.05.19]
In this 2019 GDC talk, Arkane Studios' Rich Wilson dissects the design and development of the Mooncrash DLC, which introduces a roguelike structure and systems to its 2017 sci-fi immersive sim Prey.
Console/PC, Design, Video, Vault

Chat with Void Bastards' co-designer at 7PM EST  
by Bryant Francis [06.05.19]
The co-designer of Void Bastards is taking your questions starting at 7PM EST on the GDC Twitch channel.
Console/PC, Design, Video

Video: Building interactive worlds the Walt Disney Imagineering way  
by Staff [06.03.19]
In this 2019 GDC talk, Walt Disney Imagineering's Brent D. Strong and Sara Thacher talk about the opportunities and challenges of building physical, interactive worlds!
Social/Online, Design, Video, Vault

Dragon Quest Walk is a Pokemon Go-style AR game from Square Enix  
by Chris Kerr [06.03.19]
Square Enix will enter the augmented reality arms race later this year with the launch of new mobile AR title, Dragon Quest Walk.
VR, Business/Marketing, Video

Researchers pit DeepMind AI against human Quake III players 4
by Alissa McAloon [05.31.19]
AI researchers at Google’s DeepMind have trained an artificial intelligence agent on Quake III and published a paper on how it performed in matches with and against humans.
Console/PC, Programming, Video

Video: The things I wish I knew before becoming an art director  
by Staff [05.31.19]
In this 2017 GDC talk, veteran dev Denis Rogic presents nine major lessons drawn from the missteps he made as an art director so that you can learn from them (and hopefully avoid the same mistakes!)
Console/PC, Indie, Art, Production, Video, Vault