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July 30, 2016
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July 30, 2016
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Updates » Vault
Video: Designing the Spartan abilities in Halo 5: Guardians  
by Staff [07.29.16]
At GDC 2016, former 343 Industries game designer Ryan Darcey offered insight into the process of taking the "Spartan Charge" and "Ground Pound" actions of Halo 5 from concept to final release.
Console/PC, Design, Video, Vault

Video: Designing Sunset Overdrive for diverse protagonist genders/body types  
by Staff [07.27.16]
At GDC 2015, Insomniac's Adalbert Kinsey speaks to the tools Insomniac used to create a diverse array of character creation options in Sunset Overdrive, and the lessons they learned in the process.
Console/PC, Design, Video, Vault

Video: Tips from Paradox on mixing history with game design  
by Staff [07.26.16]
At GDC 2016, Paradox Development Studio's Chris King shares solutions his studio has for bringing history into your game, while at the same time ensuring the game itself is fun and compelling to play.
Console/PC, Indie, Design, Video, Vault

Video: Designing the audio for Inside, a game that listens  
by Staff [07.22.16]
At GDC 2016, Playdead audio wizard Martin Stig Andersen describes various approaches to feedback loops between game and audio that have resulted in an atmospheric experience for Inside players.
Console/PC, Indie, Audio, Video, Vault

Video: Dipping into Ink, 80 Days' narrative scripting language  
by Staff [07.21.16]
Inkle cofounder Joseph Humfrey takes the stage at GDC 2016 to explain how the studio's open-source narrative scripting language Ink works, and how it was used to create games like 80 Days and Sorcery!.
Indie, Design, Production, Video, Vault

Video: Exploring the art direction of Ninja Theory's Devil May Cry  
by Staff [07.20.16]
At GDC 2013 Ninja Theory's Alessandro "Talexi" Taini spoke to how fashion, music, architecture and other forms of art influenced the studio's efforts to bring the game into the "here and now."
Console/PC, Art, Video, Vault

Video: Crafting emotional themes in Dragon Age: Inquisition's Trespasser DLC  
by Staff [07.19.16]
At GDC 2016 Dragon Age franchise lead writer Patrick Weekes and lead narrative designer John Epler speak to developing the core narrative and thematic moments in the game's Trespasser DLC.
Console/PC, Design, Video, Vault

Video: How Remedy rewrote its engine tech to make Alan Wake  
by Staff [07.14.16]
In this 2011 GDC talk, Remedy's Markus Maki and Olli Tervo break down the technical challenges of building Alan Wake and offer lessons for programmers working on game engines for large titles.
Console/PC, Programming, Production, Video, Vault

Video: Escaping the Holodeck - Storytelling in VR and AR games  
by Staff [07.12.16]
At GDC 2016's sibling conference VRDC, narrative designer Rob Morgan spoke to how storytelling techniques perfected in AR can help overcome the challenge of creating "emotional immersion" in VR.
VR, Design, Video, Vault

Video: Deconstructing the Gothic horror music of Bloodborne  
by Staff [07.11.16]
Bloodborne audio experts Peter Scaturro, Penka Kouneva and Jim Fowler take the stage at GDC 2016 to talk about how the game's striking, haunting score was composed and produced across continents.
Console/PC, Audio, Video, Vault

Video: How Overwatch was designed so people could 'play by sound' 2
by Staff [07.07.16]
At GDC 2016 Blizzard's Scott Lawlor and Tomas Neumann run down how the studio designed and tuned the audio elements of Overwatch so players could literally "play by sound."
Console/PC, Social/Online, Audio, Video, Vault

Video: Videoball and video games' superiority over sports 1
by Staff [07.01.16]
Videoball designer Tim Rogers takes the stage at GDC 2016 to lead attendees on a tour through various frustrating thought-experiments one might encounter on the quest to triangulate The Perfect Sport.
Social/Online, Indie, Design, Video, Vault

Video: So, they made you a lead -- now what?  
by Staff [06.30.16]
In this 2015 GDC Europe talk Double Fine's Oliver Franzke shares lessons learned from settling into a leadership position and gives devs advice on picking up the necessary skillsets for leadership.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Video: Lessons learned developing 2 games for 4 VR platforms  
by Staff [06.28.16]
So what's it like to make games for all these different virtual reality headsets? That's exactly what VR game developer E McNeill spoke to in this talk he gave at the inaugural VRDC during GDC 2016.
VR, Indie, Programming, Design, Production, Business/Marketing, Video, Vault

Video: The past, present and future of League of Legends eSports  
by Staff [06.27.16]
Riot VP Dustin Beck hopped onstage at GDC 2016 to break down the details of League of Legends' eSports ecosystem, pointing out how -- and why -- Riot has supported its remarkable growth.
Console/PC, Social/Online, Production, Video, Vault

Video: How Blizzard designed StarCraft II to be an eSport  
by Staff [06.23.16]
At GDC 2011 Blizzard's Dustin Browder takes the stage to deconstruct the design of Starcraft II and examine how its competitive multiplayer was tuned to serve the needs of a global eSports community.
Console/PC, Social/Online, Design, Production, Business/Marketing, Video, Vault

Video: How to get the funding your game needs 2
by Staff [06.22.16]
Game industry veteran and Execution Labs cofounder Jason Della Rocca gives an indie financing reality check and shares advice on getting the funding your game needs in this GDC Europe 2015 talk.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

From PS4 to 1.44 MB floppy: Porting Retro City Rampage to MS-DOS 2
by Staff [06.21.16]
In this video recorded at GDC 2016, Vblank Entertainment's Brian Provinciano walks through how (and why) he ported his modern throwback game Retro City Rampage to run on MS-DOS.
Console/PC, Indie, Programming, Production, Video, Vault

Video: Designing and animating the heroes of Overwatch  
by Staff [06.08.16]
At GDC 2016, Blizzard's David Gibson took to the stage to break down exactly how Overwatch characters are designed and animated, using his work on the ice-obsessed scientist Mei as an example.
Console/PC, Art, Recruitment, Video, Vault

Video: Game design and mind control in Superhot 1
by Staff [06.03.16]
At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned in to the "mind control" elements of the game's narrative to build a better game. 
Indie, Design, Production, Video, Vault