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May 2, 2016
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May 2, 2016
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Updates » Vault
Video: Designing without a pitch - The FTL postmortem 1
by Staff [04.29.16]
FTL devs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why they frequently altered or abandoned aspects of the game's design as they developed it to evoke a specific feeling.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Tetsuya Mizuguchi takes a postmortem look at the making of Rez  
by Staff [04.27.16]
At GDC 2016, Rez producer and progenitor Tetsuya Mizuguchi takes to the stage to recount the inspirations and influences that drove the landmark game's design.
VR, Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Video: Wrangling the 80,000+ lines of dialogue in Saint's Row: The Third  
by Staff [04.22.16]
Saint's Row: The Third audio lead Ariel Gross speaks at GDC 2012 about how he and the rest of the team at Volition recorded and implemented the game's dialogue -- all ~82,000 lines of it.
Console/PC, Audio, Production, Video, Vault

Video: AI devs offer advice on how to design great NPCs  
by Staff [04.21.16]
At the GDC 2014 AI Summit AI experts Rez Graham and Daniel Brewer shared case studies of how NPCs were designed and built for Electronic Arts' The Sims: Medieval and Digital Extremes' Warframe
Console/PC, Programming, Design, Video, Vault

Video: I Expect You To Die and the value of presence in VR game design  
by Staff [04.20.16]
At GDC 2016, Schell Games' Jesse Schell & Shawn Patton shed some light on the path to a good VR game by sharing what they'd learned in designing the Bond-esque VR escape game I Expect You To Die
VR, Design, Video, Vault

Video: Platinum's guidelines for great action game design  
by Staff [04.19.16]
Platinum Games' Atsushi Inaba takes the stage at GDC 2016 to speak frankly about Platinum's philosophy of action game design, which has guided the development of games like Bayonetta and Vanquish.
Console/PC, Design, Video, Vault

Video: A postmortem look at the making of Alphabear  
by Staff [04.18.16]
"We said fuck it, third time's the charm," said Spry Fox CEO David Edery at GDC 2016 in a frank postmortem about how the studio (eventually) found success with a word puzzle game featuring cute bears.
Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing, Video, Vault

Video: Rocket League's road from cult classic to surprise success  
by Staff [04.15.16]
At GDC 2016, Psyonix design director Corey Davis stepped up to the stage to share examples of how the Rocket League team avoided screwing up what evolved into a simple, but deep, experience.
Social/Online, Indie, Design, Production, Business/Marketing, Video, Vault

Video: A brief history of PlayStation, from one-time frontman Phil Harrison  
by Staff [04.14.16]
Phil Harrison's microtalk on the history & impact of the original Sony PlayStation, a segment of the very special "Flash Backward" presentation at GDC 2016, is peppered with interesting insights.
Console/PC, Production, Business/Marketing, Video, Vault

Video: The psychology of doing VR game design right  
by Staff [04.13.16]
Game dev and cognitive scientist Kimberly Voll takes the stage at GDC 2016 to share what game designers need to know about the brain in order to create VR games that feel truly immersive.
VR, Art, Audio, Design, Video, Vault

Video: Finding inspiration in the lost game designs of the TRS-80 3
by Staff [04.07.16]
At GDC 2012, developer Jim McGinley showcases some classic TRS-80 games with remarkable mechanics that are often overlooked in the annals of game industry history.
Console/PC, Design, Video, Vault

Video: The things you learn from playtesting Skylanders with kids  
by Staff [04.06.16]
At GDC 2014, Activision Blizzard's Gareth Griffiths outlines how his team ran successful playtests with children, and techniques the Skylanders team developed to collect and make sense of the data.
Console/PC, Smartphone/Tablet, Production, Video, Vault

Video: Game industry all-stars reflect on 30 years of making games  
by Staff [04.05.16]
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

GDC & VRDC 2016 talks are now available to watch on the GDC Vault!  
by Staff [04.05.16]
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notables last month at GDC 2016 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Video: How Klei found success with an anti-social game: Don't Starve 2
by Staff [04.01.16]
Speaking at GDC 2014, Klei's Kevin Forbes shares lessons learned from developing a polarizing game -- and how you can apply those lessons to find and foster the audience that will love your game.
Console/PC, Indie, Design, Production, Video, Vault

Video: How NetherRealm built Mortal Kombat's cinematic story mode  
by Staff [03.25.16]
In this GDC 2013 talk NetherRealm's Adisak Pochanayon explains how, exactly, "there's a full-length feature film rendered in our game, with seamless transitions in and out of gameplay."
Console/PC, Programming, Design, Production, Video, Vault

Video: How the Witcher devs turn ideas into actual game features  
by Staff [03.24.16]
Witcher developer CD Projekt Red opens its vest at GDC 2013 and shows you how it finds great ideas, picks which ones work best as game features and builds optimal production pipelines for them.
Console/PC, Design, Video, Vault

Video: How the studio behind Bastion creates atmosphere in games  
by Staff [03.22.16]
At GDC 2012, Supergiant's Greg Kasavin hopped onstage to explain how the (then) seven-person team went about creating an atmospheric game on a modest budget: the lauded 2011 action-RPG Bastion.
Indie, Art, Audio, Design, Video, Vault

Video: What Valve learned from porting Team Fortress 2 to VR 1
by Staff [03.08.16]
Before Valve got behind HTC's Vive virtual reality headset in a big way, it got TF2 up and running on an Oculus Rift devkit. At GDC, Valve's Joe Ludwig shares some lessons learned along the way.
VR, Console/PC, Design, Video, Vault

Video: Procedurally generating the worlds of Sir, You Are Being Hunted  
by Staff [03.04.16]
At GDC 2014, programmer Tom Betts steps up to explain how procedural methods were used to generate the sprawling environments of Big Robot's remarkable open-world game Sir, You Are Being Hunted
VR, Console/PC, Indie, Programming, Design, Video, Vault