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October 1, 2014
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Updates » Vault
Video: Beyond Spreadsheets - Generating operational impact with analytics  
by Staff [09.26.14]
While dashboards and KPI reporting are obligatory -- yet certainly helpful -- standards to track the performance of your game, they are bound to only look in the past.
Console/PC, Design, Video, Vault

Video: Super data for digital games 4
by Staff [09.24.14]
With myriad factors affecting the evolution of digital games, this session covers the ABCs of game metrics, as well as how each game segment has contributed to this staggering growth.
Console/PC, Design, Video, Vault

Video: A crash course in design-related analytics  
by Staff [09.22.14]
Information is now everywhere. If you work for a large company or a publisher, someone is going to come to you with analytics, and you need to be able to understand them in order make proper use of them.
Console/PC, Design, Video, Vault, GDC, GDC Europe

Video: Perfectly pitching your game in three sentences or less 1
by Staff [09.19.14]
Speaking at GDC Europe 2014 earlier this year, Vlambeer co-founder Rami Ismail shared some useful advice on how developers can perfect the art of pitching their game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: Solving the challenges of porting Fez to PlayStation  
by Staff [09.17.14]
Speaking at GDC Europe 2014, Blitworks cofounder Miguel Angel Horna revealed with great detail his team's process for bringing Polytron's puzzle game to the Sony PlayStation platforms.
Console/PC, Indie, Production, Video, Vault

Video: How Ubisoft modernized the gunplay of Splinter Cell  
by Staff [09.16.14]
Ubisoft designer James Everett says he faced some tricky challenges when he started work on Splinter Cell: Blacklist, chief among them the problem of making players feel like they're a modern military professional.
Console/PC, Design, Video, Vault

Video: Clash of clones and the importance of standing out 1
by Staff [09.08.14]
Speaking at GDC Europe 2014, Paradox CEO Fredrik Wester explained the business advantages of originality, how to find and express your vision, why passion is unclonable, and the power of community.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: A Broken Sword postmortem from creator Charles Cecil  
by Staff [09.05.14]
Game industry veteran Charles Cecil speaks about his work writing and directing Broken Sword: Shadow of the Templars, the award-winning 1996 adventure that raised the bar for storytelling in games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Arma 3 and the dark side of Early Access  
by Staff [09.01.14]
Using a range of examples from the development of Arma 3, Bohemia Interactive's James Crowe examines the failures and successes of his studio's early access strategy in this GDC Europe 2014 talk
Console/PC, Indie, Business/Marketing, Video, Vault

Video: A Lucasfilm Games postmortem, told by those who lived it 2
by Staff [08.27.14]
This GDC 2014 postmortem featuring six of Lucasfilm Games' earliest employees asks the questions: "What mix of creative and business forces shaped this studio?" and "Could it be duplicated today?"
Console/PC, Social/Online, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Building the AI for Hearthstone 5
by Staff [08.25.14]
The AI postmortem is a perennial high point for GDC's AI Summit, and GDC 2014 was no exception as former Blizzard engineer Brian Schwab took the stage to deliver a thorough, frank presentation on the AI design of Hearthstone.
Console/PC, Smartphone/Tablet, Programming, Design, Video, Vault

Video: Building killer game loops in social games 5
by Staff [08.22.14]
Wooga exec Henric Suuronen speaks at GDC Europe 2011 about what it takes to design an entertaining social game, and why developers should embrace his "smart depth" design principle.
Console/PC, Business/Marketing, Video, Vault

Video: David Cage explores the challenges of using virtual actors 2
by Staff [08.08.14]
The veteran game maker expounds on the future of games as art in this GDC Europe talk on the visual techniques used to create Quantic Dream's Beyond: Two Souls.
Console/PC, Design, Production, Video, Vault

This Time It's Different: Understanding the next-gen transition 1
by Staff [08.06.14]
Video: Industry veteran Don Daglow speaks at GDC Europe 2013 about traps awaiting unwary developers, as well as the treasures to be found in a time of industry-wide hardware transition.
Console/PC, Business/Marketing, Video, Vault

Video Postmortem: Chasing Aurora, an indie console launch title  
by Staff [08.01.14]
Broken Rules developers Felix Bohatsch and Martin Pichlmair speak at GDC Europe 2013 about the challenges they faced while developing a Wii U launch game: Chasing Aurora.
Console/PC, Social/Online, Indie, Production, Business/Marketing, Video, Vault

Video: Using the Fox Engine to build Ground Zeroes  
by Staff [07.30.14]
Hideo Kojima and the Kojima Productions staff demonstrate and explain the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine at GDC 2013.
Console/PC, Design, Production, Video, Vault

Video: How to make your games more inclusive and LGBTQ-friendly  
by Staff [07.28.14]
Developers and scholars Zoe Quinn, Samantha Allen, Mattie Brice, Todd Harper and Christine Love offer friendly, practical advice on how you can make your games more inclusive in this GDC 2014 talk.
Console/PC, Design, Video, Vault

Video: The enduring legacy of EA_Spouse  
by Staff [07.25.14]
In this GDC 2013 talk the 'EA_Spouse' herself, Erin Hoffman, looks back on how conversations about work-life balance in the game industry since 2004, and what it all might mean for the future.
Console/PC, Design, Video, Vault

Video: Designing games to be impactful, not escapist entertainment 2
by Staff [07.23.14]
In this GDC 2013 talk, designer Jane McGonigal reminds developers that their games really do affect the lives of their players and gives design advice to ensure those effects are positive.
Console/PC, Serious, Design, Production, Video, Vault

Video: No more scapegoats -- Improving the public image of games 1
by Staff [07.21.14]
In this GDC 2013 panel, professor Ian Bogost joined Epic expat Mike Capps and the IGDA's Daniel Greenberg to argue against public misconceptions about games, and what we can do to counter them.
Console/PC, Indie, Business/Marketing, Video, Vault