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June 28, 2016
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June 28, 2016
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Updates » 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

Video: BioWare's iterative level design process for Mass Effect 2  
by Staff [06.01.16]
BioWare's Cory Andrusko and Dusty Everman were both part of the Mass Effect 2 team, and during this timeless GDC 2009 talk they showcased how the studio's iterative level design process for the game.
Console/PC, Design, Video, Vault

Video: Designing Downwell around one key mechanic  
by Staff [05.31.16]
Downwell creator Ojiro Fumito speaks at GDC 2016 about how he designed a fun, engaging game around one key mechanic: what if you jumped down a well with guns strapped to your boots?
Indie, Design, Video, Vault

Video: How Campo Santo crafted the world of Firewatch 2
by Staff [05.26.16]
At GDC 2016, Campo Santo lead artist Jane Ng breaks down the art production challenges encountered in making the world of Firewatch, which is set in the late-'80s Wyoming wilderness.
Console/PC, Indie, Art, Design, Production, Video, Vault

Video: See how Epic made Bullet Train and went off the rails of VR  
by Staff [05.24.16]
In this VRDC 2016 talk Epic Games' Nick Donaldson and Nick Whiting explain exactly how (and why) the studio's remarkable Bullet Train teleportation-driven shoot-em-up was built for VR.
VR, Design, Video, Vault

Video: Killer Queen and the value of embracing the arcade community  
by Staff [05.18.16]
In this interesting GDC 2016 talk, Josh DeBonis and Nikita Mikros of BumbleBear Games discuss the unique and influential communities growing around their new hit arcade game Killer Queen.
Social/Online, Production, Video, Vault

Video: Raph Koster recounts a history of virtual worlds, from MUDS to MMOs  
by Staff [05.17.16]
Speaking at GDC 2016, online game industry veteran Raph Koster briefly recounts how virtual worlds have evolved from multi-user dungeon games through to World of Warcraft -- and why you should care.
Social/Online, Design, Video, Vault

Video: Creating the unique interactive soundtrack of Remember Me  
by Staff [05.13.16]
The challenges of distilling the sensation of the game's central theme of memory manipulation from a live orchestra, then seamlessly complementing the live instrumentations with electronic enhancements.
Console/PC, Audio, Video, Vault

Video: How to be a producer the hard way 10
by Staff [05.12.16]
This GDC Europe 2015 talk from Microsoft's Nick Lainng explains why the best producers are standard bearers for a team, the internal and external face of a product, and how to set standards for leadership in game production.
Console/PC, Production, Video, Vault

Video: Designing UX in World of Tanks Blitz: What got us an App Store 'best game' award  
by Staff [05.10.16]
In this GDC Europe 2015 talk, Wargaming's Olga Kachalina shares the challenges of bringing real time action games from PC and consoles to touch screens without compromising or dumbing down the user experience.
Smartphone/Tablet, Design, Video, Vault

Video: Creating an active cinematic experience in Uncharted 2  
by Staff [05.09.16]
This 2010 talk from Naughty Dog's Neil Druckmann and Bruce Straley, the pair explores how Naughty Dog used The Active Cinematic Experience to parallel gameplay and storytelling in Uncharted 2: Among Thieves.
Console/PC, Art, Design, Video, Vault

Video: One hour, five concentrated shots of VR game design advice  
by Staff [05.05.16]
At VRDC 2016, five VR experts from a variety of creative backgrounds share practical advice collected from exploring VR and examining where the artistic possibilities overlap with the technical.
VR, Audio, Design, Production, Video, Vault

Video: Designing Crusader Kings II to generate strange, emergent stories  
by Staff [05.04.16]
Few games foster emergent storytelling better than Crusader Kings II, and Paradox's Henrik Fåhraeus explains how the game was designed to do just at (and how you can do it too) in this GDC 2014 talk.
Console/PC, Indie, Design, Video, Vault

Video: 20 lessons learned from 20 years of making Magic: The Gathering 1
by Staff [05.02.16]
"Not a lot of people design the same game for twenty years," said venerable Magic: The Gathering head designer Mark Rosewater in his GDC 2016 game design talk. "Not a lot of games last twenty years."
Social/Online, Design, Video, 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