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April 21, 2015
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Updates » Vault
Video: How BioWare built enough content to fill The Old Republic  
by Staff [04.17.15]
At GDC Online 2011, BioWare's Georg Zoeller uses Star Wars: The Old Republic to explain how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development.
Console/PC, Social/Online, Design, Production, Video, Vault

Video: Designing for exploration and choice in Firewatch  
by Staff [04.15.15]
Campo Santo team members Nels Anderson and Jake Rodkin speak at length about how Firewatch is being designed to tell a story and allow meaningful player exploration/choice -- without combat.
Console/PC, Design, Video, Vault

Video: Michael Abrash shares game programming wisdom at GDC 2000  
by Staff [04.13.15]
After a two-year sabbatical from games, Michael Abrash takes the stage to share coding wisdom, a new appreciation for the beauty of game programming and new perspectives on the industry at GDC 2000.
Console/PC, Programming, Video, Vault

Video: Building fear in Alien: Isolation  
by Staff [04.10.15]
Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how the game was built to emulate a "haunted house in space" and how Creative Assembly used sights and sounds to evoke dread.
Console/PC, Art, Audio, Design, Video, Vault

Video Postmortem: Deconstructing the development of Gravity Ghost  
by Staff [04.08.15]
Speaking at GDC 2015, Ivy Games' Erin Robinson shares her experiences developing her charming physics-based puzzler Gravity Ghost from a simple idea to a complete, critically-acclaimed game.
Video, Vault

Video: Creators deliver a classic postmortem of Star Control  
by Staff [04.06.15]
Long-time developers Fred Ford and Paul Reiche III took the stage at GDC 2015 to deliver a candid postmortem on the creation of their seminal Star Control and Star Control II space adventure games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Leading players astray with unexpected stories in 80 Days 1
by Staff [04.03.15]
As part of the GDC 2015 Independent Games Summit, 80 Days writer Meg Jayanth spoke about how stories in games are uniquely able to engage, surprise, delight and discomfit players.
Indie, Design, Video, Vault

Video: Warren Robinett's postmortem of his classic game Adventure 3
by Staff [04.01.15]
Veteran game maker Warren Robinett takes the stage at GDC 2015 to deliver a thorough, engaging postmortem on the creation of his hit 1979 game Adventure for the Atari 2600 console.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault

Video: How theater influenced the design of Kentucky Route Zero  
by Staff [03.25.15]
Cardboard Computer's Tamas Kemenczy delivers an intriguing GDC 2014 talk about the the environment design and cinematography of Kentucky Route Zero.
Console/PC, Indie, Design, Video, Vault

Video: Building guns to drive the Counter-Strike: GO economy  
by Staff [03.23.15]
Speaking at GDC 2014, Valve's Bronwen Grimes describes how the Counter-Strike: Global Offensive team figured out what kinds of content players would pay for, then created it with just 2 artists.
Console/PC, Design, Production, Video, Vault

Video: Nier director discusses making weird games for weird people 2
by Staff [03.20.15]
At GDC 2014 Taro Yoko, director of games like Nier and the Drakengard series, talked about the process he uses to create worlds and stories that get noticed and foster dedicated fans.
Console/PC, Indie, Design, Video, Vault

Video: Improving romance in games with rivalry and respect  
by Staff [03.18.15]
During the GDC 2014 Narrative Summit, writer Chris Dahlen took to the stage to explore new models of building affinity between your characters that introduce more surprise, tension and challenge.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Zach Barth's SpaceChem postmortem  
by Staff [03.16.15]
Speaking at GDC 2013, developer Zach Barth digs into the differences between SpaceChem and other puzzle games, sharing sales data and advice on how to make your own design-based puzzle games.
Console/PC, Programming, Design, Production, Video, Vault

Video: Building the touchy-feely world of Tearaway  
by Staff [03.13.15]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault

Video: On SimCity and designing art in service of simulation  
by Staff [03.11.15]
Ocean Quigley speaks in detail about the motivations that drove SimCity's aesthetics and the methods that were developed to achieve them in this hour-long talk recorded at GDC 2013.
Console/PC, Art, Design, Video, Vault

Video: Applying psychology to build better games 1
by Staff [03.09.15]
At GDC 2013, game designer Jason VandenBerghe sought to find a practical game development application of the 5 Domains psychological model of personality types -- or die in the attempt.
Console/PC, Design, Video, Vault

Video: Molyneux reflects on indie dev and the rebirth of design  
by Staff [02.27.15]
At GDC 2014, 22cans founder and industry veteran Peter Molyneux talks through what he learned as a developer who "grew up indie" and worked in AAA before going indie again with 22cans.
Console/PC, Indie, Design, Video, Vault

Video: Koji Igarashi explores what makes a Metroidvania game 1
by Staff [02.23.15]
At GDC 2014, veteran designer Koji Igarashi examines the evolution of the Metroidvania genre through the lens of his own experience working on some of its most iconic games.
Console/PC, Indie, Design, Production, Video, Vault

Video: An insider's guide to localizing your game for China  
by Staff [02.20.15]
From gameplay to monetization, linguistics to UI/UX, Reality Squared's Shaun Newcomer explains how foreign developers can tackle the challenges of Chinese game localization at GDC 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault