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August 1, 2014
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August 1, 2014
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Updates » 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

Video: Understanding the successful relaunch of Final Fantasy XIV  
by Staff [07.14.14]
Final Fantasy XIV: A Realm Reborn director Naoki Yoshida speaks candidly at GDC 2014 about how Square Enix stumbled when launching their second big MMORPG -- and how it found its footing.
Console/PC, Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

Video postmortem: Deconstructing the success of Puzzle & Dragons  
by Staff [07.11.14]
GungHo Online CEO Kazuki Morishita took the stage at GDC 2014 to give a polite, measured look back at how the game was designed to entice players while generating sustainable profit.
Smartphone/Tablet, Programming, Art, Design, Production, Video, Vault

Video: Vlambeer's experience developing Nuclear Throne in public 2
by Staff [07.09.14]
Vlambeer cofounders Jan Willem Nijman and Rami Ismail took the stage during the GDC 2014 Independent Games Summit to talk about what they'd learned from livestreaming development of Nuclear Throne.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Video: Diverse voices sharing countless ideas in GDC 2012 Microtalks 1
by Staff [07.07.14]
Industry veterans like Amy Hennig, Cliff Bleszinski, and Richard Lemarchand give great, rapid-fire presentations on the theme of "Playing for Time" during the Microtalks session at GDC 2012.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Designing for mystery in Kentucky Route Zero 1
by Staff [07.04.14]
As part of the GDC 2014 Independent Games Summit, Cardboard Computer's Jake Elliott speaks briefly about how their development process evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Art, Audio, Design, Production, Video, Vault

Video: Building on an App Store success with Badland  
by Staff [07.02.14]
As part of the GDC 2014 Independent Games Summit, Badland co-creator Johannes Vuorinen shares what he learned developing, launching and maintaining an award-winning mobile game.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video, Vault

Video: 10 pieces of Hearthstone design wisdom 2
by Staff [06.27.14]
In this GDC 2014 talk, lead designer Eric Dodds lays out the design challenges Blizzard faced in building a remarkably successful digital collectible card game in Unity for both PC and mobile devices.
Console/PC, Social/Online, Programming, Design, Production, Video, Vault

Video: Shenmue postmortem from Yu Suzuki and Mark Cerny  
by Staff [06.16.14]
Yu Suzuki, the influential Japanese game designer famously known for his work at Sega, delivers a Classic Game Postmortem talk about his Dreamcast cult classic Shenmue at GDC 2014.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Extrasolar postmortem: Game design at 0.0003 FPS 2
by Staff [06.13.14]
Lazy 8 Studios founder Dr. Rob Jagnow speaks frankly about the design of Extrasolar and the value of turning your technical constraints into strengths during GDC 2014.
Console/PC, Design, Video, Vault

Video: Brenda Romero's dream of game design mastery 2
by Staff [06.11.14]
Game industry veteran Brenda Romero exhorts her fellow developers to strive for greatness and shares what she's learned about mastery from Michelin-starred chefs at GDC 2014.
Console/PC, Design, Video, Vault

Video: How modular design made Kerbal Space Program possible  
by Staff [06.09.14]
Squad's Chad Jenkins speaks at length about how modular design principles made Kerbal Space Program possible as part of the Independent Games Summit at GDC 2014.
Console/PC, Indie, Design, Production, Video, Vault

Video: Developing Rogue Legacy on a budget 5
by Staff [06.06.14]
Cellar Door Games co-founders Kenny and Teddy Lee explain how they were able to make Rogue Legacy on a budget of less than $15k during a postmortem at GDC 2014.
Console/PC, Design, Video, Vault

Video: How developers can enhance sportsmanship in online games  
by Staff [06.04.14]
Riot's Jeffrey Lin explains how the makers of League of Legends tapped social science data to design gameplay systems that reduce toxic player behavior during GDC 2014.
Console/PC, Design, Video, Vault

Video: Why Romero, Spector and other AAA legends became educators 11
by Staff [06.02.14]
Brenda and John Romero, Richard Lemarchand, and Warren Spector shared their thoughts on the trials and triumphs of moving from game design to education during GDC 2014.
Console/PC, Design, Video, Vault