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May 30, 2015
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May 30, 2015
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Updates » Video
Video: Deconstructing competitive Counter-Strike: GO level design 2
by Staff [05.08.15]
At the GDC 2015 eSports Summit Counter-Strike: Global Offensive community level designers Shawn Snelling and Salvatore Garozzo speak frankly about the process of building levels for competitive play.
Console/PC, Design, Video, Vault

Video: Igarashi plays and talks about his Symphony of the Night  
by Alex Wawro [05.08.15]
Koji "IGA" Igarashi crops up in a special episode of Double Fine's "Devs Play" video series to play and chat about the game he's best known for - Castlevania: Symphony of the Night.
Console/PC, Design, Video

Video: Emily Short's advice on writing great game protagonists 1
by Staff [05.07.15]
At GDC 2015, noted interactive fiction game designer Emily Short (Galatea) gave a microtalk on how to create a protagonist that is interesting, engaging and will stimulate your players.
Console/PC, Indie, Design, Video

Video: Making linear level design feel non-linear in Gone Home  
by Staff [05.05.15]
At GDC 2015, Fullbright's Kate Craig and Steve Gaynor take the stage to discuss the level design techniques they used to breathe life into the lifeless 3D levels that make up Gone Home.
Console/PC, Indie, Design, Video, Vault

Video: Will Wright tries to design humanity's last game 2
by Staff [05.04.15]
In this 12-minute snippet of the final Game Design Challenge at GDC 2013, high-profile designer Will Wright steps up to the task of designing "the last game that humanity will ever play."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

See Square Enix's DirectX 12-powered Final Fantasy graphics in a new video 6
by Christian Nutt [05.01.15]
It's become a game industry tradition that the Final Fantasy developer shows off its latest and greatest realtime facial animation as tech demos, and this one's a doozy.
Console/PC, Programming, Art, Video

Video: Designing procedural stealth for Invisible, Inc.  
by Staff [05.01.15]
Klei designer James Lantz showcases how to tackle new mechanics and breaks down the design of Invisible, Inc.'s procedural stealth, from its conception to its conclusion.
Indie, Design, Video, Vault

Video: How Naughty Dog modified its engine for The Last Of Us Remastered  
by Staff [04.29.15]
At GDC 2015, Naughty Dog programmer Christian Gyrling explains how the studio redesigned its engine so The Last Of Us Remastered would run at 60 frames per second on PlayStation 4.
Console/PC, Programming, Video, Vault

Video: Brian Moriarty's classic postmortem of Loom  
by Staff [04.27.15]
At GDC 2015 Loom creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: VR game design for indies  
by Staff [04.24.15]
As part of the GDC 2015 Independent Games Summit, a panel of indie developers with VR development experience try and shed some light on the idiosyncracies of making VR games.
Indie, Design, Video, Vault

Video: Howard Scott Warshaw's classic postmortem of Yars' Revenge  
by Staff [04.22.15]
Game industry veteran Howard Scott Warshaw explains how he created the seminal Atari 2600 game Yars' Revenge and other important Atari titles -- including E.T. -- in this GDC 2015 talk.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Video: Deconstructing Valve's advanced VR rendering techniques  
by Staff [04.20.15]
Valve has been experimenting with VR headsets since 2013, and at GDC 2015 engineer Alex Vlachos shared what he and his fellow Valve colleagues have learned about advanced VR game rendering.
Console/PC, Programming, Design, Video, ADC

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

Escher-esque Relativity is the latest game backed by Indie Fund 1
by Alex Wawro [04.17.15]
The folks at Indie Fund have announced that Chicago-based artist Willy Chyr's M.C. Escher-like puzzle game Relativity ​will be the latest title to receive financial support from the company.
Indie, Business/Marketing, Video

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

It's Rock Band vs. Guitar Hero all over again 9
by Kris Graft [04.14.15]
Activision today announced Guitar Hero Live, the reincarnation of its dormant rhythm game series, which will go head-to-head against Harmonix’s upcoming Rock Band 4.
Console/PC, Business/Marketing, Video

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

Listen to the Electroplankton designer's unreleased SNES music game 1
by Alex Wawro [04.08.15]
An anonymous agent has made a choice piece of game industry history available to the public by buying a copy of Toshio Iwai's unreleased SNES music game Sound Fantasy and sharing it with the world.
Console/PC, Design, Production, Video

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