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January 23, 2019
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Developing the unique multi-genre murder-mystery The Hex  
by John Harris [11.20.18]
Here, Daniel Mullins tells us a bit about how he put The Hex together, from his creative process to the challenges of constructing a game that covers so much design ground.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Video: The audio processing of NieR: Automata  
by Staff [11.19.18]
In this GDC 2018 talk, PlatinumGames' Shuji Kohata explains the spatial audio techniques used in NieR: Automata's desolate landscapes and natural environments.
Console/PC, Audio, Video

Designing the procedurally-generated space sim Nimbatus  
by Joel Couture [11.19.18]
Gamasutra spoke with the Nimbatus devs to learn how they created parts that players could combine to make unique drones for specific tasks, and how they went about creating an inspiring universe.
Console/PC, Design, Video

Video: Contrast and context in BioWare story and cinematics
by Staff [11.16.18]
In this GDC 2012 talk, BioWare's Jonathan Perry examines how BioWare has used contrast and context in Mass Effect andDragon Age.
Video

Watch Francois Rizzo discuss the design of 11-11: Memories Retold  
by Bryant Francis [11.16.18]
Game designer Francois Rizzo breaks down the design decisions behind 11-11: Memories Retold.
Console/PC, Design, Video

Chat with one of WWI game 11-11: Memories Retold's designers at 3PM ET  
by Bryant Francis [11.16.18]
Tune into the GDC Twitch channel to discuss the making of 11-11: Memories Retold starting at 3PM ET.
Console/PC, Design, Video

Video: Saints Row: The Third and designing over the top  
by Staff [11.15.18]
Volition's Scott Phillips discusses the initial tonal and creative boundaries for Saint's Row: The Third and explains the processes used to iterate and improve on the game.
Console/PC, Design, Video

Optimization techniques for developing new NES games in the modern age  
by Emma Kidwell [11.15.18]
Morphcat Games, a studio that develops new NES games for the retro console, released an interesting video discussing optimization techniques used for its upcoming NES platformer Micro Mages.
Console/PC, Design, Video

Video: How Bound creates emotion through ballet  
by Staff [11.14.18]
In this GDC 2017 session, Plastic's Michal Staniszewski discusses Bound, a game that features a contemporary dancer in a procedural world inspired by demoscene and modern art movements. 
Indie, Design, Video

Watch Question's Jordan Thomas and Michael Kelly discuss The Blackout Club  
by Bryant Francis [11.14.18]
Jordan Thomas and Michael Kelly, two triple-A industry veterans, drop by the GDC Twitch channel to discuss the production and design of The Blackout Club.
Console/PC, Design, Production, Video

Chat with the developers of The Blackout Club at 3PM ET  
by Staff [11.14.18]
The makers of The Blackout Club will be answering your questions starting at 3PM ET.
Console/PC, Design, Video

Q&A: Designing the beautifully surreal time puzzles of The Gardens Between  
by Joel Couture [11.14.18]
Gamasutra spoke with Simon Joslin and Matt Clark about designing the surreal time-manipulation puzzles of The Gardens Between.
Indie, Design, Video

Video: The art of developing audio soundscapes  
by Staff [11.13.18]
In this GDC 2018 session, Guerrilla Games' Anton Woldhek presents some practical tips from his years of experience in game development on the art of developing audio soundscapes for video games.
Console/PC, Audio, Video

Designing for survival in Steam Early Access hit Green Hell  
by Joel Couture [11.13.18]
Gamasutra spoke with Michal Stawicki, lead game designer and Krzysztof Kwiatek, art director, to learn about surviving in the Amazonian wilderness in Green Hell.
Design, Video

Video: Designing the strategic card game Race for the Galaxy  
by Staff [11.12.18]
In this GDC 2018 talk, game designer Tom Lehmann discusses the design behind his acclaimed card game Race for the Galaxy. 
Indie, Design, Video

Google Play announces Games for Change design challenge finalists  
by Chris Kerr [11.12.18]
Google Play launched the competition back in March to promote gender diversity by inspiring young women as players and game makers. 
Smartphone/Tablet, Programming, Design, Production, Video

Video: An apology for Roger Ebert 6
by Staff [11.09.18]
Loom creator Brian Moriarty takes the stage at GDC 2011 to deliver a thoughtful defense of critic Roger Ebert's industry-stirring sentiment that 'video games can never be art.'
Console/PC, Indie, Art, Video, Vault

Watch Lucas Pope discuss the making of Return of the Obra Dinn  
by Bryant Francis [11.09.18]
Watch game developer Lucas Pope discuss the making of Return of the Obra Dinn.
Console/PC, Design, Video

Video: AI and animation in Assassin's Creed: Brotherhood  
by Staff [11.08.18]
In this GDC 2011 session, Ubisoft's Nicolas Barbeau and Aleissia Laidacker discuss the AI and animation powering the virtual population of Rome in Assassin's Creed: Brotherhood.
Console/PC, Design, Video

Chat with Obra Dinn dev Lucas Pope on the GDC Twitch channel at 9PM ET  
by Bryant Francis [11.08.18]
You can chat with Lucas Pope, creator of Return of the Obra Dinn starting at 9PM ET on the GDC Twitch channel.
Console/PC, Design, Video