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Video: Game dev lessons learned in making co-op board game Burgle Bros  
by Staff [12.15.17]
"Board games are software that run on people," says game designer Tim Fowers in his GDC 2017 Board Game Design Day talk about the design and development of his co-op heist board game Burgle Bros.
Indie, Design, Video, Vault

Video: Capy Games' Super Time Force and the paradox of time travel  
by Emma Kidwell [12.14.17]
In this 2014 GDC session Capy Games' technical director Kenneth Yeung discusses the game design difficulties of time manipulation in Super Time Force.
Indie, Design, Production, Video, Vault

Video: Visual designer Peter Chan shares how artists can revitalize their creativity  
by Emma Kidwell [12.12.17]
In this 2014 GDC session, visual designer Peter Chan discusses how artists of all skill levels can rediscover their creative drive even in the face of adversity.
Serious, Art, Video, Vault

Video: The making of Little Inferno  
by Emma Kidwell [12.11.17]
In this 2014 GDC session, Tomorrow Corporation's Kyle Gray discusses the development process of Little Inferno.
Indie, Design, Production, Video, Vault

Video: Why real time-destruction is the core of Rainbow Six: Siege  
by Emma Kidwell [12.08.17]
In this 2016 GDC session Ubisoft's Julien L'Heureux discusses the process of developing and implementing the destruction engine Realblast into Rainbow Six: Siege.
Console/PC, Design, Video, Vault

Video: Ride along as HBO looks back at the development of a Westworld VR installation  
by Emma Kidwell [12.07.17]
HBO's Colin Foran discusses the development of WestWorld: A Delos Experience, a room scale VR installation.
Console/PC, Design, Video, Vault

Video: Skullgirls animator Mariel Cartwright presents a live animation demo  
by Emma Kidwell [12.06.17]
Lead Animator at Lab Zero Mariel Cartwright presents a live 2D animation demo at GDC 2015 demonstrating how the fighting game Skullgirls was animated.
Indie, Art, Video, Vault

Video: Reliving the horror: Taking Resident Evil 7 forward by looking back  
by Emma Kidwell [12.05.17]
Capcom's Koshi Nakanishi and Peter Fabiano speak at GDC 2017 to discuss the new direction and development cycle of Resident Evil 7: Biohazard.
Console/PC, Design, Production, Video, Vault

Video: A year's worth of lessons learned from growing a F2P mobile game  
by Staff [12.01.17]
N3twork's Ethan Levy speaks at GDC 2017 about the studio's success with its F2P mobile game Legendary: Game of Heroes, sharing the top 5 lessons its learned during 12+ months of steady growth.
Social/Online, Business/Marketing, Video, Vault

Video: Fostering consequential play by setting up setbacks in your game  
by Staff [11.30.17]
At GDC 2014 Ubisoft's Patrick Redding argues that for a game to be meaningful, players should suffer occasional setbacks that they can recover from -- and offers advice on setting up good setbacks.
Console/PC, Indie, Design, Video, Vault

Video: Animating the spy fantasy in Splinter Cell: Blacklist  
by Staff [11.29.17]
At GDC 2014 Splinter Cell: Blacklist dev Kristjan Zadziuk offers an inside look at the game's animation pillars, the technical challenges faced by the animation team, and how they overcame them.
Console/PC, Art, Design, Video, Vault

Video: All the cool prototypes shown at 2017's Experimental Gameplay Workshop  
by Staff [11.28.17]
At GDC 2017 a remarkable array of game makers gathers to showcase their innovative, offbeat, or just plain weird and wondrous game prototypes at the Experimental Gameplay Workshop.
Console/PC, Indie, Design, Video, Vault

Video: How saying 'no' can help you make a better game  
by Staff [11.27.17]
At GDC 2016, Oculus' Ruth Tomandl reminds fellow devs that, as John Carmack says, focus is a matter of deciding what you're not going to do -- and gives a great talk about how and when to say no.
VR, Console/PC, Indie, Production, Video, Vault

Video: Rob Pardo breaks down Blizzard's design philosophies circa 2010 1
by Staff [11.22.17]
In this classic 2010 GDC talk, former Blizzard exec Rob Pardo revamps an internal presentation to show fellow devs some of the key philosophies that were driving the company.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Video: Scoring Hell - Creating the music of Diablo III: Reaper of Souls  
by Staff [11.21.17]
At GDC 2015, a panel of folks who worked on Diablo III: Reaper of Souls offered fellow devs some insight into the strategies and challenges for scoring Hell.
Console/PC, Audio, Video, Vault

Video: How BioWare connected players' stories via the Dragon Age Keep  
by Staff [11.20.17]
At GDC 2015 BioWare's Leah Shinkewski shows how the company aggregated players' data from multiple Dragon Age games across multiple platforms and present it via the Dragon Age Keep.
Console/PC, Social/Online, Programming, Design, Video, Vault

Video: Devs sound off on the 2017 Indie Soapbox  
by Staff [11.17.17]
In the course of an hour ten indie devs from around the industry take the stage at GDC 2017 to share what's on their mind, tackling everything from taste (get some!) to self-care to indie rockers.
Indie, Design, Production, Business/Marketing, Video, Vault

Video: How to put out fires and stay creative as a game writer  
by Staff [11.16.17]
At GDC 2017 writers George Ziets, Leanne Taylor-Giles, Chris Avellone, Colin McComb, and Gavin Jurgens-Fyhrie discuss the ins and outs of being a writer in games, from AAA to indie to tabletop.
Console/PC, Indie, Design, Video, Vault

Video: How architectural design can help you build better levels  
by Staff [11.15.17]
At GDC 2016's Level Design Workshop, trained architect and game maker Claire Hosking gave a great talk about how architectural design principles can help level designers achieve their goals.
Console/PC, Indie, Design, Video, Vault

Video: Creating Stellaris' complex AI behavior via data-driven design  
by Staff [11.14.17]
At GDC 2017 Paradox's Mehrnaz Amanat Bari gave an illuminating talk about how the game's believably flawed and quirky (but hardy) leader AI was created and implemented via data-driven design.
Console/PC, Programming, Design, Video, Vault