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April 24, 2019
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Video: How to design the best camera for your side-scrolling game  
by Staff [11.09.15]
At GDC 2015 Mushroom 11 creator Itay Keren explores the theory and science of designing great camera systems for side-scrolling games, and how you can apply it to your own projects.
Console/PC, Indie, Design, Video, Vault

Video: Analyzing the turning tide of indie game sales in 2015  
by Staff [10.28.15]
At GDC 2015 TinyBuild staffer and one-time Gamasutra editor Mike Rose breaks down sales data for indie games across various platforms to try and shed light on the state of the market now vs. in 2009.
Indie, Business/Marketing, Video, Vault

Video: You're Doing It Wrong - 10 pieces of advice on game design 5
by Staff [10.23.15]
Game designer Frank Lantz cheerfully excoriates popular game design practices in his "You're Doing It Wrong" rant during the GDC 2014 Rant Apocalypse.
Console/PC, Design, Video, Vault

Video: Designing games about tricky emotions like longing, or love  
by Staff [10.15.15]
Funomena's Robin Hunicke takes the stage at GDC 2014 Indie Soapbox and encourages developers to make games about tricky emotions and feelings like longing, affection, intimacy and love.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Shout at the Devil - The making of Diablo III  
by Staff [10.14.15]
At GDC 2013, Blizzard's Jay Wilson delivers a frank postmortem of Diablo III that delves into the design pillars of the Diablo games and how well the team abided by those in making the latest game.
Console/PC, Design, Production, Video, Vault

Video: How video games can better handle feints and misdirection  
by Staff [10.09.15]
At GDC Europe 2015, TinyBuild's Mike Rose speaks to what video game designers can learn (and potentially steal) about bluffing and misdirection mechanics from the most devious board and card games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Why game designers should study dance, music & comedy  
by Staff [10.07.15]
At GDC 2014 writer Susan O'Connor (Bioshock, Tomb Raider) argues game devs can learn from watching how dance, music & comedy artists use timing and motion to draw people into the experience.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Video: Automating content creation so tiny teams can make big games 1
by Staff [10.06.15]
At GDC Europe 2015 developer Alexander Birke explains how a small team built an outsized game -- The Adventures of Bertram Fiddle -- by creating efficient automated processes to create content.
Console/PC, Indie, Production, Video, Vault

Video: Watch ten great European indie game talks in under an hour  
by Staff [10.05.15]
Check out the second annual GDC Europe Innovative Games Showcase, a curated exhibition of innovative and experimental games, with 10 microtalks from indie devs about new ways to design games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: How to hire and retain more women in the game industry 8
by Staff [10.02.15]
At GDC Europe 2015 a panel of women from companies like King, NaturalMotion and Gameloft share their experiences as women in the game industry and offer advice for increasing diversity.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Video, Vault

Video: Talk about your failures so other devs can learn from them  
by Staff [10.01.15]
"The independent game space has a problem with failure," said indie dev Ashley Zeldin at GDC 2015. "When all we hear about are successes, that creates unrealistic expectations."
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Video: The things you learn building big multiplayer game installations  
by Staff [09.29.15]
Indie developer Alistair Aitcheson speaks at GDC Europe 2015 about all the interesting things he's learned from building big, quirky multiplayer games (like Tap Happy Sabotage) set in physical spaces.
Console/PC, Social/Online, Indie, Video, Vault

Video: Tackle tough subjects via fun games with meaningful cores 2
by Staff [09.28.15]
At GDC Europe 2015 Blindflug's Tabea Iseli showcased how the studio makes fun games, like First Strike, driven by meaningful cores that help shed light on important issues like nuclear war.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: How Halo was reborn -- The Halo 4 postmortem  
by Staff [09.23.15]
Halo creative director Josh Holmes speaks at GDC 2013 about how 343 dealt with the challenges inherent in building a studio from scratch to take over development of Bungie's seminal series.
Console/PC, Art, Design, Production, Video, Vault

Video: How fast iteration tools made The Talos Principle possible  
by Staff [09.22.15]
Using examples from The Talos Principle's production, Croteam CTO Alen Ladavec offers advice at GDC Europe 2015 on designing fast iteration tools to develop big games as a tiny indie team.
Console/PC, Indie, Production, Video, Vault

Video: Deconstructing the art design of Journey  
by Staff [09.18.15]
Thatgamecompany's Journey is dominated by gentle slopes, but in this GDC 2013 talk its art director, Matt Nava, explains how the game's art direction coalesced through rocky starts and sharp turns.
Console/PC, Indie, Art, Video, Vault

Video: Blending handmade detail into your game's procedural world  
by Staff [09.16.15]
At GDC Europe 2015 indie game designer Mark Johnson speaks to the difficult balance between handmade and algorithmic content in games that use both, and how devs can deftly blend them together.
Console/PC, Indie, Programming, Design, Production, Video, Vault

Video: Make games more efficiently by being accountable to your audience 2
by Staff [09.15.15]
"Put yourself in a consistent position of having performance pressure to a trusted audience; that anxiety can be leveraged as a tool to shape your design process and make you more efficient."
Console/PC, Indie, Production, Video, Vault

Video: How Bohemia nabs cheaters in DayZ  
by Staff [09.14.15]
Bohemia Interactive's Eugen Harton speaks at GDC Europe 2015 about some of the many ways DayZ players try to cheat the system, and how Bohemia effectively counters them.
Console/PC, Programming, Production, Video, Vault

Video: Using the Fox Engine to build Ground Zeroes 4
by Staff [09.11.15]
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