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January 20, 2018
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Video: Molyneux reflects on indie dev and the rebirth of design  
by Staff [02.27.15]
At GDC 2014, 22cans founder and industry veteran Peter Molyneux talks through what he learned as a developer who "grew up indie" and worked in AAA before going indie again with 22cans.
Console/PC, Indie, Design, Video, Vault

Video: Koji Igarashi explores what makes a Metroidvania game 1
by Staff [02.23.15]
At GDC 2014, veteran designer Koji Igarashi examines the evolution of the Metroidvania genre through the lens of his own experience working on some of its most iconic games.
Console/PC, Indie, Design, Production, Video, Vault

Video: An insider's guide to localizing your game for China  
by Staff [02.20.15]
From gameplay to monetization, linguistics to UI/UX, Reality Squared's Shaun Newcomer explains how foreign developers can tackle the challenges of Chinese game localization at GDC 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: Understanding the Brazilian indie game development scene 3
by Staff [02.19.15]
At GDC 2014 a panel of Brazilian game makers offered insight into how the Brazilian indie scene operates, how to nurture a game dev culture where it doesn't exist and why it's important to do so.
Indie, Business/Marketing, Video, Vault

Video: Lessons learned from 20 years 'herding cats' in the IGDA  
by Staff [02.17.15]
IGDA founder Ernest Adams reflects on what went right (and wrong) over the 20-year lifespan of the IGDA and considers why developers need a professional trade organization in this GDC 2014 talk.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: How you should harness your players as a QA resource  
by Staff [02.11.15]
Crowdsourcing researcher Jedrzej Czarnota details some advanced QA approaches as part of the GDC 2014 QA Summit, and offered developers practical advice on how and why to implement them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Video: Is it worth it to localize your indie game?  
by Staff [02.09.15]
Speaking at GDC 2014, an indie developer and a game localizer team up to break down some key localization points indies should know, like: how much does it cost? Is it worth it? How do you do it?
Indie, Production, Video, Vault

Video: Back to the future of QA in game development  
by Staff [02.06.15]
QA experts from Blizzard, Riot, Microsoft, Sony and more share lessons learned and offer advice on doing QA on everything from eSports to Early Access games at GDC 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Video: Crowdsourcing the localization of Gone Home  
by Staff [02.04.15]
At GDC 2014, Gone Home programmer Johnnemann Nordhagen reveals how the four-person indie dev team enabled, supported, and encouraged fan-made translations for the game to broaden its reach.
Console/PC, Indie, Production, Video, Vault

Video: How to make your dream games without going out of business  
by Staff [02.02.15]
At GDC Next 2014, SuperData CEO Joost van Dreunen identifies the major stumbling blocks that game companies face using real-world data, and examines how others have either overcome them or succumbed.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: How to build a healthy eSports community around your game  
by Staff [01.30.15]
As part of the GDC Next 2014 Community Summit, Jason Xu (CEO of eSports management platform Battlefy) presented developers with data and strategies for encouraging competitive play in their games.
Social/Online, Design, Business/Marketing, Video, Vault

Video: Analyzing the phenomenon that was TwitchPlaysPokemon  
by Staff [01.28.15]
Speaking at GDC Next 2014, game researcher Alex Leavitt offers a data-rich analysis of the TwitchPlaysPokemon phenomenon and what it means for game makers.
Console/PC, Business/Marketing, Video, Vault

Video: How Amplitude Studios tackles community-driven development  
by Staff [01.26.15]
At GDC Next 2014, Amplitude Studios' Jeff Spock spoke about how the studio practices open development by involving its fans, as well as the positive and negative lessons learned.
Indie, Business/Marketing, Video, Vault

Video: Building Glitch City, a Voltron-like indie dev collective  
by Staff [01.23.15]
At GDC Next 2014, indie developers Asher Vollmer, Teddy Diefenbach, Ben Esposito and other Glitch City members discuss their failures and successes in founding an indie dev collective and workspace.
Indie, Business/Marketing, Video, Vault

Video: Crowdsharing development of Shroud of the Avatar  
by Staff [01.21.15]
Experienced game maker Starr Long shares what he's learned about harnessing the power of your community to crowdsource and crowdfund your next project at GDC Next 2014.
Console/PC, Business/Marketing, Video, Vault

Video: 'Reclaiming my soul' or 'Why I quit making F2P social games'  
by Staff [01.20.15]
Experienced game maker Caryl Shaw (EA, Kixeye, Ngmoco, Telltale Games) shares what she's learned in transitioning back and forth between AAA and F2P development in this GDC Next 2014 talk.
Console/PC, Social/Online, Production, Video, Vault

Video: There and Dad Again, an Octodad: Dadliest Catch postmortem  
by Staff [01.16.15]
At GDC Next 2014, Young Horses cofounders Phil Tibitoski and John Murphy discussed the methods they used to create a successful [joke] game, work better as a team, and learn to love again.
Indie, Design, Production, Video, Vault

Video: How Adrift went from concept art to publishing deal  
by Staff [01.14.15]
At GDC Next 2014, Adam Orth and the rest of the core Adrift development team share lessons learned while taking their game from concept art to a polished prototype that netted them a publishing deal.
Console/PC, Indie, Production, Video, Vault

Video: How Halfbrick rebooted a 4-year-old game into a top seller 2
by Staff [01.12.15]
As our industry evolves to embrace games with long lifespans, devs have to solve a hard problem: how do you make an old game feel like new? Learn how Halfbrick pulled it off in this GDC talk.
Smartphone/Tablet, Production, Video, Vault

Video: Painful PR lessons learned on the way to Guacamelee! 1
by Staff [01.09.15]
Developers, how do you best maximize your game's exposure with a limited marketing budget? Drinkbox Studios' (Guacamelee!) Chris McQuinn shares his advice and lessons learned in this GDC 2014 talk.
Console/PC, Social/Online, Indie, Business/Marketing, Video, Vault