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July 21, 2019
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Video: The making of Larian Studios' Divinity: Original Sin 2  
by Staff [05.14.19]
In this 2019 GDC talk, Larian Studios' Swen Vincke takes a look at all the strategies employed to make Divinity: Original Sin 2 a better game than Divinity: Original Sin, and how they worked out.
Console/PC, Indie, Art, Audio, Design, Production, Video, Vault

Video: Insomniac's technical postmortem of Marvel's Spider-Man  
by Staff [05.13.19]
At GDC 2019 Insomniac's Elan Ruskin discusses the challenges of adapting rendering, streaming & lighting to build a New York City that fits on a Blu-Ray for the studio's hit game Marvel's Spider-Man
Console/PC, Programming, Design, Video, Vault

Video: A behind-the-scenes look at how Subnautica was made  
by Staff [05.10.19]
In this insightful GDC 2019 postmortem Unknown Worlds Entertainment's Jonas Boetel explains how open development saved the studio's hit underwater survival game Subnautica.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: The Lemmings Classic Game Postmortem  
by Staff [05.09.19]
In this GDC 2019 presentation Lemmings co-creator Mike Dailly discusses the creation of the seminal DMA Design puzzle-platform game starring those allegedly suicidal rodents
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Frog Detective Game dev shares tips for creating great comedy games  
by Staff [05.07.19]
Using examples from development of Grace Bruxner Presents: The Haunted Island, a Frog Detective Game, this GDC 2019 talk from dev Grace Bruxner focuses on the process of creating comedy games.
Indie, Design, Video, Vault

Video: Designing Spider-Man 2's classic web-swinging mechanic  
by Staff [05.06.19]
In this GDC 2019 classic game mechanic postmortem, dev Jamie Fristrom breaks down how the acclaimed web-swinging mechanics in Treyarch's 2004 game Spider-Man 2 were designed and implemented.
Console/PC, Design, Video, Vault

Video: Inside Prismata's hierarchical portfolio search AI
by Staff [05.03.19]
At GDC 2017 Lunarch Studios' David Churchill describes the Hierarchical Portfolio Search AI system created for Prismata, and how it can be adapted to fit almost any genre of game!
Console/PC, Production, Video, Vault

Video: Legal experts discuss the law's impact on game dev in 2019 1
by Staff [05.02.19]
In this GDC 2019 talk a panel of legal experts discusses how legal developments in emulation, privacy, and more impact your work as a game maker.
Console/PC, Indie, Design, Video, Vault

Video: The Paperboy Classic Game Postmortem  
by Staff [05.01.19]
At GDC 2019 veteran game maker John Salwitz (Paperboy, Rampart, Klax) delivers a fantastic postmortem of Atari's 1985 arcade classic Paperboy!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: How Subset Games designed Into the Breach 1
by Staff [04.30.19]
At GDC 2019, Subset Games co-founder Matthew Davis details the Into the Breach design process from early drafts to the final balancing decisions (and how they came up with that great UI!)
Indie, Design, Video, Vault

Video: How Blizzard designed and built Overwatch's replay tech  
by Staff [04.26.19]
At GDC 2017, Blizzard's Philip Orwig gives an illuminating talk about how Overwatch's replay systems (including the kill cam and 'Play of the Game' highlights) were designed and built!
Console/PC, Design, Video, Vault

Video: Why you should put your name on your indie game  
by Staff [04.24.19]
Experienced indies Zach Gage & Bennett Foddy take the stage at GDC 2019 last month to discuss why indie game makers are one of the few craftspeople to not sign their work, and why that should change.
Indie, Design, Video, Vault

Video: Building God of War's Atreus to fit with both gameplay and narrative  
by Staff [04.23.19]
Working Kratos' son Atreus into God of War complicated many aspects of development but, in the end, including him as a fully realized companion AI paid off.
Console/PC, Programming, Design, Video, Vault

Video: The making of the Xbox Adaptive Controller  
by Staff [04.22.19]
This GDC 2019 talk covers the process of designing the Xbox Adaptive Controller and how it required the Microsoft Devices team to rethink how they engineered controllers altogether.
Console/PC, Design, Video, Vault

Video: How co-op VR is used to help train astronauts for space  
by Staff [04.19.19]
At GDC 2018 a panel of game makers and experts from Boeing and NASA discuss how the tools of game development can be used to help train astronauts for their voyages to the edge of known space.
VR, Design, Video, Vault

Video: Procedurally creating Manhattan for Marvel's Spider-Man  
by Staff [04.18.19]
At GDC 2019 Insomniac's David Santiago shares a behind-the-scenes look at the open world pipeline of Marvel's Spider-Man and how it was architected to procedurally author an open-world Manhattan.
Console/PC, Programming, Production, Video, Vault

Video: Steps for building a game's community from scratch  
by Staff [04.17.19]
In this Game Discoverability Day talk from GDC 2019, No More Robots director (and former Gamasutra editor) Mike Rose offers developers advice on how to build up a game's community from nothing.
Business/Marketing, Video, Vault

Video: A classic game postmortem of Panzer Dragoon  
by Staff [04.16.19]
The developers behind that classic Sega Saturn title believe that the lessons they learned working and struggling with the then-cutting-edge system can still be put to use by developers today.
Console/PC, Programming, Art, Design, Production, Video, Vault

Video: Creating a living open world for Assassin's Creed Odyssey  
by Staff [04.15.19]
In this talk from GDC 2019, Ubisoft's Benjamin Hall and Thierry Dansereau discuss the creation of Assassin's Creed Odyssey's ancient Greece, the largest world ever created for an Assassin's Creed team.
Design, Production, Video, Vault

Video: Practical advice for saving video game history before it's too late  
by Staff [04.12.19]
The current state of commercial video game preservation is in rough shape, but there's something developers can do to help.
Social/Online, Production, Video, Vault