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January 23, 2020
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Updates » Video
Video: The dialog systems and tools of Firewatch  
by Staff [07.02.19]
In this 2017 GDC session, Unity's William Armstrong and Campo Santo's Patrick Ewing discuss the logic, tools, and workflow behind the dialog system used on Firewatch.
Indie, Design, Video, Vault

Behind the audio of Total War: Three Kingdoms 1
by Tom McCaren, Valentin Goellner [07.02.19]
Creative Assembly's audio designer and senior audio designer offer an inside look at the audio of the recently released Total War: Three Kingdoms - including how ASMR influenced the sound design.
Audio, Design, Video

Video: Darkest Dungeon's 'camp counselor' approach to community management  
by Staff [07.01.19]
In this 2017 GDC talk John Lindvay explains why Darkest Dungeon dev Red Hook adopted a 'camp counselor' approach to community management, and how it helped foster strong relationships with players.
Indie, Business/Marketing, Video, Vault

Video: 1,500 Slot Machines Walk Into A Bar: Adventures in game quantity over quality  
by Staff [06.27.19]
In this 2019 GDC talk, Alex Schwartz and Ziba Scott reveal how they tried to determine the lowest bar for success on mobile app stores by flooding the market with over 1.5k auto-generated slot machine games.
Smartphone/Tablet, Business/Marketing, Video, Vault

Video: Rapid-fire animation insights from the GDC 2019 Animation Microtalks  
by Staff [06.26.19]
In this GDC 2019 microtalk session 11 experts from Blizzard, BioWare and other industries present a series of rants, raves, observations and wild musings on animation and the game industry as a whole.
Console/PC, Indie, Art, Production, Video, Vault

Watch a breakdown of the design and planning that keeps Dauntless running  
by Bryant Francis [06.26.19]
The developers behind Behemoth-slaying online game Dauntless share stories and insight from the game's development.
Console/PC, Design, Production, Video

Chat with the developers behind Dauntless starting at 3PM ET  
by Bryant Francis [06.26.19]
The developers behind Dauntless are taking your questions starting at 3PM ET on the GDC Twitch channel.
Console/PC, Design, Video

Game Design Deep Dive: Making the 100(!) endings of Reventure 2
by Javi Cepa [06.26.19]
Javi Cepa explains the design challenges in making Reventure, a Steam success that has 100 different endings.
Console/PC, Indie, Design, Video, Deep Dive

Video: Tips on art directing VFX for stylized games  
by Staff [06.25.19]
In this 2017 GDC talk artists from Double Fine, Epic Games, and more discuss methods for establishing the artistic pillars of your game's VFX, using specific examples from iconic games!
Console/PC, Indie, Art, Design, Video, Vault

Building interesting emergence in Dying Light 2 2
by Bryant Francis [06.25.19]
Lead game designer Tymone Smektala explains how a 50 percent completion rate for Dying Light has helped push Techland into making an emergent, choice-driven sequel.
Console/PC, Design, Video, E3

Minecraft: Education Edition is getting an Immersive Reader and new educator resources  
by Chris Kerr [06.21.19]
Mojang is making some notable tweaks to Minecraft: Education Edition to help make the learning tool even more accessible.
Console/PC, Business/Marketing, Video

Video: Learning from the doomed launch of Brigador  
by Staff [06.20.19]
In this 2017 GDC session, Stellar Jockeys' Hugh Monahan dissects the development and release of Brigador from both marketing and design perspectives, to help you learn what went wrong.
Indie, Business/Marketing, Video, Vault

Video: Using email lists for fun, profit, and building your own fan club  
by Staff [06.19.19]
In this 2019 GDC talk, game developer Chris Zukowski explains how to level up your email list, and why a well-run email list can be 5-10 times more effective than Twitter or Facebook!
Console/PC, Indie, Business/Marketing, Video, Vault

Video: Designing Gambit Mode for Destiny 2: Forsaken  
by Staff [06.18.19]
In this 2019 GDC session, Bungie's Peter Sarrett dives into how Destiny 2's Gambit mode combines PvE with a smidge of PvP, and explains why it's the story of development gone delightfully right.
Console/PC, Social/Online, Design, Video, Vault

Live, die, repeat: How Outer Wilds piques curiosity in an ambivalent solar system 1
by Kris Graft [06.18.19]
Outer Wilds is a game whose universe makes you feel small - like a cog in a gargantuan wind-up clock. It's a universe that's ambivalent to your existence; one that shrugs at your presence and absence alike.
Indie, Design, Video

Video: How the 'indiepocalypse' changed the shape of indie success  
by Staff [06.17.19]
In this 2019 GDC talk, indie dev Jason Rohrer digs into some data behind the 2014-2018 'indiepocalypse' to help indies figure out how not to waste 4 years of their life on the next high-profile flop.
Indie, Business/Marketing, Video, Vault

How Media Molecule designed a fun and robust toolset for Dreams  
by Jack Yarwood [06.17.19]
Media Molecule's hugely ambitious creation engine, Dreams, would be nothing if the tools of creation weren't fun to use. Here's how the studio designed a toolset worthy of play.
Console/PC, Design, Video

Video: 9 takeaways of Duelyst's journey from tabletop to digital game  
by Staff [06.14.19]
In this 2017 GDC talk, Counterplay Games' Eric Lang & Keith Lee reflect on the development of Duelyst, share lessons learned and explain how it went from a boardgame prototype to a digital card game.
Console/PC, Indie, Design, Video, Vault

Video: 5 more game design techniques from rather clever devs  
by Staff [06.13.19]
In this 2018 GDC talk game designers Richard Rouse III, Erin Hoffman-John, Soren Johnson, Raph Koster, Josh Sawyer, and Stone Librande share unique game design rules they've used in their work.
Console/PC, Indie, Design, Video, Vault

Video: How cheating and making player life easier helped Dead Cells shine  
by Staff [06.12.19]
In this 2019 GDC talk, Motion Twin's Sebastien Benard provides a closer look at how cheating and making player life easier actually made Dead Cells a hardcore game without the rage-quitting.
Indie, Design, Video, Vault