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April 25, 2018
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Updates » Video
Video: Telling game stories with unsaid words and unreliable narrators  
by Staff [11.07.17]
At GDC 2016's Narrative Summit, game and narrative designer Mata Haggis took the stage to walk devs through the value of leaving things unsaid when crafting stories for their games.
Console/PC, Indie, Design, Video, Vault

We're talking with the designer of Elex at 3PM EST  
by Bryant Francis [11.07.17]
We're talking to Bjorn Pankratz, game designer on Elex today at 3PM EST.
Console/PC, Design, Video

Kan Gao on the benefits and drawbacks of designing in RPG Maker 2
by Joel Couture [11.07.17]
“I compare RPG Maker to a pencil. With a pencil there are techniques to learn, but compared to the other writing tools, it’s the most simplistic one. But you can still create elaborate works with it.”
Console/PC, Indie, Design, Production, Video

Video: 30 things to avoid when pitching your game to a publisher  
by Staff [11.06.17]
At GDC 2017, experienced dev (and PlayStation expat) Brian Upton runs down a list of common mistakes devs make when they meet with publishers and shares perspective on what publishers are thinking.
Console/PC, Indie, Business/Marketing, Video, Vault

How Overwatch evolved throughout its early days of development  
by Alissa McAloon [11.06.17]
It's an especially interesting look at the competitive multiplayer game since, by game director Jeff Kaplan's own admission, Blizzard doesn't typically release footage of its early progress or prototypes.
Design, Production, Video

One modder is on a quest to preserve Nintendo's forgotten Flash games  
by Alex Wawro [11.03.17]
A game maker and modder who operates under the name "Skelux" is in the middle of a quest to find and preserve "ancient relics": the many Flash games Nintendo once made and hosted on its website.
Social/Online, History, Video

Video: A game dev's guide to staying satisfied and mentally healthy  
by Staff [11.03.17]
At GDC 2017, psychiatric care professional Dr. Jennifer Hazel and Framed game dev Joshua Boggs  explored the issue and offered some tips on how to remain well while working in games.
Console/PC, Indie, Serious, Video, Vault

The two-man team building Disc Jam as an eSports platform  
by Connor Trinske [11.03.17]
“I'd like to say we had a marketing strategy targeting a key demographic. We were actually just playing a ton of old Pong-likes and saying, ‘Why aren't there more simple, PvP-first games like these?’”
Console/PC, Indie, Design, Business/Marketing, Video

Q&A: Depicting administrative evil in The Shrouded Isle  
by Joel Couture [11.03.17]

The Shrouded Isle places players in the role of a high priest, it's up to them to choose sacrifices, suss out sinners, and keep a vicious god contented, doing so through merciless, cold choices.
Console/PC, Indie, Video


Postmortem: Building The Turing Test around a secret mechanic 2
by David Jones [11.03.17]
"Our most unique central mechanic could not be shown in marketing, reviews or previews because the mechanic is tightly integrated with the story." - David Jones, design director of The Turing Test.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Dev Q&A: How Bloober Team created 'hidden horror' in Observer  
by John Harris [11.02.17]
Observer is a cyberpunk horror game from Polish studio Bloober Team. They stress that it isn't a survival horror experience--they prefer to call it "hidden horror" or "catharsis 2.0."
Console/PC, Indie, Design, Video

How Zachtronics makes personality-filled puzzlers like Opus Magnum  
by Bryant Francis [11.01.17]
We chatted with two of the developers behind Zachtronics' newest game Opus Magnum.
Console/PC, Design, Video

Video: How game developers define 'success' for themselves  
by Staff [11.01.17]
At GDC 2017 researcher Dana Ruggiero gives a talk (based on interviews with over 50 notable game makers, from Brenda Romero to Davey Wreden) on how game developers define success for themselves.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Video, Vault

Opinion: When Big Oil attacks your game 7
by Katherine Cross [11.01.17]
In Thunderbird Strike, which draws on Anishinaabe and Métis imagery, you play a thunderbird who gathers lightning to destroy pipeline building equipment. One Big Oil exec labeled it "eco-terrorism."
Console/PC, Indie, Design, Business/Marketing, Video

Chat with the developers of Opus Magnum at 3PM EDT  
by Bryant Francis [11.01.17]
We're talking to Zach Barth and Matthew Burns and playing their new game Opus Magnum at 3PM EDT.
Console/PC, Design, Video

Google launches VR and AR object library called 'Poly'  
by Chris Kerr [11.01.17]
Google has launched Poly, a digital library where virtual and augmented reality devs can find and download 3D objects for use in their apps.
VR, Production, Video

How Cuphead nailed the look and feel of classic 1930s cartoons 2
by Willie Clark [11.01.17]
Cuphead's uncanny recreation of classic 1930s toons isn't just about art style. The game captures every element of the source material, from fonts and technical imperfections to scratches on the film.
Console/PC, Indie, Art, Video

Video: Juggling the chainsaws of work-for-hire vs. original projects  
by Staff [10.31.17]
At GDC 2016, ClutchPlay Games' Amy Dallas tackles the practical realities of balancing work-for-hire projects vs. developing original IP, and what she & her team have learned from doing it for years.
Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Dev draws flak for making a game about resisting oil pipelines 8
by Alex Wawro [10.30.17]
The political fire around Thunderbird Strike is a good example of the pushback devs should be prepared for when making games with themes & messages that might run counter to interests of major powers.
Indie, Video

Video: How Naughty Dog designed The Last Of Us' brutal melee system  
by Staff [10.30.17]
Naughty Dog's Anthony Newman takes to the stage at GDC 2014 to deconstruct a complicated topic: the melee system at play in the studio's brutal post-apocalyptic 2013 game The Last Of Us.
Console/PC, Design, Video, Vault