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August 21, 2019
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Updates » Video
Researchers pit DeepMind AI against human Quake III players 4
by Alissa McAloon [05.31.19]
AI researchers at Google’s DeepMind have trained an artificial intelligence agent on Quake III and published a paper on how it performed in matches with and against humans.
Console/PC, Programming, Video

Video: The things I wish I knew before becoming an art director  
by Staff [05.31.19]
In this 2017 GDC talk, veteran dev Denis Rogic presents nine major lessons drawn from the missteps he made as an art director so that you can learn from them (and hopefully avoid the same mistakes!)
Console/PC, Indie, Art, Production, Video, Vault

Nintendo brings Labo VR support to Super Smash Bros. Ultimate  
by Alissa McAloon [05.31.19]
Nintendo has brought support for its Labo VR goggles to another flagship Switch game.
VR, Console/PC, Video

Video: Using empathy as a game mechanic in Unravel  
by Staff [05.30.19]
In this 2017 GDC talk, Coldwood's Martin Sahlin explores how the Swedish studio used empathy as a game mechanic in its striking 2016 puzzle-platformer Unravel
Indie, Design, Video, Vault

Video: A Dream Daddy dev's survival guide for terminally online indies  
by Staff [05.29.19]
At GDC 2019 indie dev Leighton Gray talks about how to weather success (and failure) by cultivating a healthier relationship with the internet, based on her experience releasing Dream Daddy.
Indie, Business/Marketing, Video, Vault

Video: The grind behind Boyfriend Dungeon's $272K funding success  
by Staff [05.28.19]
In this 2019 GDC talk, Kitfox Games' Victoria Tran  lifts the veil on the numbers and technical aspects behind the indie discoverability grind that drove Boyfriend Dungeon to Kickstarter success. 
Indie, Business/Marketing, Video, Vault

Video: Cultivating and caring for great AI behavior trees  
by Staff [05.23.19]
In this 2017 GDC talk, Bobby Anguelov, Mika Vehkala, and Ben Weber outline core principles to get the most out of your behavior trees while avoiding common issues!
Console/PC, Indie, Programming, Design, Video, Vault

Video: The care and feeding of live narrative game Fallen London  
by Staff [05.22.19]
In this 2019 GDC session, Failbetter Games' Olivia Wood looks at the difficulties of maintaining a live narrative game like Fallen London and how Failbetter has adapted to surmount them.
Social/Online, Indie, Design, Production, Video, Vault

Making the player the AI in outer space thriller Observation  
by Diego Arguello [05.22.19]
With a not-so-subtle nod to the sci-fi masterpiece 2001: A Space Odyssey, NoCode this week embarked on its latest adventure with the launch of the brilliant horror game, Observation. We speak with creative director Jon McKellan.
Indie, Design, Video

Video: Slime Rancher dev's guide to making games that stand out and survive 1
by Staff [05.21.19]
In this 2019 GDC talk, Monomi Park (Slime Rancher) founder Nick Popovich explains how you can make your game stand out and survive amongst the thousands of games released every year.
Indie, Design, Production, Business/Marketing, Video, Vault

Behind the enthralling dystopian student game, Burning Daylight  
by John Harris [05.21.19]
It's not often that one's very first game finds an audience, but the student-developed Burning Daylight is an exception. We speak with game director Frederik Jeppesen.
Design, Production, Video

Video: Designing Path of Exile to be played forever  
by Staff [05.20.19]
In this GDC 2019 talk, Grinding Gears' Chris Wilson explains how Path of Exile is designed to retain and grow its community for the very long term.
Social/Online, Indie, Design, Production, Video, Vault

Video: Writing and designing Star Trek: Bridge Crew for VR  
by Staff [05.17.19]
In this talk from GDC 2017, Red Storm Entertainment's Jay Posey shares his experience as lead writer and senior designer developing Ubisoft's VR game Star Trek: Bridge Crew.
VR, Console/PC, Design, Video, Vault

New Minecraft Earth AR game takes a cue from Pokemon Go  
by Chris Kerr [05.17.19]
Mojang has unveiled a new Minecraft game, and it's an augmented reality mobile experience called Minecraft Earth.
Smartphone/Tablet, Business/Marketing, Video

Video: How RimWorld found success through ridiculous, contrarian design 1
by Staff [05.16.19]
In this 2017 GDC session RimWorld creator Tynan Sylvester looks at how it was designed not as a game, but as a story generator, and how its crazy, ridiculous design found surprising success.
Indie, Design, Production, Video, Vault

Video: Lessons learned in making This War of Mine and Frostpunk  
by Staff [05.15.19]
In this 2019 GDC session, 11 bit studios' Przemyslaw Marszal and Michal Drozdowski explain their unique approach of the design and development processes behind Frostpunk and This War of Mine.
Indie, Design, Production, Video, Vault

Watch A Plague Tale's lead devs break down their rat-ridden game 1
by Bryant Francis [05.15.19]
Two of the lead developers on A Plague Tale: Innocence drop by to discuss their game-making process.
Console/PC, Design, Video

Chat with the developers of A Plague Tale: Innocence at 12PM EST  
by Bryant Francis [05.15.19]
The developers of A Plague Tale: Innocence are taking your questions starting at 12PM EST on the GDC Twitch channel.
Console/PC, Design, Business/Marketing, Video

Art Design Deep Dive: The gorgeous voxel creatures of Fugl 1
by Marco Peschiera [05.15.19]
Marco Peschiera, art director on the upcoming free-roaming sandbox game Fugl, explains the method of modeling and animating beautiful voxel creatures.
Indie, Art, Video

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