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December 5, 2019
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Updates » Video
Video: Improving cross-disciplinary communication in small teams  
by Staff [09.11.19]
In this GDC 2017 talk Harmonix's Jeff Hesser examines and explains why, as teams get smaller and more agile, their need to improve conversations across disciplinary lines increases.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Q&A: How a part-time team turned Hamlet into the time-looping Elsinore  
by Bryant Francis [09.11.19]
Elsinore developers Connor Fallon and Eric Butler discuss the underlying simulation theory behind their Shakespeare-themed game, and how Golden Glitch Studios handled part-time development.
Console/PC, Design, Video

Video: How to get a job writing for games  
by Staff [09.10.19]
In this 2019 GDC talk, Zak Garriss and Tracey John demystify the application process and provide some understanding of how to break into the field for aspiring game writers and narrative designers.
Console/PC, Indie, Video, Vault

RetroArch brings real-time translation to emulated games 1
by Alissa McAloon [09.09.19]
The team behind the emulator frontend RetroArch has rolled out a feature that translates emulated games on the fly.
Console/PC, Video

Video: How to survive and thrive as a small studio without a big hit  
by Staff [09.09.19]
In this 2019 GDC panel, Christopher Langmuir, Theresa Duringer and Tanya X. Short give realistic examples of how to run a small game studio without a surprise runaway hit.
Indie, Business/Marketing, Video, Vault

Video: Designing levels for a video game mixtape  
by Staff [09.06.19]
In this 2017 GDC talk, Alejandro Quan-Madrid discusses the creation of mobile game FRKN WKND, a kind of video game mixtape that's made up of a collection of autobiographical vignette games.
Console/PC, Indie, Design, Video, Vault

Video: Understanding Halo 5's geometry caching optimizations  
by Staff [09.05.19]
In this 2017 GDC session, Zabir Hoque and Ben Laidlaw walk you through the optimizations made to the vertex caching pipeline of Halo 5: Guardians to make the game's destruction come alive.
Console/PC, Programming, Production, Video, Vault

Watch John Pearl discuss the procedural design of Remnant: From the Ashes  
by Bryant Francis [09.05.19]
Take a look at the procedural game design that drives Remnant: From the Ashes.
Console/PC, Video

Watch Rex Crowle discuss the design choices behind Knights And Bikes  
by Bryant Francis [09.04.19]
Watch Knights And Bikes co-designer Rex Crowle discuss the visual and gameplay style behind Foam Sword's debut game.
Console/PC, Design, Video

Video: How indies and small studios can succeed with licensed games  
by Staff [09.04.19]
In this 2019 GDC talk Devolver Digital's Nigel Lowrie, Nerial's Francois Alliot, and HBO's Jeff Peters explore how smaller devs can succeed with licensed games like Reigns: Game of Thrones
Console/PC, Indie, Business/Marketing, Video, Vault

Luminous Productions' Back Stage tech demo shows off Square Enix's ray tracing tech  
by Alissa McAloon [09.04.19]
Square Enix's Luminous Productions studio, the team assembled from FFXV developers last year, has released a short video to show off the work the studio has been doing with advanced rendering tech.
Console/PC, Programming, Video

Chat with the Knights And Bikes and Remnant: From the Ashes devs today!  
by Bryant Francis [09.04.19]
A rare double feature on the GDC Twitch channel today will let you chat with the developers of Knights And Bikes and Remnant: From the Ashes.
Console/PC, Design, Video

Crafting the mobile-friendly atmospheric storytelling of Sky: Children of the Light  
by John Harris [09.04.19]
thatgamecompany's Eileen Hollinger and Tim Nixon sat down with Gamasutra to explain how the studio's visual storytelling style plays out in Sky and how it molds meaningful multiplayer moments.
Smartphone/Tablet, Design, Production, Video

Video: A data-driven deep dive into the 12 motivations for players  
by Staff [09.03.19]
In this 2019 GDC talk, Quantic Foundry's Nick Yee take a deep dive into 12 major player motivations, based on Quantic Foundry's survey of over 400,000 game players!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Conquering the creative challenges in Marvel's Spider-Man  
by Staff [08.29.19]
In this GDC 2019 talk, Insomniac Games' Bryan Intihar discusses how the team overcame three major hurdles in order to hit the creative/narrative goals that were set for Marvel's Spider-Man.
Console/PC, Production, Video, Vault

Watch Richard Rouse III discuss the design of The Church in the Darkness  
by Bryant Francis [08.28.19]
Veteran game designer Richard Rouse III dropped by the GDC Twitch channel to discuss the underlying design of The Church in the Darkness
Console/PC, Design, Video

Chat with Church in the Darkness dev Richard Rouse III at 3PM EST  
by Bryant Francis [08.28.19]
Join the developer of cult infiltration simulator The Church in the Darkness for a chat about hte game's design and development at 3PM EST.
Console/PC, Design, Video

Video: The three phases of designing Episode's interactive fiction  
by Staff [08.27.19]
In this 2017 GDC talk, Pocket Gems' Michael Dawson explains how the Episode teams take a story idea and design it into a polished interactive mobile entertainment experience in three phases.
Smartphone/Tablet, Design, Video, Vault

Video: A soft skills survival guide for game developers  
by Staff [08.26.19]
In this 2019 GDC session, Certain Affinity's Richard Vogel discusses what it's like working in the games industry for over 20 years and the most important soft skills needed for success.
Console/PC, Indie, Production, Video, Vault

C'mon and SLAM: How Oculus tackled portable, 6DOF tracking for the Quest  
by Alissa McAloon [08.22.19]
Facebook shares a peek into how simultaneous localization and mapping (SLAM) technology on which Oculus Insight was built evolved to power the inside-out tracking of the Quest.
VR, Video