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July 16, 2019
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Updates » Video
Video: Recreating a classic era in automotive history in Mafia III  
by Staff [03.13.19]
In this 2017 GDC talk, Audio director of Hangar 13 Matt Bauer shares the detailed process the studio took to deliver authentic vehicle audio in Mafia III.
Console/PC, Design, Video

The death of Flash is exaggerated, argues one Flash developer 4
by Emma Kidwell [03.13.19]
A Flash developer discusses his thoughts around the "death of Flash".
Console/PC, Art, Design, Video

Take a look at the making (and marketing) of Dawn of Man  
by Bryant Francis [03.13.19]
Learn more about how Dawn of Man was built and marketed from one of the lead developers at Madrugo Works.
Console/PC, Design, Business/Marketing, Video

Road to the IGF: Nolla Games' Noita  
by Joel Couture [03.13.19]
Noita simulates every pixel of its world, allowing players to break walls, set fire to oil, melt ice, and generally change the environments around them as they explore procedural places.
Indie, Video, IGF

Dwarf Fortress is headed to Steam and itch.io, 17 years into its development 1
by Alissa McAloon [03.13.19]
The game had previously been funding development primarily through Patreon but its devs say health issues and the "uncertain structure of Patreon" led to the change.
Console/PC, Indie, Video

Chat with Dawn of Man lead dev Martino Figueroa at 1PM ET  
by Bryant Francis [03.13.19]
We're talking to one of the lead designers behind Dawn of Man starting at 1PM ET.
Console/PC, Design, Video

Video: Creating the unique visuals of Homeworld: Deserts of Kharak  
by Staff [03.12.19]
In this 2017 GDC session, Blackbird Interactive's Yossarian King breaks down the use of 2D simulations and 3D graphical presentations to create the visuals of Homeworld: Deserts of Kharak.
Console/PC, Art, Design, Video

Alt.Ctrl.GDC Showcase: ReLeap  
by Joel Couture [03.12.19]
ReLeap will have players leaping and sliding through challenging environments by moving a foot pad and pulling/pushing a steel bar.
Indie, Video, alt ctrl gdc

War Child UK's Armistice fundraiser raised $380k in 2018  
by Alissa McAloon [03.12.19]
Working with 20 video game developers, War Child UK raised a total of $380,000 last year to support and help children affected by war in 15 countries.
Console/PC, Video

Video: Overcoming network latency in Mortal Kombat & Injustice 2  
by Staff [03.11.19]
In this 2018 GDC talk, NetherReal Studios Michael Stallone describes the drastic engine changes and optimizations of Mortal Kombat XL and Injustice 2.
Console/PC, Design, Video

Road to the IGF: Cavanagh, Houston, & Dobbe's Dicey Dungeons  
by Joel Couture [03.11.19]
Dicey Dungeons is roguelike RPG that places your fate in the roll of a die. However, with each class and ability, you can attempt to shape what happens with each roll.
Indie, Video, IGF

How Failbetter Games devised Sunless Skies' facets progression system  
by Jack Yarwood [03.11.19]
When the team at Failbetter Games decided to make a sequel to their survival roleplaying game, Sunless Sea, there were a few areas they highlighted for improvement. One being progression.
Console/PC, Indie, Design, Video

Video: Tips for managing the unmanageable projects in game dev  
by Staff [03.08.19]
At GDC 2017, ClutchPlay Games' Amy Dallas takes to the stage for a no-nonsense talk aimed at helping producers work through the process of managing seemingly unmanageable game dev projects.
Console/PC, Indie, Production, Video, Vault

Road to the IGF: Fictiorama Studios' Do Not Feed the Monkeys  
by Joel Couture [03.08.19]
Do Not Feed the Monkeys puts players in charge of multiple camera feeds looking in on the private lives of various people, but asks them not to mess with their lives. Will they resist, though?
Indie, Video, IGF

Video: The art direction of Heavy Rain  
by Staff [03.07.19]
In this classic GDC 2011 talk, Quantic Dream's Christophe Brusseaux dives into the art direction of the serial killer murder mystery Heavy Rain.
Console/PC, Art, Video

Alt.Ctrl.GDC Showcase: Cathode MK1  
by Joel Couture [03.07.19]
Cathode MK1 offers games across multiple CRT screens, forcing players to follow the game as it moves from monitor to monitor.
Indie, Video, alt ctrl gdc

Video: Building strong player attachment through narrative
by Staff [03.06.19]
In this 2017 GDC talk, game designer Harrison Pink dives deep into the lessons learned creating fully realized characters in Telltale's The Walking Dead, Tales from the Borderlands, and Mafia III
Console/PC, Design, Video

Watch a breakdown of the game design behind The Occupation  
by Bryant Francis [03.06.19]
The lead game designer of The Occupation breaks down some of the processes behind making an investigation game that takes place in a real-time four hour simulation.
Console/PC, Design, Video

Designing Mortal Kombat's famously bloody fatalities  
by Chris Kerr [03.06.19]
"The very start of the process is always a fatality that's going to set the tone for the rest of them. I'm usually the one who draws up that fatality, and says okay 'this is going to happen.'"
Design, Video

Chat with the developers behind The Occupation at 1PM ET  
by Bryant Francis [03.06.19]
Join the developers of The Occupation for a chat on the making of their game starting at 1PM ET on the GDC Twitch channel.
Console/PC, Design, Video