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    Emma Kidwell
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Updates » Video
Video: Building the coop-friendly levels of Dead Space 3  
by Staff [06.12.18]
At GDC 2013, (now former) Visceral Games dev Seth Marinello explains how the team built Dead Space 3's levels and encounters to work for both one and two players in drop-in/drop-out cooperative play.
Console/PC, Design, Video, Vault

Super Mario Party introduces a mode that links two Switch displays together  
by Alissa McAloon [06.12.18]
Nintendo announced Super Mario Party for the Switch earlier today and quietly showcased a small new feature for the console at the same time.
Console/PC, Video, E3

Video: How environment artists can learn from modern interior design  
by Staff [06.11.18]
In this GDC 2014 session, Ubisoft Toronto's Dan Cox discusses the parallels between interior design techniques and how they intersect with level art and design.
Console/PC, Design, Video

Ninja Theory joined Microsoft to 'fly without the threat of falling down' 3
by Chris Kerr [06.11.18]
The Hellblade developer believes the move will allow it to "aim higher than we've ever dared, to really fly, without the threat of falling down."
Console/PC, Production, Business/Marketing, Video, E3

Bethesda working on new sci-fi property, Starfield 4
by Kris Graft [06.11.18]
At E3 in Los Angeles Sunday evening, Bethesda unveiled the upcoming game Starfield, its first new property in 25 years.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Video, E3

RPG design and writing veteran Chris Avellone working on Dying Light 2 1
by Kris Graft [06.10.18]
Chris Avellone, veteran RPG writer and designer known for his work on Fallout 2, Fallout: New Vegas, Prey (2017) and many other games, is now working on Techland’s Dying Light 2 as narrative designer.
Console/PC, Design, Video, E3

Video: How to create realistic motion for animal companions  
by Staff [06.08.18]
In this GDC 2016 talk, Microsoft's Tobias Karlsson discusses a solution to animating four-legged creatures with simple, understandable techniques that other animators can rely on.
Console/PC, Programming, Video

Video: How Bungie's technical designers helped animate Destiny  
by Staff [06.07.18]
In this GDC 2015 session, Bungie's Jami Jeffcoat goes over what technical designers in animation mean to Bungie.
Console/PC, Art, Design, Video

Video: Crafting a linear narrative around the open-world sandbox of The Long Dark  
by Staff [06.06.18]
In this GDC 2018 session, Hinterland Games' Raphael van Lierop shares hard-won lessons about the community-informed development of The Long Dark.
Console/PC, Design, Production, Video

Weather Factory's co-founders explain the making of Cultist Simulator  
by Bryant Francis [06.06.18]
We spoke with the lead developers of Cultist Simulator to learn about everything that went into making this occult single-player card game.
Console/PC, Design, Video

Chat with Cultist Simulator devs Alexis Kennedy & Lottie Bevan at 4PM EDT  
by Bryant Francis [06.06.18]
We're talking to two of the developers behind Cultist Simulator starting at 4PM EDT.
Console/PC, Design, Video

Noclip doc charts a path from Bethesda's Terminator game to Fallout & beyond  
by Bryant Francis [06.05.18]
Sit back, grab a Nuka-Cola, and watch Bethesda's veteran game-makers discuss their experiences making some of the company's most successful role-playing games.
Console/PC, Design, Video, E3

Video: How Media Molecule squashed its open bug counts  
by Staff [06.05.18]
As part of GDC 2018's Tools Tutorial Day, Media Molecule's Amy Phillips showcased how the Tearaway and Dreams dev has built and iterated on a range of tools and tech that optimize its bug flow.
Console/PC, Production, Video, Vault

Video: A postmortem look at Rocket League's language ban system  
by Staff [06.04.18]
Psyonix's Devin Connors delivers a great GDC 2018 Community Management Summit talk on the design and implementation of the language ban system in the studio's hit car soccer game Rocket League.
Console/PC, Social/Online, Indie, Design, Video, Vault

How Floor Kids translates breakdancing into game design  
by Bryant Francis [06.01.18]
Two of the creative minds behind Floor Kids sat down with Gamasutra to talk about how they got into game development.
Console/PC, Design, Video

Video: Refining the game systems of Diablo III 1
by Staff [06.01.18]
At GDC 2013 Blizzard's Wyatt Cheng described different game systems that were attempted, explored, and then ultimately removed from the original release of Diablo III.
Console/PC, Design, Video, Vault

Get down with the makers of Floor Kids at 3PM EDT  
by Bryant Francis [06.01.18]
We're talking to some of the minds behind Floor Kids starting at 3PM EDT about making their break dancing rhythm game.
Console/PC, Art, Audio, Design, Video

The story behind Remedy's viral dog mocap star  
by Vida Starcevic [06.01.18]
Some folks from Max Payne dev Remedy write about how they began experimenting with mocapping a studio dog, what they learned about putting pups in mocap suits, and how they might use the results.
Console/PC, Production, Video

Video: Globally illuminating Tom Clancy's The Division  
by Staff [05.31.18]
If you've ever wanted to know more about how the global illumination tech in Ubisoft's Tom Clancy's The Division works, this is the GDC Vault video for you.
Video, Vault

Researchers teach AI to play 'hard' games by showing it YouTube videos  
by Alex Wawro [05.30.18]
Google DeepMind researchers report on how they successfully trained artificial intelligence to play "infamously hard exploration games" like Pitfall! with YouTube videos of human playthroughs.
Console/PC, Programming, Video