Your search returned 575 results.
Order by: date
Video: The Old Republic's design foundations
In this GDC 2012 presentation, The Old Republic
developers Rich Vogel and Dallas Dickinson discuss the core design philosophies behind BioWare Austin's ambitious Star Wars MMO.
Video: How Go and Poker reveal the beauty of games
In this classic GDC Vault presentation, veteran game designer and Zynga New York creative director Frank Lantz explains how some of history's oldest games demonstrate the real power of the medium.
Video: A look inside Valve's creative process
Valve writers Erik Wolpaw, Marc Laidlaw, and Ted Kosmatka provide some off-the-cuff thoughts on the studio's creative process, touching on character writing, world building, and much more.
Video: Three unorthodox uses for video game AI
While we typically use AI to control our non-player characters, the developers in this GDC session prove that AI can be used for far more unusual and esoteric purposes.
Video: The Dream Machine: A video game made of clay
Most game artists are used to working with pixels and polygons, but what do you do when you're an artist just getting into development? If you're like Anders Gustafsson and Erik Zaring, you make your game out of clay.
Video: Scaling Words With Friends' sudden enormous success
While Words With Friends
is now one of the most popular games on mobile devices, it went through some tough growing pains that taught its developers some important lessons about operating games on a large scale.
Video: Identifying your mobile player's habits
In this GDC Europe presentation, Flurry's Richard Firminger presents his firm's latest data on the mobile game market, detailing new player habits, emerging business strategies, and much more.
Video: Turning a good idea into a good game
Playdom designer Eric Todd looks back on the development of Gardens of Time
, and outlines how his team had to overcome four major issues to turn a clever game idea into a successful game.
Video: Journey's creative challenges
In this GDC Europe presentation, former thatgamecompany producer Robin Hunicke reflects on the ambition, struggles, and conflicts that fueled the production of the studio's 2012 hit, Journey
Next Generation Monetization: Supremacy Goods
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Is your microtransaction-based game set up for failure or success? Consultant and writer Ramin Shokrizade discusses a new class of goods that is likely to damage the health of your user base -- and in this article, posits rules for goods as well as taking a hard look at how some games function.
| Ramin Shokrizade