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August 15, 2018
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Updates » Vault
Video: How Ubisoft reinvented Rayman  
by Staff [08.03.18]
In this GDC 2013 talk Anais Dusautois and Christophe Villez (animators on Rayman Origins and Rayman Legends) walk through the process of reinventing a classic franchise for modern audiences.
Console/PC, Art, Design, Video, Vault

Video: Watch top designers dissect a single system from their games  
by Staff [08.02.18]
In this GDC 2015 talk game designers Bennett Foddy, Tanya X. Short, and Dan Cassar each took the stage to dive into a system from each of their games!
Console/PC, Indie, Design, Video, Vault

Video: How Plague Inc successfully jumped from mobile to Steam  
by Staff [07.09.18]
At GDC 2015, Ndemic Creations' founder James Vaughan showcases the many challenges Ndemic faced in bringing its hit mobile strategy game Plague Inc to Steam.
Console/PC, Smartphone/Tablet, Production, Video, Vault

Video: Building the touchy-feely world of Media Molecule's Tearaway  
by Staff [06.15.18]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault

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

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

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

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

Video: How inequality (both real and virtual) shapes player behavior  
by Staff [05.30.18]
At GDC 2018 game dev Julia Keren-Detar explored how inequality within game systems can change the behavior of players, and how studying these changes can help devs make better design decisions.
Serious, Design, Business/Marketing, Video, Vault

Video: Unproven game AI techniques that might just work  
by Staff [05.29.18]
At GDC 2016 a cabal of game AI devs proposed pie-in-the-sky ideas that they've been unable to try, may never be able to try, and which may or may not even be feasible.
Console/PC, Indie, Programming, Video, Vault

Video: A practical guide to porting your indie game to consoles  
by Staff [05.23.18]
At GDC 2018 PlayEveryWare's Thomas O'Connor shines a light on the technical and administrative work that goes into getting a console game out the door.
Console/PC, Indie, Production, Video, Vault

Video: A lawyer's guide to practical IP law for indies  
by Staff [05.14.18]
Games lawyer Chris Reid returns to the stage at GDC 2018 to try and break down everything indies should know about intellectual property law (esp. copyrights and trademarks) in the game industry.
Indie, Business/Marketing, Video, Vault

Video: Inside the performance capture process for Infamous: Second Son  
by Staff [05.07.18]
At GDC 2014 Sucker Punch's Spencer Alexander gives a great talk that delves deep into how the studio managed to create the remarkably lifelike facial animations at play in Infamous: Second Son
Console/PC, Art, Production, Video, Vault

Video: Building the Just Cause 3 animation and rigging pipeline  
by Staff [05.04.18]
At GDC 2018 Avalanche Studios’ Brian Venisky showcases the decisions and solutions made to solve key issues and serve the needs for creating animation content for the high-flying game.
Console/PC, Art, Production, Video, Vault

Video: How to build games that can be understood at a glance  
by Staff [05.03.18]
At GDC 2018 indie dev Zach Gage (TypeShift, Really Bad Chess) gave a great talk about how important it is to think about how people will encounter your game -- right from day one of development.
Console/PC, Indie, Art, Design, Video, Vault

Video: Fizzy Brushstrokes - Crafting the art of Knights & Bikes  
by Staff [05.03.18]
At GDC 2018, Foam Sword's Rex Crowle shares exactly how he created the striking visual style at play in the studio's upcoming co-op action-adventure game Knights & Bikes.
Indie, Art, Video, Vault

Video: Pulling off portal locomotion in the VR game Budget Cuts 1
by Staff [04.27.18]
As part of VRDC @ GDC 2018 earlier this year, Neat Corp.'s Joachim Holmer gave an insightful talk about how the studio conceived of and implemented Budget Cuts' unique portal translocator.
VR, Design, Video, Vault

Video: Doing good user research at the end of game production  
by Staff [04.26.18]
At GDC 2015, Electronic Arts' Veronica Zammitto talks about what to do when you start testing early, and keep testing -- all the way through until the final leg of game production. 
Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Video: How good game design is like a magic trick  
by Staff [04.10.18]
At GDC 2018 game designer Jennifer Scheurle showcases some of her favorite examples of the ways games "trick" players, cherry-picking from the tricks and secrets she got from fellow devs.
Console/PC, Indie, Design, Video, Vault