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January 16, 2019
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Updates » Video
Video: How reward systems can guide player experience in World of Warcraft  
by Staff [01.15.19]
Blizzard Entertainment's Travis Day shares some of the hardest lessons learned about how reward systems can guide or harm player experience in games like World of Warcraft and Diablo 3.
Console/PC, Design, Video

Alt.Ctrl.GDC Showcase: OVERTIME  
by Joel Couture [01.15.19]
OVERTIME takes a toy basketball and infuses it with the drama of the final moments of a basketball game.
Indie, Video, alt ctrl gdc

Video: How to digitize games with Race for the Galaxy 1
by Staff [01.14.19]
In this GDC 2018 session, Temple Gates Games' Theresa Duringer presents design tricks for digitizing games like Race for the Galaxy. 
Social/Online, Design, Video

Video: How Double Fine approaches rapid prototyping to create games  
by Staff [01.11.19]
In this GDC 2012 session, Double Fine's Nathan Martz, Brad Muir, Lee Petty and Tim Schafer explain the inspiration and ideas behind their rapid prototyping process (dubbed the Amnesia Fortnight).
Console/PC, Design, Video

Alt.Ctrl.GDC Showcase: Plünge  
by Joel Couture [01.11.19]
Plünge will have players putting their toilet-plunging skills to work, playing through multiplayer minigames that require they plunge as fast and hard as possible with some real plungers.
Indie, Video, alt ctrl gdc

Video: Creating the characters and world of Mafia III
by Staff [01.10.19]
In this GDC 2017 talk, Hangar 13's William Harms discusses how the team used real history to inform Mafia III's characters and overarching narrative
Console/PC, Design, Video

Alt.Ctrl.GDC Showcase: HELLCOUCH  
by Joel Couture [01.10.19]
HELLCOUCH has players playing with seating arrangements, "performing the sacred butt ritual" in order to free a demon from a couch.
Indie, Design, Video, alt ctrl gdc

Video: Carving out a successful freelance career in game audio  
by Staff [01.09.19]
At GDC 2018, experienced audio professional Akash Thakkar breaks down the process of successfully freelancing in video game audio, exploring everything from finding high-quality work to setting rates.
Console/PC, Indie, Audio, Video, Vault

Alt.Ctrl.GDC Showcase: Table44  
by Joel Couture [01.09.19]
Table44, a table of shimmering colors and song, looks to bring players together through its dazzling light show and accessible design.
Indie, Design, Video, alt ctrl gdc

Video: A classic postmortem of Bejeweled  
by Staff [01.08.19]
In this GDC 2011 talk, PopCap Games' Jason Kapalka delivers a postmortem of Bejeweled, one of the most popular puzzle games of all time.
Console/PC, Design, Video

Cosmic Top Secret, and a path to autobiographical game design  
by John Harris [01.08.19]
Produced by Danish film and game studio Klassefilm, Cosmic Top Secret recounts the experience of game director Trine Laier as she discovers her parents' role in the national security of her country.
Console/PC, Design, Video

Video: How to encourage cooperative behavior during co-op play  
by Staff [01.07.19]
In GDC 2011 session, Ubisoft Toronto's Patrick Redding explores game mechanics that help encourage cooperative play for the benefit of other game developers.
Console/PC, Social/Online, Design, Video

Alt.Ctrl.GDC Showcase: The Book Ritual  
by Joel Couture [01.07.19]
The Book Ritual has players exploring loss and grief through taking a book, defacing it, and then destroying it with a shredder.
Indie, Design, Video, alt ctrl gdc

Video: Making games better with psychology, the Uncharted way  
by Staff [01.04.19]
In this GDC 2012 session, Richard Lemarchand (formerly of Naughty Dog) tries to dispel some of the confusion about how video games keep players engaged.
Console/PC, Design, Video

Video: How composers can evoke powerful emotions through user research  
by Staff [01.03.19]
In this GDC 2012 session, Bungie composers Brandi House and Marty O'Donnell discuss insights uncovered through user research about how people feel in response to music in games.
Audio, Design, Video

Video: Animating expansion packs for The Witcher 3: Wild Hunt  
by Staff [01.02.19]
CD Projekt Red's Sebastian Kalemba discusses the most important upgrades in CD Projekt RED's pipeline and workflow while producing two expansions for The Witcher 3: Wild Hunt.
Console/PC, Art, Design, Production, Video

Ducking up the game design of Mutant: Year Zero
by Bryant Francis [01.02.19]
Some of the minds behind Mutant: Year Zero break down what they learned about game design and riffing on the XCOM formula.
Console/PC, Design, Video

Black Mirror creators broke Netflix's script writing tool with Bandersnatch  
by Chris Kerr [12.28.18]
Netflix has just dropped a special interactive installment of Black Mirror to give us all a bleak reality check as we try to forget about the crushing weight of existence during the holidays.
Design, Video

Video: How Valve uses biofeedback to make better games
by Staff [12.21.18]
Valve's Mike Ambinder explores how the company is making use of biofeedback to both explore new avenues of gameplay and improve in-house playtesting processes.
Console/PC, Design, Video

Video: How some early MUDs compare to today's games  
by Staff [12.20.18]
Richard Bartle, co-creator of MUD, explains the concept behind its original design and corrects some of the misconceptions about what it must have been like to play.
Console/PC, Design, Video