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August 24, 2019
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Video: Inside the transmedia storytelling of Final Fantasy XV  
by Staff [08.22.19]
In this 2017 GDC talk, Square Enix's Dan Inoue discusses what rules were made and broken to maintain a cohesive, coherent narrative in Final Fantasy XV.
Console/PC, Design, Video, Vault

Video: Inside the flexible music system of Plants vs. Zombies Heroes 1
by Staff [08.21.19]
In this 2017 GDC talk PopCap Games' Becky Allen shares an in-depth look at the experiments that shaped the dynamic music systems of PopCap's digital collectible card game Plants vs. Zombies Heroes.
Smartphone/Tablet, Audio, Design, Video, Vault

Video: Think you're ready to pitch a publisher? You're not, and here's why  
by Staff [08.20.19]
In this 2019 GDC talk, Finji's Rebekah Saltsman explains how Finji builds and uses pitch documents, key art and game play videos to help developers improve their pitches to publishers.
Indie, Business/Marketing, Video, Vault

Video: Designing for color blindness in games  
by Staff [08.19.19]
In this 2019 GDC session, Creative Assembly's Douglas Pennant introduces you to best practices and solutions that can help you make games that are more accessible to the colorblind.
Console/PC, Design, Video, Vault

Video: Great game audio choreography for battle design  
by Staff [08.16.19]
In this 2017 GDC session, veteran voice director Khris Brown discusses how to approach to improving fight mechanic audio design while the player is in the heat of battle.
Console/PC, Indie, Audio, Video, Vault

Video: Designing multiplayer ranking systems like Elo and TrueSkill  
by Staff [08.15.19]
In this 2017 GDC talk, Twitch's Mario Izquierdo exposes the math behind standardized ranking systems like Elo and TrueSkill to help you develop your own ranking system.
Social/Online, Programming, Design, Video, Vault

Video: Achieving high-quality, low-cost skin textures in games  
by Staff [08.14.19]
In this 2017 GDC talk, Square Enix's Adelle Bueno presents a workflow for character skin detail texturing that allows for affordable, detailed representation of a variety of unique pore types!
Console/PC, Indie, Art, Video, Vault

Video: Designing great room-scale VR interactions the Vacation Simulator way 1
by Staff [08.13.19]
In this 2019 GDC talk, Owlchemy Labs' Devin Reimer and Andrew Eiche share lessons learned and stories of success and failure from the development of Vacation Simulator.
VR, Design, Video, Vault

Video: Using AI to build a better future for game art production  
by Staff [08.12.19]
In this 2019 GDC session, Promethean AI founder Andrew Maximov breaks down 3 categories of potential applications for AI in art production:in content creation, at runtime and as creative partner.
Console/PC, Art, Video, Vault

Video: A decade of improving the approachability of fighting games  
by Staff [08.09.19]
In this 2019 GDC talk, Iron Galaxy Studios' Noah Sasso surveys the ways devs have attempted to broaden the audience for one of the oldest and most exciting genres in the industry: fighting games.
Console/PC, Indie, Design, Business/Marketing, Video, Vault

Video: Tips on interviewing for game design jobs  
by Staff [08.08.19]
In this 2017 GDC session, Ubisoft Toronto's Richard Carrillo reviews both sides of the game design interview process to help developers of all experience levels in their job search!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: A postmortem of indie kingdom-builder Kingdoms and Castles  
by Staff [08.07.19]
In this 2019 GDC session, Lion Shield LLC's Peter Angstadt walks through the development and release of the studio's popular city-building game Kingdoms & Castles.
Indie, Design, Production, Video, Vault

Video: How Slay the Spire achieved success through marketability 1
by Staff [08.06.19]
In this 2019 GDC talk, Mega Crit Games' Casey Yano shares how specific decisions helped make the studio's hit game Slay the Spire one of the top-selling indie releases of 2018.
Indie, Design, Business/Marketing, Video, Vault

Video: Delivering data-driven dynamic gameplay effects in For Honor  
by Staff [08.05.19]
In this 2017 GDC talk, Ubisoft's Aurelie Le Chevalier dives into For Honor's modifiers system, a data-driven system that allows designers to dynamically create gameplay effects.
Console/PC, Social/Online, Design, Video, Vault

Video: What an art-house indie learned from a year of working in F2P  
by Staff [08.02.19]
In this 2017 GDC session, PlayDots' Margaret Robertson reveals some surprising truths about what she learned in the shift from an indie career to one at a successful free-to-play game company.
Smartphone/Tablet, Design, Business/Marketing, Video, Vault

Video: Reinventing a platformer for VR the Astro Bot way  
by Staff [08.01.19]
In this 2019 GDC session, creative director Nicolas Doucet talks about the origins and development of the acclaimed PlayStation VR platformer Astro Bot Rescue Mission.
VR, Design, Video, Vault

Video: Niantic founder examines the state & future of AR games  
by Staff [07.30.19]
In this 2019 GDC talk Niantic CEO John Hanke examines the state of augmented reality, helping you imagine possible AR games & experiences that offer persistent shared experiences in the real world.
VR, Smartphone/Tablet, Design, Business/Marketing, Video, Vault

Video: A game programmer's guide to the dark secrets of RNG  
by Staff [07.29.19]
In this 2017 GDC talk, Dire Wolf Digital's Shay Pierce shares some techniques and considerations worth knowing when using random generation in games.
Console/PC, Smartphone/Tablet, Indie, Programming, Video, Vault

Video: A dev's guide to testing game AI  
by Staff [07.26.19]
In this 2017 GDC session experts Emil Johansen, Dave Mark, Sergio Ocio Barriales and Mike Robbins share techniques for creating less brittle AI and best practices for debugging and testing that AI.
Console/PC, Indie, Programming, Video, Vault

Video: How 20XX survived and thrived in Early Access  
by Staff [07.25.19]
In this 2019 GDC talk 20XX devChris King discusses concrete tactics for building, maintaining, and leveraging a game's Early Access community to maximize your game's opportunity for success.
Indie, Production, Business/Marketing, Video, Vault