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Video: A game dev's guide to salary negotiation  
by Staff [02.18.20]
In this 2019 GDC sessionĀ Tara Brannigan, Robin Yang, and Elizabeth Sampat discuss why salary negotiation is important for your career in game development -- no matter who you are or where you start.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: Designing custom hardware games Line Wobbler & Beasts of Balance  
by Staff [02.14.20]
In this 2017 GDC session, Alex Fleetwood and Robin Baumgarten discuss the development of two custom hardware games: Baumgarten's Line Wobbler, and Sensible Object's Beasts of Balance.
Indie, Design, Video, Vault

Video: The raw numbers behind indie game success, from $0 to $1 million  
by Staff [02.13.20]
In this 2018 GDC session indies Richard Atlas and Tanya X. Short compare and contrast the financial strategies of their two companies, revealing differences in pay rates, burn rates, and much more!
Indie, Business/Marketing, Video, Vault

Video: Monitoring and validating world design data in Assassin's Creed Origins  
by Staff [02.12.20]
In this 2018 GDC talk Ubisoft's Nicholas Routhier reveals how the Assassin's CreedĀ Origins team used daily automated tests/reports to monitor, validate & visually convey the state of world game data.
Console/PC, Production, Video, Vault

Video: Monetization design and overcoming the dark side of gacha  
by Staff [02.11.20]
In this 2019 GDC talk, Pixonic's Vladimir Krasilnikov discusses how a drastic change to the in-game economy of War Robots brought amazing financial results but ultimately upset the community too much.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing, Video, Vault

Video: How the Nyamakop team broke into game dev from Africa  
by Staff [02.10.20]
At GDC 2019 Nyamakop's Ben Myres and Cukia Kimani delve into the unique challenges and opportunities of making games in an African country and explore the notion of 'breaking into' indie games today.
Indie, Business/Marketing, Video, Vault

Video: Indexing and iterating design space permutations in game dev  
by Staff [02.07.20]
In this 2016 GDC session, programmer Nathan Sturtevant covers the mathematics of counting with combinations and permutations, and how game devs can employ it in their own projects.
Console/PC, Indie, Design, Video, Vault

Video: How Guerrilla crafted the lush vegetation of Horizon Zero Dawn  
by Staff [02.06.20]
In this 2018 GDC session, Guerrilla Games' Gilbert Sanders discusses what the studio learned in order to bring the lush and vibrant vegetation of Horizon Zero Dawn to the PlayStation 4.
Console/PC, Art, Video, Vault

Video: Why forums can be great for indie discoverability and community  
by Staff [02.05.20]
In this 2019 GDC talk, Stray Fawn Studio's Philomena Schwab explains how forums (and useful plugins) can still be useful for indie devs looking to build stable online communities around their games.
Social/Online, Indie, Business/Marketing, Video, Vault

Video: Cursed problems in game design  
by Staff [02.03.20]
In this 2019 GDC session, Riot Games' Alex Jaffe presents a theory of cursed game design problems and explores the four design paradigms that have helped developers face these problems and survive.
Console/PC, Indie, Design, Video, Vault

Video: A game artist's guide to escaping your comfort zone  
by Staff [01.31.20]
In this 2018 GDC talk Ubisoft's Liam Wong talks about going outside of your comfort zone, building confidence, and growing as an artist, both in his career in games and as a photographer.
Console/PC, Indie, Art, Video, Vault

Video: Using chance to enhance fun  
by Staff [01.30.20]
In this 2016 GDC talk, Dragon's Eye Productions' Dr. Cat discusses customized techniques for generating random numbers which are optimized for player-psychology and design intentionality.
Console/PC, Indie, Design, Video, Vault

Video: How Bungie crafted the music of Destiny 2's open world  
by Staff [01.29.20]
In this 2018 GDC session, composer C. Paul Johnson and Bungie's Skye Lewin and Michael Sechrist walk through the process of designing the score and musical approach for open-world shooter Destiny 2.
Console/PC, Social/Online, Audio, Video, Vault

Video: What a decade with Thoreau can teach you about game design  
by Staff [01.28.20]
In this 2019 GDC talk, designer Tracy Fullerton discusses the design challenges of translating Henry David Thoreau's classic work Walden into a game and shares what game devs can learn from Thoreau.
Indie, Design, Video, Vault

Video: Subtitles are changing; don't be left behind 2
by Staff [01.27.20]
In this 2019 GDC talk, advocate Ian Hamilton breaks down the best practices for developers to accommodate the growing demand for well-executed subtitles.
Console/PC, Indie, Design, Video, Vault

Video: A game dev's guide to the UX of engagement and immersion  
by Staff [01.24.20]
At GDC 2017 UX designer Celia Hodent discusses the UX challenges of retention and how to use cognitive scienceĀ and the scientific method to make your game enjoyable and engaging in the long term.
Console/PC, Design, Video, Vault

Video: Tips for developing forward-facing rigs, tools and pipelines  
by Staff [01.23.20]
In this 2018 GDC session, Creative Assembly's Michael Malinowski presents the company's approach to building and utilizing a version-centric plugin architecture during production.
Console/PC, Production, Video, Vault

Video: Showcasing your indie game with the right messaging and video  
by Staff [01.22.20]
In this 2019 GDC talk editor Derek Lieu and marketer Dana Trebella teach a practical process to find your indie game's unique message, and how to explain the hook via strong visuals and trailers.
Indie, Business/Marketing, Video, Vault

Video: A performance and memory postmortem of Middle-earth: Shadow of War  
by Staff [01.21.20]
In this 2018 GDC session, Monolith Productions' Piotr Mintus shares the engineering strategies used at Monolith to achieve 30fps and fit everything in memory on Middle-earth: Shadow of War.
Console/PC, Art, Production, Video, Vault

Video: How Bungie improved the audio workflow for Destiny: Rise of Iron  
by Staff [01.17.20]
In this 2017 GDC session, Bungie's Kareem Shuman explains how Bungie's audio QA team improved the tools and workflow to assist the content creators from day oneĀ of working on Destiny: Rise of Iron.
Console/PC, Social/Online, Audio, Production, Video, Vault