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Updates » Vault
Video: Embracing the co-op model in indie games  
by Staff [11.26.19]
In this 2019 GDC panel, developers Scott Benson, Ted Anderson, Steve Fillby, Ian Thomas and Bethany Hockenberry discuss life as indie devs and share their experiences forming workers co-ops.
Indie, Production, Business/Marketing, Video, Vault

Video: How Riot creates new League of Legends champions  
by Staff [11.22.19]
In this 2017 GDC talk, Riot Games' Jeremy Lee shares the creative tools and production framework they've developed to create new champions for League of Legends.
Social/Online, Design, Production, Video, Vault

Video: Adopting continuous delivery to combat crunch on Sea of Thieves  
by Staff [11.21.19]
In this 2018 GDC talk, Rare's Jafar Soltani explains how Rare changed its culture and approach for developing Sea of Thieves by adopting 'continuous delivery.'
Social/Online, Production, Video, Vault

Video: Inside the art design of Firewatch  
by Staff [11.20.19]
In this 2015 GDC talk Firewatch artist Jane Ng discuss the challenges of translating a bold 2D graphic style into the game's vibrant 3D environments. 
Indie, Art, Video, Vault

Video: Game design insights from the GDC 2019 Failure Workshop  
by Staff [11.19.19]
In this set of talks from GDC 2019 set of talks, three modern game makers share real talk and lessons learned from some of their recent failures.
Indie, Design, Video, Vault

Video: How Rockstar tackles environment design as spatial cinematography  
by Staff [11.18.19]
In this 2019 GDC session, Rockstar North's Miriam Bellard explores the concept of spatial cinematography in theory and practice using examples from GTA V Online DLC. 
Console/PC, Design, Video, Vault

Video: Top game composers share hard-won advice and lessons learned  
by Staff [11.15.19]
In this 2017 GDC session composers Mick Gordon, Jason Graves, Grant Kirkhope, Wilbert Roget, Rich Vreeland and Austin Wintory share stories of lessons they learned in the professional trenches.
Console/PC, Indie, Audio, Video, Vault

Video: Inside Far Cry Primal's character pipeline and customization tech  
by Staff [11.14.19]
In this 2017 GDC talk, Ubisoft's Julien Lalleve and Kieran O'Sullivan describe how they moved from their 3DS Max-based pipeline to a cross-software character pipeline for Far Cry Primal..
Console/PC, Art, Production, Video, Vault

Video: How Techland built Dying Light's remarkable parkour system  
by Staff [11.13.19]
In this 2018 GDC session, Techland's Bartosz Kulon shares the colorful story of how movement, running, and climbing was implemented in Dying Light.
Console/PC, Design, Video, Vault

Video: An indie game dev's guide to contracting  
by Staff [11.12.19]
In this 2019 GDC session, ClutchPlay Games' Amy Dallas explores different ways to structure contract projects for game devs in the world of freelance.
Indie, Business/Marketing, Video, Vault

Video: Insights from the GDC 2019 Narrative Innovation Showcase  
by Staff [11.11.19]
In this 2019 GDC talk a group of creative game makers share stories behind their innovative narrative creations: the ambitions they had, the challenges they faced, the solutions they invented.
Console/PC, Indie, Design, Video, Vault

Video: How to make your game more metal  
by Staff [11.08.19]
In this 2017 GDC talk, Dakota State University's Jeff Howard explores how themes common in the heavy metal genre can become a foundation for video game storytelling.
VR, Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Creating better game audio with tools for live performance  
by Staff [11.07.19]
In this 2017 GDC session, GL33K's Matt Piersall explains why using tools primarily intended for live electronic music performance can open up an inspiring work flow for game audio.
Console/PC, Indie, Audio, Video, Vault

Video: How Inkle created a dynamic detective story in Heaven's Vault  
by Staff [11.06.19]
In this 2018 GDC talk, inkle's Jon Ingold outlines the strategies the team employed to design their sci-fi detective game Heaven's Vault.
Console/PC, Indie, Design, Video, Vault

Video: Game preservation lessons learned on EA's biggest sports games  
by Staff [11.05.19]
In this 2019 GDC talk EA's Garrett Fredley discusses the struggles and challenges of his work preserving releases for AAA sports franchises, detailing processes nearly every team can benefit from.
Console/PC, History, Video, Vault

Video: Addiction science and advice for devs on promoting healthy play  
by Staff [11.04.19]
In this 2019 GDC talk Oxford's Andrew Przybylski explains why the APA and the WHO have called for studies investigating video game addiction, and what devs can do to help promote healthy play.
Social/Online, Serious, Design, Video, Vault

Video: Inside BioWare's embedded QA process  
by Staff [11.01.19]
In this 2017 GDC session, BioWare's Barbara Klimek explains why BioWare QA has invested in its internal QA analysts, embedding them directly in the teams they support.
Console/PC, Production, Video, Vault

Video: Advice for game devs on creating believable heroes  
by Staff [10.31.19]
In this 2017 GDC talk, Infinity Ward's Brian Horton proposes some guidelines and approaches for game developers with a desire to create a hero that will feel real to the player.
Console/PC, Art, Design, Video, Vault

Video: QAing the open world of Guerrilla Games' Horizon Zero Dawn  
by Staff [10.30.19]
In this 2018 GDC session, Guerrilla Games' Ana Barbuta provides a retrospective of the victories and challenges faced when testing an ambitious open-world title like Horizon Zero Dawn.
Console/PC, Production, Video, Vault

Video: Have Laptop, Will Telecommute: Working globally as a game dev  
by Staff [10.29.19]
In this 2019 GDC panel devs Alexandra M. Lucas, Heidi McDonald, Michelle Clough, Toiya Kristen Finley & Patrick Coursey share advice on working remote internationally, covering taxes, visas, & more!
VR, Console/PC, Smartphone/Tablet, Indie, Video, Vault