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March 20, 2019
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Updates » Video
Video: How devs can find the right branching narrative structure  
by Staff [10.31.18]
In this 2016 GDC talk, academic Jay Taylor-Laird explains how to more effectively use a story map as a creative and analytical tool when making narrative games.
Console/PC, Design, Video

Video: Identifying insignificant details which determine a game's success  
by Staff [10.30.18]
In this classic GDC 2012 talk, Sucker Punch's Jaime Griesemer explains how to apply detail-oriented design principles to other games, franchises, genres and generations.
Console/PC, Design, Video

Video: The implementation of pro guitar mode in Rock Band 3  
by Staff [10.29.18]
In this classic GDC 2011 talk, Harmonix's Jason Booth and Sylvain Dubrofsky break down the production and implementation of Pro Guitar mode in Rock Band 3.
Console/PC, Design, Video

Here are all 20 games you'll get with the PlayStation Classic 5
by Chris Kerr [10.29.18]
Sony has revealed the full list of retro games that'll be crammed onto the PlayStation Classic when it launches this December. 
Console/PC, Business/Marketing, Video

Video: The level design behind Cut the Rope and Trainyard  
by Staff [10.26.18]
In this GDC 2012 talk, Magicule's Matt Rix and Zeptolab's Semyon Voinov share game design insights they learned while creating Trainyard and Cut The Rope.
Smartphone/Tablet, Design, Video

Video: How to design better controls for touch screen games  
by Staff [10.25.18]
In this GDC 2012 talk, Zach Gage addresses what it takes to develop successful controls (and therefore successful games), for touch screen devices.
Smartphone/Tablet, Design, Video

Video: How Alone in the Dark paved the way for survival horror  
by Staff [10.24.18]
In this classic GDC 2012 postmortem, Frederick Raynal shares how he and his team crafted the seminal horror game Alone in the Dark that helped spawn a genre that still scares millions today.
Console/PC, Design, Video

Video: How to design educational games for low income students  
by Staff [10.23.18]
In this GDC 2018 talk, IDEO's Peter Slattery and Kate Schnippering discuss specific methods for tackling educational objectives in games for reaching a wide range of students.
Serious, Design, Video

Video: Exploring helplessness in Bury Me, My Love  
by Staff [10.22.18]
In this GDC 2018 talk, The Pixel Hunt's Florent Maurin explains how he tried to confront players with a feeling of helplessness through a series of design choices in Bury Me, My Love.
Smartphone/Tablet, Indie, Design, Video

Video: The development process of Klei Entertainment's Shank  
by Staff [10.19.18]
In this GDC 2011 session, Klei Entertainment's Jamie Cheng talks about the development process that gave birth to Shank, which would propel Klei onto the global game-making stage.
Console/PC, Design, Video

We're talking to Sunless Skies writer James Chew at 3PM EDT  
by Bryant Francis [10.19.18]
Join us for a chat with one of the writers behind Sunless Skies.
Console/PC, Design, Video

Video: How Gauntlet paved the way for class-dependent multiplayer  
by Staff [10.18.18]
In this GDC 2012 talk, Gauntlet creator Ed Logg, who also designed Centipede and Asteroids shares his thoughts on creating the game that paved the way for many popular titles.
Video

Sixth annual Day of the Devs line-up features over 70 games  
by Emma Kidwell [10.18.18]
Double Fine and iam8bit announce the 70 games which will be present at the sixth annual Day of The Devs.
Indie, Business/Marketing, Video

Video: Creating the flooding effects in Uncharted 3 1
by Staff [10.17.18]
In this GDC 2012 talk, Naughty Dog's Eben Cook breaks down of one the flood effects used in Uncharted 3, discussing how a fluid simulation was used to inspire the final look.
Console/PC, Design, Video

Video: The narrative design of Reigns: Her Majesty  
by Staff [10.16.18]
In this GDC 2018 talk, writer Leigh Alexander shares her narrative design process around the tricky political tightrope of women's power in Reigns: Her Majesty.
Console/PC, Design, Video

Video: Alternative paths in indie development  
by Staff [10.15.18]
In this GDC 2018 set of microtalks, several devs share their experiences taking strange and untrodden paths in the world of indie games.
Indie, Design, Video

Canceled version of a Shenmue HD remaster shows what could've been  
by Emma Kidwell [10.15.18]
A video compares footage from the canceled, unreleased HD remake of Shenmue against the shipped and finalized product to reveal graphical and technical differences.
Console/PC, Production, Video

How Landfall Games finds the fun in physics engines  
by Jack Yarwood [10.15.18]
"If everyone doesn’t take the game so seriously we can have a lot more fun with it and do more," says Landfall's Petter Henriksson of the studio's penchant for weird physics in this in-depth chat.
Indie, Programming, Design, Video

Video: BioWare's postmortem look at the making of Star Wars: The Old Republic  
by Staff [10.12.18]
At GDC 2012, BioWare Austin leads Richard Vogel and Dallas Dickinson share how Star Wars: The Old Republic positioned itself to break into the World of Warcraft-dominated MMO game market.
Social/Online, Design, Production, Video, Vault

Watch our chat with CrossCode's lead developer and composer!  
by Bryant Francis [10.12.18]
We talked to some of the developers behind Steam Early Access hit CrossCode about making and selling a retro-flavored RPG in 2018.
Console/PC, Design, Video