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Free GDC Europe 2014 Video: The successes and failures of SteamWorld Dig

posted Oct 27 2014


Ten days before launching SteamWorld Dig last August, Brjann Sigurgeirsson and his team at Image & Form thought they had a great game -- but only vague ideas on how to market it.

SteamWorld Dig went on to become an indie hit, and a year later Sigurgeirsson took the stage during the 2014 GDC Europe Independent Games Summit to deliver a postmortem on how it happened.

Watch "SteamWorld Dig Postmortem: How to Fail and Still Succeed at Launching an Indie Sensation" here on the GDC Vault.


Free GDC 2014 Video: Finding the right art style for The Witness

posted Oct 24 2014


Developers, how do you find the perfect art style for your game? Does the art serve the gameplay, or vice versa?

Veteran 3D game artist Luis Antonio believes it's important to think about your art direction only after you nail down the core mechanics and goal of your game. Doing so allows you to zero in on exactly what you need to show the player to best accentuate the experience of playing your game.

As part of a behind-the-scenes look at his role in the art creation process for Jonathan Blow's upcoming puzzle game The Witness, Antonio spoke at GDC 2014 about how important it is for developers to pare down the "noise" in their games and develop art styles that are clear, readable and subservient to the player experience.

Watch "The Art of The Witness" here on the GDC Vault.


Free GDC Europe 2014 Video: Why everything and nothing is killing the game industry

posted Oct 22 2014


Earlier this year, game industry veteran Ste Curran gave an impassioned presentation about the seemingly unending litany of fatal threats to the game industry as part of the Independent Games Summit at GDC Europe 2014.

There's no simple way to succintly sum up Curran's talk, but it's worth watching in full by anyone who works in development and seeks some small measure of catharsis.

Watch "Killing the Games Industry [Abridged]" here on the GDC Vault.


Free GDC Europe 2014 Video: What it's like to make indie games as a couple

posted Oct 21 2014


From Mario to Gone Home, video games have explored the concept of love in many different ways. But what happens when love is on the other side of the screen?

By drawing on experiences and examples of partnership in life and the creative industry, Claudia Molinari and Matteo Pozzi of We Are Muesli (Cave! Cave! Deus Videt) gave a talk at the GDC Europe 2014 Independent Games Summit about why and how love can impact independent game development in terms of workflow, project management, design choices and reciprocal inspiration.

Watch "All You Need Is L.O.V.E. - Indie Couples in Game Development" here on the GDC Vault.


Free GDC Europe 2014 Video: Indies, resist the urge to 'juice it or lose it'

posted Oct 21 2014


Two years ago, independent developers Martin Jonasson and Petri Purho (Jesus vs. Dinosaurs), argued that one of the the best ways to make a satisfying game is to make it "juicy" -- the "juicier" your game is, the more fun it will be to play, as they explained in their "Juice It Or Lose It" talk at GDC Europe 2012.

Sets and Settings developer Folmer Kelly thinks that approach has value, but also significant weaknesses. He gave a talk at the GDC Europe Independent Games Summit this year in which he countered the "Juice It Or Lose It" philosophy of design by suggesting that while adding polish makes a game feel more alive, we're actually losing a level of immersion.

Watch "Don't Juice It Or Lose It" here on the GDC Vault.


Free GDC Europe 2014 Video: One hour, ten great European indie game design talks

posted Oct 13 2014


This year marked the debut of the GDC Europe Innovative Games Showcase, a curated exhibition of innovative or experimental games, with 10 micropresentations from indie developers about diverse and new ways to demonstrate gameplay, art style, play style or anything in between.

Coordinating and MC-ing the showcase was game designer Jonatan Van Hove, who was part of a panel of judges that selected games like Metrico, Bounden, Perfect Woman, Gang Beasts and more to be featured in the inaugural showcase session.

Speakers in this hour-long GDC Europe 2014 panel include: Thijmen Bink, James Brown, Michael Brown, Adriaan de Jongh, Sherida Halatoe, Eliott Johnson, Eline Muijres, Geert Nellen, Leonard Ritter, Sylvia Ritter, Lea Schoenfelder, Luke Spierewka, Jonatan Van Hove, Matthew Warshaw, and Andreas Zecher.

Watch "The 2014 European Innovative Games Showcase" here on the GDC Vault.


Free GDC Europe 2014 Video: Lessons learned from making a game a week

posted Oct 03 2014


Indie developer, Train Jam organizer and former satellite engineer Adriel Wallick gave herself a simple challenge: make a game a week, every week, in order to stay motivated and learn as much as possible by trying -- and often failing -- to make many games.

As part of the Independent Games Summit at GDC Europe 2014, Wallick spoke about what inspired her to embark on the project and what she learned from the experience. To hear her tell it, making a game a week taught her valuable lessons about both the technical side of making games and the emotional impact of releasing creations.

Watch "Game a Week: How to Succeed, Fail and Learn" here on the GDC Vault.


Free GDC 2014 Video: Modernizing the gunplay of Splinter Cell

posted Sep 16 2014


Ubisoft designer James Everett says he faced some tricky challenges when he started work on Splinter Cell: Blacklist, chief among them the problem of making players feel like they're a modern military professional.

Series protagonist Sam Fisher is a weapons expert with decades of experience under fire; for players, Everett believes this should translate to gunplay which feels precise, crisp and almost surgical -- so long as they can keep their cool. Focusing on the research and design for Splinter Cell: Blacklist, Everett game a thoughtful GDC 2014 talk exploing low-level gunplay mechanics in third-person action adventure games.

Watch "Modernizing Splinter Cell's Gunplay" here on the GDC Vault.


Free GDC 2014 Video: Navigating the moral maze of the new games business

posted Sep 11 2014


In this talk from GDC 2014, game industry consultant Ben Cousins examines the morality of all past and present games industry business models and tries to answer three questions: Is free-to-play inherently more unethical than other business models? Are there any changes we need to make as an industry to avoid unwanted government meddling? Is there a template we can apply to a game while it is in development to make sure that it doesn't cross any unwanted ethical boundaries?

Watch "Is Your Business Model Evil? The Moral Maze of the New Games Business" here on the GDC Vault.


Free GDC Europe 2014 Video: Designing Monument Valley to be an experience, not a game

posted Sep 10 2014


Developers, how do you make your next project stand out in an increasingly crowded mobile game market?

One solution might be to make your game as little like a "traditional" mobile game as possible. Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong reveals how the impossible art of M.C. Escher and being embedded in a UX studio led ustwo games to create a unique, highly successful mobile game in which every screen was a piece of art.

Watch "Designing Monument Valley: Less Game, More Experience" here on the GDC Vault.


Free GDC Europe 2014 Video: Clash of clones and the importance of standing out

posted Sep 08 2014


In today's market, many companies are trying to find success by emulating the ideas and methods of others; but Paradox Interactive CEO Fredrik Wester believes the path to true success lies in daring to stand out, following your craziest ideas, and incorporating those ideas into every facet of your game.

Speaking at GDC Europe 2014, Wester explained the business advantages of originality, how to find and express your vision, why passion is unclonable, and the power of community -- based on his experiences leading Paradox (Europa Universalis IV, Magicka) through a decade of independent success.

Watch "Clash of Clones: The Importance of Standing Out" here on the GDC Vault.


Free GDC Europe 2014 Video: A Classic Game Postmortem: Broken Sword

posted Sep 05 2014


Charles Cecil, the influential British game designer best known for his work creating seminal adventure games like the Broken Sword franchise and Beneath A Steel Sky, recently delivered an engaging Classic Game Postmortem talk on seminal '90s adventure game Broken Sword: Shadow of the Templars at GDC Europe 2014.

If you're not familiar with the name, know that Cecil is a game industry veteran who has released a string of award-winning adventure titles and earning a number of top honors, including an appointment to Member of the Order of the British Empire in 2011. Cecil currently serves as the managing director of Revolution Software, the venerable U.K. game development studio he co-founded in 1990.

During his presentation, Cecil speaks about his work writing and directing Broken Sword: Shadow of the Templars, the award-winning 1996 adventure game that developers at studios like Telltale Games (The Walking Dead) cite as a


Watch "Classic Game Postmortem: Broken Sword" here on the GDC Vault.


Free GDC Europe 2014 Video: The dark side of Early Access

posted Sep 01 2014


Early access is fast becoming a dominant force in video game development.


From independent studios to huge, publisher-backed AAA titles, opening up a game to players ahead of its official launch provides real benefits across design, QA, marketing and more. However, these rewards come at a cost.


Using a range of examples from the development of Arma 3 -- from its public alpha to its beta, final release, and post-launch support -- Bohemia Interactive creative director James Crowe examines the failures and successes of his studio's early access strategy in this GDC Europe 2014 talk. Crowe also suggests some techniques that can be used by other developers to perfect their own plans.


Watch "A Great Disturbance in Development: The Dark Side of Early Access" here on the GDC Vault.


Free GDC Europe 2014 Video: #1ReasonToBe, A Celebration of Diversity in the Industry

posted Sep 01 2014


The ever-popular #1ReasonToBe GDC panel, inspired by the #1ReasonWhy and #1ReasonToBe hashtagged discussions that erupted across social media in 2013, is a rapid, fun microtalk-style celebration and exploration of how the game industry treats with gender and why alternative voices matter.

The panel made its European debut at GDC Europe earlier this year, where it was hosted by industry veterans Brenda Romero and Leigh Alexander. Panelists included European industry members like Annakaisa Kultima, Auriea Harvey, Zuraida Buter, Henrike (aka Riker Lode) and Siobhan Reddy. Each panelist shared their experience, its highs and lows, and explored their vision for a future industry that is inclusive for all..


Watch "#1ReasonToBe: A Celebration of Diversity in the Industry" here on the GDC Vault.


Free GDC Europe 2011 Video: Building killer game loops in social games

posted Aug 22 2014


"If you don't have YouTube videos with people showing off optimal layouts of their city or restaurant, then you don't have smart depth. The best example of having smart depth is people starting to share a picture of 'Hey, take a look at how smart I was.'"

Wooga chief Henric Suuronen breaks down his "smart depth" design principle at GDC Europe 2011.


Speaking as part of the Social Games Summit at GDC Europe 2011, Wooga studio head Henric Suuronen shared some interesting insight into how developers can create engaging game loops in games that are meant to be social.


Watch "Killer Game Loops in Social Games" here on the GDC Vault.


Free GDC Europe 2013 Video: David Cage explores the challenges of using virtual actors

posted Aug 11 2014


"The future of games is emotions, of course, but it's also meaning. Can we create games that have something to say?"

Veteran game maker David Cage winds up expounding on the future of games as an art form during his GDC Europe talk on virtual acting.


In this presentation from GDC Europe 2013, Quantic Dream director David Cage explains the visual art techniques used to create his last tech demo, The Dark Sorcerer, and his most recent title, Beyond: Two Souls.


Watch "The Dark Sorcerer and Beyond: Shooting, Directing and Filming Virtual Actors" here on the GDC Vault.


Free GDC Europe 2013 Video: Understanding the next-gen transition

posted Aug 06 2014


"Whenever revolution cools into evolution, then both technology and culture turn up the burner to try and bring things back to a boil."

Industry veteran Don Daglow speaks at GDC Europe 2013 about the technological and cultural factors that contributed to this time of industry-wide hardware transition.


Ubisoft's Steven Masters delivers a design-centric GDC Europe 2013 presentation on a simple topic: how do you approach the practical challenges of designing an Assassin's Creed game?


Watch "This Time It's Different: Treasures and Traps in the Next Gen Transition" here on the GDC Vault.


Free GDC Europe 2013 Video: Designing Assassin's Creed III

posted Aug 06 2014


"You do need to have a curator, but to ignore the creative power of your team is just nuts."

Ubisoft's Steven Masters suggests that game designers should serve as shepherds and guides for their teams, rather than as domineering auteurs.


Ubisoft's Steven Masters delivers a design-centric GDC Europe 2013 presentation on a simple topic: how do you approach the practical challenges of designing an Assassin's Creed game?


Watch "Designing Assassin's Creed III" here on the GDC Vault.


Free GDC 2013 Video: Using the Fox Engine to build Ground Zeroes

posted Jul 30 2014


"To reproduce the real world, you need to study the real world."

Kojima Productions' Hideki Sasaki explains why the studio pushed its artists to focus on thoroughly understanding the design of real-world objects like shirts and conference tables before recreating them in-game.


In this talk, Hideo Kojima and the Kojima Productions staff took the stage at GDC 2013 to spend nearly 90 minutes demonstrating and explaining the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine.


Watch "Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes" here on the GDC Vault.


Free GDC 2014 Video: How to make your games more inclusive and LGBTQ-friendly

posted Jul 28 2014


"Talk to other people. Don't just have your one lesbian friend that you base everything off of."

Developer Zoe Quinn encourages developers to talk to as many people as possible in order to design games that reflect the breadth and depth of human experience.


Drawing on the expertise of game designers, writers, critics and scholars, this GDC 2014 panel offers suggestions on how developers can, in a number of small and easy ways, work LGBTQ characters and themes into their work. Each panelist -- Samantha Allen, Mattie Brice, Todd Harper, Christine Love and Zoe Quinn -- offers their own practical advice to developers looking to make their games more inclusive and more representative of the world at large.


Watch "How to Subversively Queer Your Work" here on the GDC Vault.


Free GDC 2013 Video: The Right Side of the Ocean -- EA_Spouse, Then And Now

posted Jul 25 2014


"There is no person who needs to learn business more than the most passionate, artistic, sensitive game designer -- because they're the ones I really want to see running things."

Developer Erin Hoffman reminds developers to learn the mechanics of business -- accounting, management, and more -- lest they be crushed by them.


In this GDC 2013 IGDA-sponsored talk the 'EA_Spouse' herself, Erin Hoffman, looks back on how conversations about work-life balance in the game industry since 2004, and what it all might mean for the future.


Watch "The Right Side of the Ocean: EA_Spouse Then and Now" here on the GDC Vault.


Free GDC 2013 Video: Designing games to be impactful, not escapist entertainment

posted Jul 23 2014


"Our games are creating a rich, productive, happy world -- but only for players who know what they're doing."

Game designer Jane McGonigal reminds developers that their games affect the lives of their players based on how the players approach them.


In this GDC 2013 IGDA-sponsored talk, author and game designer Jane McGonigal reminds developers that their games really do affect the lives of their players and gives design advice to ensure those effects are positive.


Watch "There Is No Escape: Designing Games for Maximum Real-life Impact" here on the GDC Vault.


Free GDC 2013 Video: No more scapegoats -- Improving the public image of games

posted Jul 21 2014


"The reality is that what we need is a way to reframe the uses and understandings of games so that [attacking them] doesn't work anymore."

Professor Ian Bogost exhorts developers to diversify what games can be and say so that they are no longer so easy to attack for political reasons.


In this GDC 2013 IGDA-sponsored panel discussion, Georgia Institute of Technology professor Ian Bogost joined ex-Epic Games executive Mike Capps and IGDA representative Daniel Greenberg to argue against public misconceptions about games -- and what we in the industry can do to counter them.


Watch "Scapegoats No More: Improving the Public Image of Games" here on the GDC Vault.


Free GDC 2014 Video: Rebuilding Crimewatch, EVE Online's player policing system

posted Jul 18 2014


"Trying to fix a complex system by adding more complexity is going to kick your ass. It's a bad approach."

Game designer Matthew Woodward explains what he learned from mistakes made while designing player policing systems in
EVE Online.


In this GDC 2014 talk, CCP Games' Matt Woodward explores how "Crimewatch," EVE Online's policing and aggression management system, got into such a bad state that an unofficial moratorium was placed on further development -- and how his team went about redesigning it.


Watch "Crimewatch 2.0: Redesigning EVE Online's Player Policing System" here on the GDC Vault.


Free GDC 2014 Video: 'Come Rain or Shine': A Rain Postmortem

posted Jul 16 2014


"Forcing people to control what they can't see felt like the ultimate taboo in game development."

Rain director Yuki Ikeda details the unique challenges of making a 2D game with an invisible protagonist during GDC 2014.


In this GDC 2014 session, director Yuki Ikeda runs through every aspect of Rain's production, covering everything from the initial planning phases, the selection of the Unity engine and the art production style, to the issues they faced with narrative and game design, as well as the results of their unique marketing efforts.


Watch "'Come Rain or Shine': A Rain Postmortem" (translated into English) here on the GDC Vault. You can watch the Japanese language version here.


Free GDC 2014 Video: Understanding the successful relaunch of Final Fantasy XIV

posted Jul 14 2014


"Okay, let's get right to the core: Let's analyze why Final Fantasy XIV failed."

Game director Naoki Yoshida speaks candidly about how Square Enix stumbled when launching their second big MMORPG.


Final Fantasy XIV: A Realm Reborn is a game worth studying, if only for the fact that it's proven to be a markedly successful relaunch of the Final Fantasy XIV MMORPG Square Enix debuted in 2010 to disastrous critical and commercial response.


Director Naoki Yoshida spoke at length about the experience this year during GDC 2014, analyzing the causes of the game's initial failure and disclosing some of the behind-the-scenes decisions that led Square Enix to take the game down and relaunch it in 2013. Yoshida also delved into the practical dangers of hubris, the challenges of developing a contemporary PC/console MMORPG in a relatively short timeframe, and the rapidly-shifting landscape of online game business models.


Watch "Behind the Realm Reborn" (translated into English) here on the GDC Vault. You can watch the Japanese language version here.


Free GDC 2014 Video: Puzzle and Dragons Postmortem

posted Jul 11 2014


"If you raise your ARPU too high, players will not last very long. When the ARPU is high, we intentionally give away items so it's not too high -- and I don't think this is something other publishers were doing."

GungHo CEO Kazuki Morishita explains how his company has found success by carefully controlling player spending in
Puzzle & Dragons.


Puzzle & Dragons has reaped remarkable profits for developer GungHo Online, and during GDC 2014 the game's executive producer (and GungHo CEO) Kazuki Morishita took the stage to give a polite, measured look back at how the game was designed to entice players while generating sustainable profit.


Morishita led his audience through the game's early development, explaining how GungHo Online found success in the Japanese mobile market several years ago and then capitalized on that success to stoke the average revenue per Puzzle & Dragons player without burning them out -- a delicate balancing act, as it turns out. Morishita also looked ahead to the future of the Puzzle & Dragons franchise, and the company's approach to game development in the wake of F2P gaining traction in the West. at the beginning of the game's development and its exciting journey up until now.


Watch "Puzzle & Dragons Postmortem" (translated into English) here on the GDC Vault. You can watch the Japanese language version here.


Free GDC 2014 Video: Tackling male sexualization in games

posted May 30 2014


"If you decide against sexualizing your male characters, be very honest about what's going on with your female characters."

GDC 2014 speaker Michelle Clough exhorts developers to critically examine how they design their male and female characters.


The sexualization of female characters is a controversial topic in the game industry, but their counterparts, sexualized male characters are rarely discussed, and even more rarely created. Writer Michelle Clough gave an excellent talk addressing the subject during the GDC 2014 Narrative Summit in which she examines desirable men in video games, how they contrast with current trends in male character design, and how they can create a more welcoming atmosphere for straight women, gay men and others.


Clough also delved into non-Western cultural standards and shared practical advice on how developers can move beyond "male gaze" when writing male characters while avoiding "equal objectification" in an effort to better equip writers and designers to make exciting, evocative games.


Watch "Fewer Tifas, or More Sephiroths? Male Sexualization in Games " here on the GDC Vault.


Free GDC 2014 Video: Why is Gone Home a game?

posted May 29 2014


"This was a way of saying 'we know what you're doing. We're playing back with you, not by AI dodging when you shoot a bullet, but by winking and nodding at you.'"

Steve Gaynor explains how
Gone Home's narrative plays games with players by anticipating and responding to their actions -- like, say, leaving every damn light in the house on.


During GDC 2014 The Fullbright Company's Steve Gaynor gave a great talk addressing questions -- raised in part by the success of Gone Home -- of what makes a game, how interactivity and player agency provide meaning, and what design philosophy and specific techniques the Fullbright Company used to create an interactive experience that resonated deeply with players and critics alike.


Gaynor also spoke to how classical definitions of games and play inform modern video game design, how the design philosophy of immersive simulations can be broadly applied across genres to foster player engagement, and how a focus on accessibility can bring their games to new and vital audiences. Watch the free video of "Why Is Gone Home A Game?" here on the GDC Vault.


Free GDC 2014 Video: From folklore to finish, the art of making Guacamelee

posted May 28 2014


"Ugly drawings have the best personality. The goal of the drawing is to communicate, not to look pretty."

Drinkbox Studios artist Augusto Quijano cautions developers against emphasizing visual fidelity over personality at GDC 2014.


To hear Drinkbox Studios' Augusto Quijano tell it, the process of coming up with an art style that uniquely communicates a whole country's rich culture can be daunting. But that's exactly what Drinkbox set out to do with Guacamelee, a vibrant 2D platformer that attempted to build a world out of a country's cultural heritage.


Quijano is responsible for the art design of the game, and in his GDC 2014 talk he tried to give insight into the development process and how Drinkbox tried created a Mexico that feels authentic. However, this process is never done in a straight line, so the talk will show some of those


It's a good talk, one that covers some of the wrong turns and "not-so-pretty winding paths" that Drinkbox during development of Guacamelee and is therefore worth watching for artists and anyone who seeks to make a visually distinctive game. Watch "The Art of Making Guacamelee! -- From Folklore to Finish" for free here on the GDC Vault.


Free GDC 2014 Video: Building customizable characters for Destiny

posted May 26 2014


"How many artists find themselves modeling basically the same pair of boots ten times during the course of a project?"

Destiny art lead Scott Shepherd lays out the common problem that Bungie seeks to solve with its new customizable character asset pipeline.


With the increasing complexity and fidelity of character design, generating high-quality assets that players can use to customize their characters seems to be a growing challenge facing many game developers.


Destiny art lead Scott Shepeherd gave an excellent talk at GDC 2014 that focuses on the tools and process Bungie built to create a large variety of complex character content for Destiny. Shepherd details the creation of a customization system that makes the most out of the art created, allows for continued growth and expandability over the lifetime of the franchise, and gives artists the ability to make strong visual impacts quickly and easily.


"Building customizable characters for Destiny" is available to watch for free here on the GDC Vault.


Free GDC 2014 Video: Developers speak their minds from the 2014 Indie Soapbox

posted May 20 2014


"We live in a time when a young black child can envisage becoming the president of the United States or a CEO of a Fortune 500 company, but not a game developer. Even the indie scene has a huge problem with diversity."

Treachery in Beatdown City creator Shawn Alexander Allen puts the industry's diversity problem on blast during GDC 2014.


One of the most popular sessions of the annual GDC Independent Games Summit is often the Indie Soapbox, in which ten speakers take the stage one after another to present a six-minute microtalk about an issue they're passionate about that affects indie development. The speaker lineup typically features a diverse array of industry professionals, and this year was no exception: the Indie Soapbox at GDC 2014 featured excellent microtalks from Robin Hunicke, Leigh Alexander, Zoe Quinn, Ryan Clark, Shawn Alexander Allen, Zach Gage and more on everything from challenging the status quo of the game industry to meeting the challenge of remaining creative as a new parent.


If you missed it during the show, the entire session is now available for everyone to watch -- free of charge -- on the Vault.


Free GDC 2014 Video: The value of making games with artists from other fields

posted May 19 2014


"[Our] group of players really surpassed all expectation in getting something deep and meaningful out of a 80 by 60 resolution video game."

Digital Marina Abramovic Institute developer Pippin Barr explains how developers can make more meaningful games by collaborating with artists from other fields during GDC 2014.


Game developer and educator Pippin Barr gave a thought-provoking talk earlier this year about what game makers can learn from collaborating with artists in other fields, citing examples drawn from Barr's own experience creating a game -- Digital Marina Abramovic Institute -- as a virtual facsimile of the real Marina Abramovic Institute performance art space.


Barr took time to walk attendees through the ways in which he tried to replicate the body and the spirit of performance artist Abramovic's work in a game, and how that experience helped him better understand himself and his own work, in a 15-minute presentation given during the GDC 2014 Independent Games Summit as part of an hour-long session titled "Creatrilogy: Three Talks Exploring Indie Game Creativity."


You can see Barr's 15-minute talk, "The Game Designer is Present: Collaborating with Mariana Abramovic," free on the GDC Vault.


Free GDC 2014 Video: Ellie's buddy AI in The Last Of Us

posted May 15 2014


"If the buddy could jump out of cover and give you away, you could see the YouTubers saying 'fuck you, Ellie.' At that point, we'd broken the relationship between Ellie and the player, and that's something we never wanted to do."

- Naughty Dog engineer Max Dyckhoff explains the design decisions that made Ellie invisible during GDC 2014.


Max Dyckhoff is part of the Naughty Dog engineering team that brought Ellie to life in The Last Of Us, and as part of the GDC 2014 Programming track he took the stage to explain how his team pulled it off. During his talk, Dyckhoff ran down the systems that make Ellie act the way she does and explained why the team chose them -- as well as when they chose to break them to make the game more fun to play. Dyckhoff also took time to highlight some of Ellie's AI shortcomings in very plain, non-specialized language in an effort to ensure that developers all disciplines could walk away with a better understanding of how buddy AI in The Last Of Us ticks.


Check out the free video of "Ellie: Buddy AI in The Last Of Us" here on the GDC Vault.


Free GDC 2014 Video: The complex ethics of funding a game via Kickstarter

posted May 13 2014


"Think about how comfortable you are taking money from people, knowing you may never give them anything in return. What would it be like if that money came from your family?"

- Cubeheart Games' Steve Swink encourages developers at GDC 2014 to think of their Kickstarter backers as family in order to better navigate the ethics of accepting crowdfunding.


SCALE creator Steve Swink gave a fantastic talk during the Independent Games Summit at GDC 2014 about the challenges of navigating the ethical quandaries that developers often face while trying to run successful crowdfunding campaigns.


Swink speaks from experience. The 2013 Kickstarter campaign for his game SCALE began on October 18 and was successfully funded November 16, days before the deadline. During his talk, Swink looks back on the campaign and attempts to explain how and why SCALE was funded, the hellish journey he went through to make it happen, and the complex ethical questions he himself encountered while trying to fund his game via Kickstarter.


You can watch "SCALE and the Ethics of Kickstarter" for free here on the GDC Vault.


Free GDC 2014 Video: Zork Classic Game Postmortem

posted May 09 2014


"Every time we turned around, someone would come up with an idea. Everything we came up with made more work for us!"

- Infocom co-founder Dave Lebling explains the haphazard design process of his classic adventure game Zork.


Infocom co-founder and Zork creator Dave Lebling gave an excellent hour-long talk at GDC 2014 explaining, among other things, the creation of both the mainframe and microcomputer versions of Zork, the trials and tribulations of coding a cutting-edge text parser, and what it was like to experiment with self-publishing at a time when most PC games were sold in hand-packed plastic bags.


It's well worth watching for anyone with even a passing interest in classic game design; "Classic Game Postmortem: Zork" is now available for free on the GDC Vault.


Free GDC 2014 Video: What's next for empathetic games?

posted May 07 2014


"Metaphor is so crucial -- it helps [players] connect to your story, and not be afraid of it."

- Minority Media co-founder Vander Caballero explains the value of using metaphor when designing games about very personal, very emotional subjects.


Papa & Yo creator Vander Caballero gave an impassioned hour-long presentation during the Game Narrative Summit at GDC 2014 earlier this year about the state of empathy games -- titles like Gone Home, That Dragon, Cancer, Beyond: Two Souls and Papa & Yo that are designed explicitly to challenge the player on an emotional level.


During his talk Caballero laments the industry's tendency to group these games into broad categories like "indie" that diminish the value of empathetic games, offers suggestions and advice earned from his own experience making Papa & Yo to other empathetic game developers, and expounds upon the value of exploring how games can evoke emotions beyond satisfaction, fear and excitement. The free video of "Empathetic Games Are Here to Stay! What's Next?" can be viewed here on the GDC Vault.


Free GDC 2014 Video: An indie approach to procedural animation

posted May 06 2014


"We really need animation and code to work more closely together, so we can use the code to help offload repetitive tasks from the animators."

- Wolfire Games co-founder David Rosen speaking about the value of procedural animation systems during GDC 2014.


David Rosen gave a great talk earlier this year about how indie developers can use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples drawn from Rosen's experience creating indie games like Overgrowth, Receiver and Black Shades. Rosen also answers common game animation questions, like "what exactly is the difference between a playable character and a vehicle?" in the 30-minute presentation, which was given during the GDC 2014 Animation Bootcamp.


You can watch "An Indie Approach to Procedural Animation" for free on the GDC Vault.


Free GDC 2014 Video: Watch ten devs give smart, rapid-fire microtalks

posted May 05 2014


"Games are, at their core, a connection. Use them to connect to something worthwhile."
- Elizabeth Sampat closes out the GDC 2014 Microtalks session with a call for developers to create personal games.


The GDC 2014 Microtalks session is now free for everyone to view on the GDC Vault, and it's worth watching if you missed it during the show. Every year, ten speakers from across the world of games and play come together at GDC to give ten brief microtalks inside of a single hour about their philosophies, their view of our past, present and possible futures, and anything else that they're burning to discuss. The session has a game-like constraint: each speaker gets twenty slides, each of which is displayed for sixteen seconds before automatically advancing, giving each speaker exactly five minutes and twenty seconds to make their case.


This year, the GDC Microtalks session included inspirational microtalks from notable voices in the industry, including Tadhg Kelly, Emily Greer, Austin Wintory, and Elizabeth Sampat. "Microtalks 2014: One Hour, Ten Speakers, A Panoply of Game Thinking!" is available to watch now for free on the GDC Vault.


Free GDC 2014 Video: How to use YouTube streamers to market your game

posted Apr 29 2014


"AAA companies are starting to wise up, and have realized YouTubers aren't going anywhere. That doesn't mean if you're indie you can't compete, but you should know your competition."

- Ryan "NorthernLion" Letourneau shares advice on spreading the word about your game via YouTubers at GDC 2014.


Video game commentators on YouTube and streaming services like Twitch.tv are rapidly becoming some of the most influential personalities in the industry when it comes to educating, informing and entertaining game enthusiasts. Professional YouTuber Ryan "NorthernLion" Letourneau gave a talk at GDC 2014 about how to easily find and contact hundreds of these content creators, and communicate with them as effectively (and efficiently) as possible to hopefully persuade them to cover your game.


The talk was recorded by GDC staff, and now it's freely available to watch here on the GDC Vault.

Free GDC 2014 Video: Breaking down the seven-year development of Antichamber

posted Apr 21 2014


"Making games is hard. This was the hardest thing I've ever done, and it absolutely destroyed me."

- Alexander Bruce, speaking about the creation of
Antichamber at GDC 2014.

As part of the GDC 2014 Independent Games Summit, Antichamber creator Alexander Bruce spoke very candidly about how -- and, more importantly, why -- he went about developing his IGF Award-winning game, the price he paid to make it, and what other developers should learn from his experience.

It was a powerfully affecting presentation, and a video recording of the talk is now freely available for anyone to watch via the GDC Vault.

Free GDC 2014 Video: #1ReasonToBe panel inspires standing ovation

posted Apr 11 2014


The ever-popular #1ReasonToBe GDC panel, inspired by the #1ReasonWhy and #1ReasonToBe hashtagged discussions that erupted across social media in 2013, is a rapid, fun microtalk-style celebration and exploration of how the game industry treats with gender and why alternative voices matter.


The panel returned to GDC 2014 earlier this year, where each panelist shared their experience, its highs and lows, and explored their vision for a future industry that is inclusive for all. The panel was hosted by industry veterans Brenda Romero and Leigh Alexander, and panelists include Anna Kipnis, Colleen Macklin, Deirdra "Squinky" Kiai, Laralyn McWilliams and Lauren Scott.


The free video of '#1ReasonToBe: A Celebration of Diversity in the Industry' is now available to watch here on the GDC Vault.


Free GDC 2014 Video: Is publishing dead?

posted Apr 10 2014


"Tencent is the largest video game company in the world...this is what the new publishing business in the 21st century looks like, and nobody in the West is paying attention."

- Mitch Lasky, Benchmark general partner, speaking at GDC 2014.


The business of game publishing is rapidly evolving, so it's worth watching venture capitalist and game industry veteran Mitch Lasky's GDC 2014 talk about the pros and cons of the competing next-generation publishing models: super-developers like Wargaming, social/chat networks like Facebook or Line, aggregators like Tencent, and more.


Lasky suggests that recent changes in the game industry have not eliminated the economic benefit of scale, that publishers can still offer something of value to developers, investors and everyone who purchases games.


You can watch it here on the GDC Vault.


Free GDC 2003 Video: Will Wright's 'Dynamics for Designers'

posted Mar 13 2014


"Our typical approach to building larger, more dynamic spaces has been to enlist legions of developers creating them, and I think that can only carry us so far."

Continuing our GDC Vault retro week, we're sharing another vintage video, this time of Will Wright speaking at GDC 2003.


It's a great opportunity to look back and watch the veteran designer walk his audience through several prototypes in order to explore a variety of dynamic gameplay systems, which he defines as "the rules and principles that govern the way in which structures change through time." He also points out these systems should not be used as a "recipe for design, but rather as a spice."


Will Wright's 'Dynamics for Designers' is now available to watch here.

Free GDC 2005 Video: Watch history being made at the 2005 IGF and Choice Awards

posted Mar 11 2014


As part of a GDC Vault retro week we're sharing some newly-archived footage from past GDC events, starting with the 2005 Independent Games Festival and Game Developers Choice Awards. Relive the joy and excitement of this seminal event, which celebrates IGF winners such as Gish, Alien Hominid, and Wik and the Fable of Souls, while Shadow of the Colossus earns a total of four Choice Awards for Sony and Team Ico.


Watch the two-hour IGF and GDC Awards here.

Free GDC 2013 Video: The making of X-COM: UFO Defense

posted Mar 10 2014


"I believe that a game system should have a life of its own, such that it repeatedly generates experiences that are fresh, engaging, and challenging for the player."

In this free GDC Vault video from GDC 2013, X-COM creator Julian Gollop shares his game design philosophy and explains how X-COM: UFO Defense was created over 20 years ago with his small team and publisher MicroProse during the Classic Game Postmortem for X-COM: UFO Defense.

Free ADC 2013 Video: Making mobile games better with good tactile design

posted Mar 06 2014


"Good tactile feedback effects are really about adding truth to that app experience."

- In this free GDC Vault video from the App Developers Conference 2013, Immersion Corporation developer evangelist Bob Heubel speaks about the value of making mobile games and apps that incorporate high-quality tactile feedback. Heubel also shares some core design principles developers should follow when building tactile effects into mobile games during his talk, "Enhancing the User Experience Through Good Tactile Design."

Free GDC Next 2013 Video: Jumping from AAA to indie

posted Mar 04 2014


"If you're doing it all yourself, the marketing spend is all time, not money... It's moreso [about] pounding the pavement, going to conferences, talking to journalists, building relationships."

- In this free GDC Vault video from GDC Next 2013, Moonshot Games' Damian Isla speaks about the leap from AAA to indie, self-promotion, monetization, platform choices and more with Plush Apocalypse's Borut Pfeifer, SomaSim's Robert Zubek, and moderator Lucky Puppy's Damon Pidhajecky in the panel, "Going from AAA to Indie: New Studio Founders Share Their Experiences."

Free ADC 2013 Video: How to design better gesture controls for 3D space

posted Feb 27 2014


"Interfaces shouldn't rely heavily on gestures common to a particular language, common to a particular culture or group, while ignoring everyone else."

In this free GDC Vault video from App Developers Conference 2013, app architect Nate de Jager of Universal Mind explores the challenges that designers of motion-sensing, gesture-based apps and games face in his talk, "Beautiful Gestures."

Free GDC Next 2013 Video: 'Where the Whales Live: The Pyramid Model of F2P Design'

posted Feb 26 2014


"[N]one of my clients will admit that they have a retention problem, because that means admitting they're not very good at making games that people want to play."

In this free GDC Vault video from GDC Next 2013, Gamesbrief founder and author of "The Curve" Nicholas Lovell explores how to achieve what he feels is the goal of free-to-play game design -- let anybody access your game, and allow people who love what you do to spend money on things they truly value -- in his talk, "Where the Whales Live: The Pyramid Model of F2P Design."


The content of this talk expands on what Lovell posted earlier on the Gamasutra member blogs, where you can find brief discussions of the core loop, the retention game, the superfan, and more.


Free GDC 2000 Video: advice for managing creative talent

posted Feb 24 2014


"It's more fun and maybe more productive to get teamwork between the creative people and the suits."

In this free GDC Vault video from the GameXecutive Conference held alongside GDC 2000, Bing Gordon (quoted, EA), Neal Robison (Sega), Mitch Lasky (Activision), Rob Dyer (Eidos), and Kelly Flock (989) join moderator Chris Charla (NEXT Generation magazine) to share strategies for attracting great creative talent and fostering a productive working relationship between game developers and business executives in a panel entitled Managing Creative Talent.

Free ADC 2013 Video: Second screen app design lessons learned from Viggle

posted Feb 21 2014


"Make sure that anytime the user pulls out their phone, interaction is available, but never force them to [look away from the TV]."

- In this free GDC Vault video from the 2013 App Developers Conference, Viggle VP of product Kyle Brink shares design lessons learned from the building, launching, and operating of his company's self-named, second-screen TV companion app -- which rewards people for playing along while watching TV and movies -- in the talk, "Multi-screen, Multi-platform App Design: Train Wreck or Voltron?"

Free GDC Next 2013 Video: In the time it takes a heart to beat

posted Feb 20 2014


"How do you want the thing you're making to be remembered? How do you want to be remembered?"

- Ste Curran speaks during his GDC Next 2013 session, "In the Time It Takes a Heart to Beat," available free on GDC Vault.


There's no easy way to explain what Ste Curran's GDC Next presentation is about -- you have to see it for yourself. In Curran's words, this is a story about a 3AM phone call, a girl called Epher and a heartbeat. The game designer and writer talks about moments in games: how we remember them, why we remember them and why they're the one thing you need to care about. This session is about games, life and death -- it is not a traditional lecture.


Free GDC 2006 Video: Iwata explains Nintendo's disruptive strategy

posted Feb 19 2014


"Thinking differently and holding strongly to your strategy can disrupt an entire industry, and in a good way."

In this free GDC Vault video from GDC 2006, Nintendo president and CEO Satoru Iwata explains how and why Nintendo took advantage of disruptive development practices to find success in the game industry. He also shares the story behind the popular Nintendo DS Brain Age games and hints at "The Revolution" (the codename for what would become the Wii), with its motion controller concept and Virtual Console platform, during his "Disrupting Development" presentation.

Free GDC 2004 Video: Maximizing object and enemy placement in Medal of Honor

posted Feb 19 2014


"When you're designing a background, if you're not thinking about where enemies are going to go, you're going to have a disconnect."

In this free GDC Vault video from GDC 2004, Chris Cross -- who at the time worked as a design director on EA's Medal of Honor -- explains how knowing your enemy and object limitations can help you optimize your level design. He goes through the design and technology limitations he faced while making Medal of Honor -- and the techniques used to overcome them -- in the talk, "Four at a Time: Techniques for Maximizing Enemy and Object Placement."


For a more recent discussion on how Medal of Honor deals with multiplayer expectations, check out this interview featuring Danger Close's Luke Thai.


Free GDC Next 2013 Video: Playing with 'game' - What games can be, and what they can mean

posted Feb 06 2014


"Games are meant to wiggle; they're like machines. You poke and prod at them to see what comes out the other end. That is the overall scope of play of the system."

In this free GDC Vault video from GDC Next 2013, Raph Koster takes a craft-centric approach to the question "what do we make, who do we make it for, and how can we best make what we want?" in the talk "Playing With 'Game'."


Additionally, GDC Vault has made free a video of Koster on how games and social media are converging. Most recently, Koster has shared here how he analyzes games, evaluating a game's systems and overall experience.

Free GDC 2004 Video: Making games look like movies

posted Feb 05 2014


"With the current programmable graphics hardware and floating point pipeline, we could leverage a lot of shading and rendering techniques from the cinematic world for use in our games."

In this free GDC Vault video from GDC 2004, Arcot Preetham from ATI (quoted above) and Hector Yee and David Hart from PDI/Dreamworks discuss how movie shaders -- like those used in the Shrek series -- and real-time shaders in games like Jak 2 differ, and which shader techniques are transferrable from movies to games, in the talk "Procedural Shaders: A Feature Animation Perspective."

Free GDC 2004 Video: how Western games succeeded in Japan, circa GDC 2004

posted Feb 03 2014


"What people in Japan really would like to see is a very well-developed personality."

In this free GDC Vault video from GDC 2004, former Sony localization director Ryoichi Hasegawa discusses how character designs for iconic IPs such as Jak and Daxter and Crash Bandicoot were tweaked for the Japanese market, along with how GTA3 and Medal of Honor were a success overseas.


Hasegawa also compares the Western ESRB rating system to Japan's CERO system, examines trends in Japanese market (several of which continue today), and more in the talk "A Peek Behind the Shoji: Japan's Videogame Market Today."


Free ADC 2013 Video: Using analytics to understand players and inform design

posted Jan 31 2014


"Balancing the gameplay in the first [play] sessions is the best thing you can do in improving your retention rates."

In this free GDC Vault video from the inaugural 2013 App Developers Conference, GamesAnalytics co-founder Mark Robinson discusses best practices for using analytics in design from day-one, including quickly adapting gameplay to new players' skills, in the talk "Analytics Driven Design."

Free GDC Next 2013 Video: 'Going beyond crowdfunding' with Star Citizen's Chris Roberts

posted Jan 29 2014


"It's not just about raising money.... this is the mistake I see a lot of other campaigns make. The best thing about crowdfunding is that you get to build your community early."

In this free GDC Vault video from GDC Next 2013, Chris Roberts of Cloud Imperium Games discusses how he continues to build his community of pledgers-turned-fans while amassing over $26 million in funding, in the talk, "Star Citizen: Going Beyond Crowdfunding."

Free GDC 2010 Video: indie devs rant at GDC 2010

posted Jan 27 2014


"We have to learn to tell stories with rules, with design, and with play, instead of aping other cultural forms."

In this free GDC Vault video from GDC 2010, Anna Anthropy shares her stack of rants alongside Adam Saltsman, Brandon Boyer, Robin Hunicke, and more. Keep an eye out for Tommy Refenes, who tests his theory as to why the App Store is the 'Tiger Handheld Games of this generation,' in this special Indie Game Maker Rant.

Free ADC 2013 Video: Programming as Art for Nintendo and Apple platforms

posted Jan 24 2014


"What was the biggest challenging coming from [Nintendo] DS development to iOS? I would say there was no challenge, like it was such a relief."

In this free GDC Vault video from the first App Developers Conference, Bob Sabiston of Flat Black Films notes that development for the newer 3DS has improved and discusses several differences he found while exploring the design and UI possibilities on Nintendo's and Apple's portable devices, in the talk "Programming As Art."

Free GDC Next 2013 Video: How The Muppets, Realism, and music can inspire games

posted Jan 21 2014


"We forget that games are part of a much larger universe,"

In this free GDC Vault video from the first GDC Next, co-host John Sharp notes some of the influences outside of games along with co-host Colleen Macklin, introducing USC educator and former Uncharted developer Richard Lemarchand, Journey developer Kellee Santiago, The Unfinished Swan's Ben Esposito, and Wizardry designer Brenda Romero, who share their inspirations from art to music to The Muppets, in the talk "Influences: Thinking Outside the Game."

Free GDC Next 2013 Video: Diversifying feminine archetypes, with Ubisoft's Jill Murray

posted Jan 20 2014


"The challenge for many people is seeing women as any characters, and not as women characters, as if it was a subcategory to itself."

In this free GDC Vault video from the first GDC Next, Ubisoft Quebec director of narrative design Jill Murray (Assassin's Creed III Liberation and AC IV: Black Flag) walks the audience through several examples in history of the breadth and depth of women characters ripe for research, in the talk "Binders Full of Women: Diversifying Feminine Archetypes in Games."


This talk is a follow-up to one Murray gave at GDC 2013, entitled "Diverse Game Characters: Write Them Now!" and is also free to watch.


Free ADC 2013 Video: Trip Hawkins applies the EA Sports model to education games

posted Jan 17 2014


"You have to have the attention of the student, and you have to have them be motivated. This is an area where the game industry has a huge leg up."

In this free GDC Vault video from the first App Developers Conference, Trip Hawkins (EA, 3DO founder) discusses what the game industry can teach educational app developers who target a preteen audience by highlighting how his team will create iPad game IF..., in the talk "Revolutionary Bedfellows: IF Teachers and Game Mechanics Unite to Innovate."

Free GDC 1999 Video: Dreamcast GDC keynote by Bernie Stolar

posted Jan 16 2014


"[E]verything you know about video gaming is about to change, thanks to Dreamcast."

In this free GDC Vault video from GDC 1999, then-president of Sega of America Bernie Stolar delivered a keynote that introduced Sega's final console prior to its US launch. Stolar extolled the virtues of its pioneering Virtual Memory Unit, game-extending online capabilities, and demos of memorable titles such as Shenmue and Capcom's Power Stone, in the talk "Changing for the Better: Redefining Game and Hardware Development through Evolution."


For more on the Dreamcast, Gamasutra has a 10-year retrospective on the console. Also of note for Dreamcast fans: the Shenmue Classic Game Postmortem will be held at GDC 2014 in March, too.


Free GDC Next 2013 Video: from LucasArts to indie, the story of Dynamighty and CounterSpy

posted Jan 15 2014


"This was the version of the games industry that I'd always been waiting for."

In this free GDC Vault video from GDC Next 2013, Dynamighty co-founder David Nottingham reflects on getting the indie itch and founding Dynamighty with John Elliott, then successfully pitching their first new IP to Sony. Nottingham explains how and on what values his team was formed, in the talk "How I Learned to Stop Worrying and Love Making CounterSpy."


To hear about how Dr. Strangelove and Mission Impossible inspired CounterSpy, check out this interview with Nottingham.


Free GDC Next 2013 Video: tricks for procedural terrain generation in iOS MMO Supernauts

posted Jan 10 2014


"There's no need to reinvent the wheel... [Using Unity] removes the need for maintaining overhead for the technology."

In this free GDC Vault video from GDC Next 2013, Grand Cru lead graphics programmer Harri Hatinen says his team chose Unity for the client side of their mobile social MMO. This freed up time to focus on creating quick and efficient procedural algorithms for vibrant terrain, which he covers in the talk "Graphics Technology Challenges and Innovations for iOS in Supernauts."


Other GDC Next 10 talks already available for free include Josh Sawyer of Obsidian on Making a 90s-style PC RPG for today with Project Eternity, Storyteller creator Daniel Benmergui on using plot devices to create gameplay, HumaNature's Greg Johnson on connecting players emotionally in DokiDoki Universe,The Odd Gentlemen's Matt Korba on 'using Lego and literary genius to prototype Wayward Manor', Double Fine 'rethinking the adventure genre' for Broken Age, Team Dakota on Microsoft multiplatform MMO Project Spark and 'turning players into creators', Capy's Nathan Vella on Super Time Force and "turning game jam games into 'full' games", and SWERY on D4 and 'taking control of the Xbox One's Kinect.'

Free GDC Next 2013 Video: Making a 90s-style PC RPG for today with Project Eternity

posted Jan 07 2014


"A lot of people who want to play those [D&D] games are not good at them. That is okay, but we have to help them get into it."

In this free GDC Vault video from GDC Next 2013, Obsidian Entertainment project director Josh Sawyer shares the challenges of capturing the look and feel of classic CRPGs and appealing to newcomers for the team's Kickstarter-funded game, along with tricks to handle the rendering of HD environments with tremendous size and scope, in the talk "Gathering Your Party with Project Eternity."


Other GDC Next 10 talks already available for free include Storyteller creator Daniel Benmergui on using plot devices to create gameplay, HumaNature's Greg Johnson on connecting players emotionally in DokiDoki Universe,The Odd Gentlemen's Matt Korba on 'using Lego and literary genius to prototype Wayward Manor', Double Fine 'rethinking the adventure genre' for Broken Age, Team Dakota on Microsoft multiplatform MMO Project Spark and 'turning players into creators', Capy's Nathan Vella on Super Time Force and "turning game jam games into 'full' games", and SWERY on D4 and 'taking control of the Xbox One's Kinect.'


Free GDC 2010 Video: how Indie Fund works, with 2D Boy's Ron Carmel

posted Jan 06 2014


"Publishers give too much... [they also] take too much in return, because they have to. Not because they're evil."

In this free GDC Vault video from GDC 2010, 2D Boy's Ron Carmel explains how the old retail publishing model doesn't work well for smaller games coming from the explosive indie scene and how Indie Fund (now funding its 10th game, Framed) aims to help fix the funding model, in the talk "Indies and Publishers: Fixing a System That Never Worked."

Free GDC 2010 Video: Embracing minimalist design with Osmos

posted Dec 30 2014


"I think that all games really can use as much polish as possible in the first few minutes."

In this free GDC Vault video from GDC 2010, Hemisphere Games' Eddy Boxerman reflects on what went right with Osmos in the team's second attempt at IGF and demos early prototypes of its propulsion and growth mechanics, along with Andy Nealen on ecnomony and coherence in game design, in the talk "Minimalist Game Design: Growing Osmos."

Free ADC 2013 Video: learn how 'bad guys' attack apps

posted Dec 24 2013


"Storing data on [a mobile] device is a pretty dangerous activity."

In this free GDC Vault video from the first App Developers Conference, Denim Group founder and CTO Dan Cornell offers tips while analyzing an Android, iOS, and web app from the perspective of an attacker to show potential vulnerabilities, in the talk "Smart Phone, Dumb Apps: How the Bad Guys View Your Mobile Applications."

Free GDC Next 2013 Video: using plot devices to create gameplay

posted Dec 23 2013


"I wanted the simulation of the game to be predictable so players can feel they are in control of the story."

In this free GDC Vault video from GDC Next 2013, Today I Die and I Wish I Were the Moon developer Daniel Benmergui demos his upcoming game extensively to illustrate its instantaneous and simple story-building mechanics, in the talk "Using Plot Devices to Create Gameplay in Storyteller."


Other GDC Next 10 talks already available for free include HumaNature's Greg Johnson on connecting players emotionally in DokiDoki Universe,The Odd Gentlemen's Matt Korba on 'using Lego and literary genius to prototype Wayward Manor', Double Fine 'rethinking the adventure genre' for Broken Age, Team Dakota on Microsoft multiplatform MMO Project Spark and 'turning players into creators', Capy's Nathan Vella on Super Time Force and "turning game jam games into 'full' games", and SWERY on D4 and 'taking control of the Xbox One's Kinect.'


Free ADC 2013 Video: Developing apps and games in the 3rd dimension

posted Dec 16 2013


"The goal is to make [your app or game] as inuitive as possible, so intuitive that hopefully [it] requires no instructions or any tutorials."

In this free GDC Vault video from the first App Developers Conference, Funktronik Labs founder Eddie Lee discusses creating his audio-visual Lotus app for the Leap Motion controller, while recalling his time at Q-Games developing IGF-nominated, PS Move-controlled PixelJunk 4AM and other 3D input and gesture technologies in "Developing Apps in the 3rd Dimension."

Free GDC Next 2013 Video: connecting emotionally in PlayStation's Doki-Doki Universe

posted Dec 13 2013


"We wanted to touch on some sweeter emotions, the kind that make you tear up and smile at the same time, not what you usually find in the games biz."

In this free GDC Vault video from GDC Next 2013, HumaNature Studios' Greg Johnson (Starflight, ToeJam & Earl) discusses how this PS3, PS4, and PS Vita game's interactive story and world were crafted for emotional connectivity, in the talk "Doki-Doki Universe: Sweet, Simple and Genuine."


Other GDC Next 10 talks already available for free include The Odd Gentlemen's Matt Korba on 'using Lego and literary genius to prototype Wayward Manor', Double Fine 'rethinking the adventure genre' for Broken Age, Team Dakota on Microsoft multiplatform MMO Project Spark and 'turning players into creators', Capy's Nathan Vella on Super Time Force and "turning game jam games into 'full' games", and SWERY on D4 and 'taking control of the Xbox One's Kinect.'



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