GDC

218,372
  • HITMAN Season 1: From Executive Producer to Showrunner - Duration: 1 hour, 4 minutes.

    • 2 days ago
    • 1,766 views
    In this 2016 GDC Europe talk, Io-Interactive's Hannes Seifert shares the highs and lows of transforming Hitman into an episodic release title with one of the most critically acclaimed live support ...
  • Mind Games: Brain Training for Game Developers - Duration: 59 minutes.

    • 3 days ago
    • 5,209 views
    In this 2012 GDC talk, game developer Scott Crabtree presents a series of brain games that can help game developers keep their minds sharp for making their own wonderful games.

    Register for GDC: ...
  • Life is Strange: The Blue Age of Storytelling - Duration: 1 hour, 4 minutes.

    • 4 days ago
    • 3,734 views
    In this GDC Europe 2016 talk, Dontnod's Christian Divine reflects on the writing and design process for Life is Strange, and how its development heralds a new era for narrative games.

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  • Rewards in Video Games - Duration: 1 hour.

    • 5 days ago
    • 10,165 views
    In this 2017 GDC session, Blizzard Entertainment's Travis Day share ssome of the hard learned lessons about how reward systems can guide or harm player experience in games like World of Warcraft a...
  • Board Game Design Day: Race for the Galaxy: Digital Design Gems - Duration: 30 minutes.

    • 6 days ago
    • 2,646 views
    In this 2018 GDC session, Temple Gates Games' Theresa Duringer presents design tricks from Temple Gate Games' toolbox for digitizing games like Race for the Galaxy that can apply to your projects.
    ...
  • Creative Panic: How Agility Turned Terror Into Triumph - Duration: 1 hour.

    • 1 week ago
    • 3,638 views
    In this 2012 GDC session, Double Fine's Nathan Martz, Brad Muir, Lee Petty and Tim Schafer explains the inspiration and ideas behind the Amnesia Fortnight and how it is central to the way Double Fi...
  • Creating the Characters and World of Mafia III - Duration: 52 minutes.

    • 1 week ago
    • 2,761 views
    In this 2017 GDC session Hangar 13's William Harms discusses how the team at Hangar 13 used real history to inform Mafia III's characters and overarching narrative, and the decisions that drove the...
  • Successful Freelancing in Game Audio - Duration: 32 minutes.

    • 1 week ago
    • 3,489 views
    In this 2018 GDC talk, Akash Thakkar explores the life of freelancing in video game audio, exploring everything from finding high-quality work, and helping you answer the dreaded question "So, what...
  • Classic Game Postmortem - Bejeweled - Duration: 57 minutes.

    • 1 week ago
    • 6,292 views
    In this 2011 GDC talk, PopCap Games' Jason Kapalka delivers a postmortem of one of the most popular puzzle games of all time.

    Register for GDC: https://ubm.io/2yWXW38

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  • Keep it Together: Encouraging Cooperative Behavior During Co-op Play - Duration: 57 minutes.

    • 1 week ago
    • 4,369 views
    In this 2011 GDC session, Ubisoft Toronto's Patrick Redding explores game mechanics that help encourage cooperative play for the benefit of other game developers.

    Register for GDC: https://ubm.io...
  • Making Your Games Better with Psychology and Playtesting, the Uncharted Way - Duration: 1 hour, 8 minutes.

    • 2 weeks ago
    • 6,932 views
    In this 2012 GDC session, Richard Lemarchand (formerly of Naughty Dog) uses this session to try and dispel some of the confusion about how videogames keep us fascinated, by introducing the psycholo...
  • The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hearts to Games - Duration: 1 hour, 2 minutes.

    • 2 weeks ago
    • 2,898 views
    In this 2012 GDC session, composers Brandi House and Marty O'Donnell illuminate powerful insights uncovered through user research about how people really feel in response to music in games.

    Regis...
  • Pushing Boundaries: Animating Expansion Packs for The Witcher 3 Wild Hunt - Duration: 28 minutes.

    • 2 weeks ago
    • 6,252 views
    In this 2017 GDC talk, CD Projekt Red's Sebastian Kalemba talks about the most important upgrades in CD Projekt RED's pipeline and workflow based on a few cool examples they while producing two exp...
  • Meditation for Devs: Maintaining Your Sanity for Crunch and Beyond - Duration: 30 minutes.

    • 2 weeks ago
    • 3,873 views
    In this 2018 GDC session, The Deep End Games' Amanda Gardner explains how to deal with difficult emotional states on the job, presents fast and easy strategies for changing your state without havin...
  • The CVAA and Gaming: Your Legal Responsibilities - Duration: 29 minutes.

    • 3 weeks ago
    • 2,819 views
    In this 2018 GDC session, advocates Bill Curtis-Davidson and Mark Barlet break down the CVAA in understandable terms to help game developers create accessible experiences when designing great new g...
  • Player-Driven Stories: How Do We Get There? - Duration: 58 minutes.

    • 3 weeks ago
    • 8,840 views
    In this 2011 GDC talk, LucasArts' Kent Hudson describes methods and techniques to help you put the player in charge of their own narrative.




    Register for GDC: https://ubm.io/2yWXW38

    Join the GD...
  • Physics Animation in Uncharted 4: A Thief's End - Duration: 55 minutes.

    • 3 weeks ago
    • 68,484 views
    In this 2017 GDC talk, Naughty Dog's Michal Mach explains how to drive physics objects with animation more predictably, with minimal distortions and almost absolute artistic control.

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  • Halo Wars 2: A UX Postmortem - Duration: 27 minutes.

    • 4 weeks ago
    • 4,141 views
    In this 2018 GDC talk, 343 Industries' Max Szlagor shares how they tackled the unique challenge of delivering a high quality, cross-platform UX vision for 'Halo Wars 2' across multiple studios.

    R...
  • Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience - Duration: 36 minutes.

    • 1 month ago
    • 4,262 views
    In this 2011 GDC talk, Valve's Mike Ambinder explores how the company is making use of biofeedback - the measuremnet, display, analysi,s modification, manipulation, and response of psychological si...
  • MUD: Messrs Bartle and Trubshaw's Astonishing Contrivance - Duration: 1 hour, 11 minutes.

    • 1 month ago
    • 3,649 views
    In this 2010 GDC Online session, Richard Bartle, co-creator of MUD, explains the thinking behind its original design and corrects some of the commonly-held misconceptions about what it must have be...
  • Player Traversal Mechanics in the Vast World of Horizon Zero Dawn - Duration: 1 hour.

    • 1 month ago
    • 6,286 views
    In this 2017 GDC session, Guerrilla Games' Paul van Grinsven explores the traversal system that allows Aloy to explore the vast world of Horizon Zero Dawn.

    Register for GDC: https://ubm.io/2yWXW38...
  • The GDC 2018 Micro Postmortems - Duration: 56 minutes.

    • 1 month ago
    • 4,060 views
    In this 2018 GDC session, game developers Brandon Sheffield, Audrey Moon and Dan Boutros chronicle the ups and downs of the development of their vastly different games to help you better understand...
  • Board Game Design Day: Balancing Mechanics for Your Card Game's Unique Power Curve - Duration: 30 minutes.

    • 1 month ago
    • 4,460 views
    In this 2018 GDC talk, The Pokemon Company's Dylan Mayo sets some base truths and examines the curves of some of the biggest games in the CCG space, including Magic: The Gathering, The Pokemon Trad...
  • Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Joyride - Duration: 58 minutes.

    • 1 month ago
    • 4,644 views
    In this 2012 GDC talk, Halfbrick Studios' Luke Muscat goes over the ever evolving process at Halfbrick Studio for updating and maintaining its popular iOS releases.

    Register for GDC: https://ubm.i...
  • Hacking into the Combat AI of Watch Dogs 2 - Duration: 30 minutes.

    • 1 month ago
    • 4,464 views
    In this 2017 GDC talk, Ubisoft's Chae Dickie-Clark shows how the NPCs of Watch Dogs 2 efficiently process their environment to select cover and perform other dynamic behaviors thanks to an intricat...
  • The Living World of The Witcher 3: The Wild Hunt - Duration: 1 hour.

    • 1 month ago
    • 10,146 views
    In this 2016 GDC Europe session, CD Projekt Red's Matthew Steinke explains how he developed a deep role-playing experience that would provide players with gameplay that spans the vast open world of...
  • GDC plays Hades with Greg Kasavin - Duration: 59 minutes.

    • 1 month ago
    • 3,875 views
    The GDC team sits down with Supergiant Games creative director Greg Kasavin to discuss Hades, the company's new roguelike game! -- Watch live at https://www.twitch.tv/gdc
  • Cosmic Top Secret: Do We Really Know Each Other? - Duration: 25 minutes.

    • 1 month ago
    • 1,295 views
    In this 2018 GDC talk, indie developers Trine Laier, Lise Saxtrup and Kristian Torgard share concrete suggestions about reaching new kinds of audiences based on their experience combining film and...
  • Weaving 13 Prototypes into 1 Game: Lessons from Edith Finch - Duration: 1 hour, 9 minutes.

    • 1 month ago
    • 4,879 views
    In this 2018 GDC session, Giant Sparrow's Ian Dallas talks about how he and his team approached prototyping What Remains of Edith Finch, where the goal was for each mechanic to be something players...
  • The 2011 Game Design Challenge - Duration: 59 minutes.

    • 1 month ago
    • 2,901 views
    In this classic 2011 GDC game design challenge, Jenova Chen, Jason Rohrer and John Romero all pitch hypothetical games that that create a combination of gameplay and religious concepts.

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  • Polishing Uncharted 3 - Duration: 25 minutes.

    • 1 month ago
    • 5,594 views
    In this 2012 GDC session, Naughty Dog's Benson Russell goes over the approach and principles that Naughty Dog uses to make games like Uncharted 3 as polished as possible.

    Register for GDC: https:/...
  • Stop Shouting! Collaboration Through Candid Conversation - Duration: 54 minutes.

    • 1 month ago
    • 2,882 views
    In this 2017 GDC session, Happy Brain Science's Scott Crabtree discusses how to better manage cultures of conflict in your company in order to create more productive, less stressful work environmen...
  • The Nature of Order in Game Narrative - Duration: 1 hour, 2 minutes.

    • 1 month ago
    • 5,861 views
    In this 2018 GDC talk, Schell Games' Jesse Schell explores common elements in well-received game narratives in order to help your next game have a story that will stick with players long after they...
  • Board Game Design Day: Cardboard Interfaces: UX for Board Games - Duration: 29 minutes.

    • 1 month ago
    • 4,240 views
    In this 2018 GDC session, Foxtrot Games' Randy Hoyt explores the many details that board game publishers and producers consider when turning solid game prototypes into great product experiences.

    ...
  • Classic Game Postmortem - Another World - Duration: 1 hour, 5 minutes.

    • 1 month ago
    • 6,339 views
    In this GDC 2011 talk, Ubisoft's Eric Chahi reveals his process developing the innovative game Another World (known as Out of This World in Japan)

    Register for GDC: https://ubm.io/2yWXW38

    Join th...
  • The Art of Dear Esther – Building an Environment to tell a Story - Duration: 22 minutes.

    • 1 month ago
    • 4,415 views
    In this 2013 GDC talk, LittleLostPoly's Robert Briscoe discusses his philosophy and approach to some of the important processes involved telling a rich visual story through the environment of Dear ...
  • GDC Plays Mutant Year Zero: Road to Eden with The Bearded Ladies - Duration: 1 hour, 3 minutes.

    • 1 month ago
    • 1,892 views
    We talked to the lead developers of Mutant Year Zero: Road to Eden, to learn more about making the XCOM-inspired game that draws from the popular Swedish tabletop series! -- Watch live at https://...
  • Taking Back What's Ours: The AI of Dishonored 2 - Duration: 1 hour.

    • 1 month ago
    • 6,428 views
    In this 2017 GDC session, Arkane Studios' Laurent Couvidou and Xavier Sadoulet explain how the AI of Dishonored 2 was designed for a variety of systems including coordination of multiple NPCs, spat...
  • Playing with Pride: When Game Culture and LGBTQ Culture Collide - Duration: 1 hour, 4 minutes.

    • 1 month ago
    • 4,533 views
    In this 2018 GDC talk, documentarian Matt Baume introduces game developers to a wide array of LGBTQ players to help them better understand the wants, needs, and challenges of people who play video ...
  • Classic Game Postmortem: The Bard's Tale I and II - Duration: 1 hour, 4 minutes.

    • 1 month ago
    • 4,219 views
    In this 2018 GDC postmortem, Michael Cranford shares the vision that led him to the conception of The Bard's Tale series, walking through the design and development decisions inspired by his years...
  • Bringing Hell to Life: AI and Full Body Animation in DOOM - Duration: 32 minutes.

    • 2 months ago
    • 8,821 views
    In this 2017 GDC talk, id Software's Jake Campbell explains some of the techniques that were used to make the full-body AI animations of DOOM in a modern game environment.

    Register for GDC: https:...
  • Rick and Morty: Virtual Rick-ality Postmortem: VR Lessons *Burrrp* Learned - Duration: 1 hour.

    • 2 months ago
    • 4,618 views
    In this 2018 GDC talk, Owlchemy Labs' Alex Schwartz and Devin Reimer break down the successes, failures, and lessons learned during the development of Rick and Morty: Virtual Rick-ality.

    Register...
  • An Interactive Sound Dystopia: Real-Time Audio Processing in NieR:Automata - Duration: 1 hour.

    • 2 months ago
    • 5,756 views
    In this 2018 GDC talk, PlatinumGames' Shuji Kohata explains the spatial audio techniques used in NieR:Automata's desolate landscapes and natural environments and the noise and retro effects used to...
  • Contrastive Juxtaposition: Contrast and Context in BioWare Story and Cinematics - Duration: 50 minutes.

    • 2 months ago
    • 4,994 views
    In this 2012 GDC talk, BioWare's Jonathan Perry examines how BioWare has used contrast and context in Mass Effect and Dragon Age and how these techniques can be implemented across different departm...
  • Designing Over the Top - Saints Row: The Third Postmortem - Duration: 1 hour.

    • 2 months ago
    • 3,780 views
    In this 2012 GDC session, Volition's Scott Phillips walks viewers through defining the initial tonal and creative boundaries for Saint's Row: The Third andexplains the processes used to iterate an...
  • GDC Q&A with Blackout Club developers Jordan Thomas and Michael Kelly - Duration: 57 minutes.

    • 2 months ago
    • 757 views
    GDC sits down with two developers from the company Question to talk about their latest game The Blackout Club -- Watch live at https://www.twitch.tv/gdc
  • Bound: Emotions Through Ballet and Modern Art - Duration: 50 minutes.

    • 2 months ago
    • 1,779 views
    In this 2017 GDC session, Plastic's Michal Staniszewski showcases an iterative process of Bound, focusing on the moments when the ballerina character and procedural generation of the world were imp...
  • Zen and the Art of Game Audio Maintenance - Duration: 29 minutes.

    • 2 months ago
    • 3,708 views
    In this 2018 GDC session, Guerrilla Games' Anton Woldhek present some practical tips from his years of experience in game development on the art of developing audio soundscapes for video games like...
  • Designing Race for the Galaxy: Making a Strategic Card Game - Duration: 1 hour.

    • 2 months ago
    • 6,294 views
    In this 2018 GDC talk, game designer Tom Lehmann discusses his acclaimed card game Race for the Galaxy, walking through through its use of cards as resources, simultaneous play, luck mitigation via...
  • GDC Live Q&A: Lucas Pope and Return of the Obra Dinn - Duration: 1 hour.

    • 2 months ago
    • 5,790 views
    GDC talks to Lucas Pope about the development of Return of the Obra Dinn -- Watch live at https://www.twitch.tv/gdc
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