GDC - Channel
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Making the World Give a Damn About Your Game in 2018
In this 2018 GDC talk, No More Robots' Mike Rose discusses what currently works (and what doesn't... -
The 2018 Failure Workshop
In this 2018 GDC workshop, developers Hugh Monahan & Tanya X. Short share stories about failures ... -
Overcoming Analysis Paralysis Experimenting with Bears vs Art
Thanks to analytics, we have more information about our games than ever before. But instead of em... -
Classic Game Postmortem: Ultima Online
In this 2018 GDC session, Raph Koster, Starr Long, Richard Garriott de Cayeux & Rich Vogel talk a... -
IK Rig: Procedural Pose Animation
In this 2016 GDC talk, Ubisoft's Alexander Bereznyak breaks down the basics of IK Rig technology ... -
Failing to Fail: The Spiderweb Software Way
In this GDC 2018 talk, Spiderweb Software's Jeff Vogel presents a retrospective on his company's ... -
We Made #IDARB and You Can Too
Part of GDC 2015's 'Micromortems' in the Game Career Seminar, Other Ocean's Frank Cifaldi & Mike ... -
FTL Postmortem: Designing Without a Pitch
The creation of FTL: Faster Than Light began with the desire to experience what it would feel lik... -
Seven Years in Alpha: The Thumper Postmortem
In this 2017 GDC postmortem, Thumper co-creator Marc Flury explains how he and collaborater Brian... -
Classic Game Postmortem: Fallout
In this classic 2012 GDC Postmortem, Fallout producer/programmer/designer Timothy Cain delivers a... -
Rendering the World of Far Cry 4
In this 2015 GDC session, Ubisoft Montreal's Stephen McAuley explains how rendering Kyrat, the be... -
Math for Game Programmers: Understanding Homogeneous Coordinates
In this 2015 GDC tutorial, SMU Guildhall's Squirrel Eiserloh provides helpful tips on using Homog...