GDC - Channel
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GDC 2017 Flash Forward: Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV
Photos are what make a trip. In 'Final Fantasy XV', one of your camera-maniac best buddies, Promp... -
The 2017 Failure Workshop
In this 2017 workshop, three game developers, Adriaan de Jongh, Michael Molinari and Tim Rogers c... -
The Art of Journey
In this talk given at GDC 2013, art director Matt Nava presents the artwork he created during the... -
Small Teams, Big Dreams: How to Build a Small Team to Do Great Things
In this 2015 GDC talk, HandCircus' Simon Oliver delivers practical advice on how smaller game dev... -
Valve's Physics for Game Programmers
In this 2014 lecture, Valve's Sergiy Migdalskiy shows how to implement an advanced visual debugge... -
Designing For Exploration & Choice In Firewatch
Firewatch is a first person game that focuses on narrative while still allowing for exploration a... -
Making Fluid and Powerful Animations For Skullgirls
How do you get the clearest, most fluid animation in a 2D game and make it work with responsive g... -
Slime Rancher: A Preemptive Postmortem
In this 2017 GDC postmortem, Monomi Park's Nick Popovich discusses the development history of Sli... -
Level Up Your Game: The Untapped Potential of Roguelikes
In this 2015 GDC session, Riot Games' Tom Cadwell explains how design elements from roguelike gam... -
Three Statistical Tests Every Game Developer Should Know
In this 2016 GDC session, Insomniac Games' Elan Ruskin gives a how-to on statistics for answering... -
Sand Rendering in Journey
In this 2013 GDC session, thatgamecompany's John Edwards covers all the technical details of the ... -
Level Design Workshop: Designing Celeste
In this 2017 GDC session, Celeste lead developer Matt Thorson touches on a range of topics throug...