GDC - Channel
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Lessons Learned from VR Prototyping
In this rapid-fire 2016 VRDC talk, Rob Jagnow of Google gives a quick review of some of Google's ... -
Controlling Carnage: Effective Side-Scroller Controls on Mobile
In this 2015 GDC talk, Roadhouse Interactive's Kayla Kinnunen breaks down the creation of the con... -
Portal 2: Creating a Sequel to a Game That Doesn't Need One
In this GDC 2012 talk, Valve's Erik Wolpaw and Chet Faliszek (not shown, but they're there -- pro... -
Data and Insights in the VR Market
In this 2016 GDC session, EEDAR's Patrick Walker shares some useful data on the virtual reality m... -
Practical Procedural Generation for Everyone
In this 2017 GDC session, Tracery developer Kate Compton explains the many surprisingly simple al... -
Darkest Dungeon: A Design Postmortem
In this 2016 GDC postmortem, Red Hook Studios' Tyler Sigman covers what went right from a design ... -
30 Things I Hate About Your Game Pitch
In this 2017 GDC talk, Game On The Rails' Brian Upton describes thirty annoying or counterproduct... -
Luke Muscat's Big and Small Ideas About Mobile Game Development
Fruit Ninja and Jetpack Joyride creator Luke Muscat shares some big ideas and small ideas about t... -
The Importance of Everything: Analytics of Map Design
In this 2014 GDC session, Epic Games' Jim Brown covers some of the successes and failures of leve... -
Creating Bioshock Infinite's Elizabeth
Behind the critical success of BioShock Infinite is the game's heart and soul, Elizabeth. Not onl... -
Owlboy: The Evolving Art of a 10 Year Project
In this 2017 talk, D-Pad Studios' Jo-Remi Madsen and Simon Stafsnes Andersen explain how the art ... -
Destiny's Multithreaded Rendering Architecture
In this GDC 2015 talk, Natalya Tatarchuk delves into the renderer that Bungie developed for Desti...