Skip to main content

Game Development reports and market data

5,612 documents·485 writers·1,670 charts and tables

Documents

Cover of GDC Plays Age of Empires II: Definitive Edition with lead developer Bert Beeckman
59 min
Game Developers Conference59 min

GDC Plays Age of Empires II: Definitive Edition with lead developer Bert Beeckman

Forgotten Empires evolved from a grassroots community modding collective into a professional studio through a strategic partnership with Microsoft, culminating in the comprehensive reconstruction of Age of Empires II.

  • Forgotten Empires scaled the Age of Empires II: Definitive Edition data size down from a peak of 120GB during pre-beta testing to approximately 30GB for the final release to ensure accessibility across a wider range of hardware.
  • The development team transitioned from the HD Edition's approach of simply scaling up original sprites to creating entirely new, high-quality assets for every element in the game.
  • The project reached over 1 million lifetime downloads, a milestone that exceeded the developers' initial expectations and solidified the partnership between Forgotten Empires and Microsoft.
Game Developers ConferenceDec 2019
Cover of 3D Texturing Basics (Unity + Blender 2.8 Tutorial!)
54 min
Thomas Brush54 min

3D Texturing Basics (Unity + Blender 2.8 Tutorial!)

Effective 3D texturing relies on a precise workflow that bridges the gap between geometric modeling and visual presentation.

  • Manual UV unwrapping in Blender is the professional standard for maximizing texture space and ensuring high-quality visual output, as it provides superior control over resolution compared to automated tools.
  • Strategic seam placement in inconspicuous areas is the critical foundation for flattening 3D surfaces into 2D planes while maintaining texture detail.
  • Integrating Photoshop with Unity via PSD files creates an efficient workflow where Unity automatically updates any changes made to the source texture files.
Thomas BrushDec 2019
Cover of Cascadeur: Changing the World of Animation One Frame at a Time with Alexander Grishanin | GduX.me
63 min
Game Dev Unchained63 min

Cascadeur: Changing the World of Animation One Frame at a Time with Alexander Grishanin | GduX.me

The animation industry faces a persistent challenge in achieving physical accuracy, as traditional 3D tools often lack integrated systems for tracking center-of-mass and inertia.

  • Cascadeur integrates physics-based simulation directly into the 3D animation workflow to automate the calculation of ballistic trajectories and angular momentum.
  • The software utilizes neural networks to allow animators to achieve realistic, physically accurate movements like parkour and mid-air rotations without the need for expensive motion capture.
  • The platform aims to disrupt the dominance of legacy software like Maya by offering a modern, accessible alternative that prioritizes physics-compliant movement.
Game Dev UnchainedDec 2019
Cover of All Choice No Consequence: Efficiently Branching Narrative
31 min
Game Developers Conference31 min

All Choice No Consequence: Efficiently Branching Narrative

Effective narrative design centers on the principle that a cohesive, singular story outline is superior to complex, multi-path structures that frequently lead to bloated budgets and extended development timelines.

  • Prioritize a singular, cohesive narrative outline over complex multi-path structures to prevent bloated budgets and extended development timelines.
  • Focus on impactful, relationship-building choices that provide agency within a consistent framework, as empirical data shows players rarely replay games solely to see different narrative paths.
  • Maintain a pacing of one choice per minute, with major narrative branches occurring every 20 to 30 minutes to balance engagement with production efficiency.
Game Developers ConferenceDec 2019
Cover of GDC Plays MechWarrior 5: Mercenaries with Piranha Games' Russ Bullock
62 min
Game Developers Conference62 min

GDC Plays MechWarrior 5: Mercenaries with Piranha Games' Russ Bullock

MechWarrior 5: Mercenaries serves as a modernization of the long-standing franchise, designed to translate the deliberate, heavy combat mechanics of the series into a deep, non-linear single-player campaign.

  • Piranha Games developed MechWarrior 5: Mercenaries as a non-linear, single-player campaign, leveraging eight years of technical experience and assets from MechWarrior Online.
  • The game features a complex damage model with dozens of distinct degradation states and fully destructible urban environments to simulate the experience of piloting a heavy tank.
  • Development efficiency was bolstered by strategic partnerships, including asset sharing and localization collaboration with Harebrained Schemes.
Game Developers ConferenceDec 2019
Cover of Ripple Effect: How Women-in-Games Initiatives Make a Difference
58 min
Game Developers Conference58 min

Ripple Effect: How Women-in-Games Initiatives Make a Difference

Women-in-games initiatives function as essential catalysts for diversifying the gaming industry by providing accessible entry points, professional networks, and leadership development for underrepresented creators.

  • Women-in-games initiatives, such as the Difference Engine Initiative, Ladycade, and Game Jam Stockholm, successfully bridge the gap between amateur interest and professional careers by providing structured mentorship and technical skill-building.
  • The 'ripple effect' model demonstrates that long-term industry growth is sustained when initial program participants transition into roles as mentors, organizers, and advocates for new talent.
  • Effective grassroots programs utilize specific structural supports—including clear codes of conduct and quiet breakout spaces—to create inclusive environments that foster confidence and professional advancement.
Game Developers ConferenceDec 2019
Cover of The Alchemy and Science of Machine Learning for Games
50 min
Game Developers Conference50 min

The Alchemy and Science of Machine Learning for Games

Machine learning is fundamentally transforming game production by shifting development from manual, rule-based programming toward data-driven automation.

  • Machine learning is shifting game production from manual, rule-based programming to data-driven automation, specifically for generating complex assets like real-time animations, dialogue, and lip-syncing.
  • Studios are successfully integrating experimental machine learning tools by colocating researchers with developers to prototype solutions using proprietary datasets.
  • Automated systems are currently most effective for scalable, complex tasks such as traffic simulation, game balancing, and automated quality assurance testing.
Game Developers ConferenceDec 2019
Cover of Blender Modeling Basics In 30 Mins (Let's design a headcrab)!
34 min
Thomas Brush34 min

Blender Modeling Basics In 30 Mins (Let's design a headcrab)!

Creating organic 3D creatures in Blender relies on a structured workflow that prioritizes clean topology and efficient modeling techniques.

  • Effective organic character modeling relies on a systematic workflow that transforms basic geometric primitives like UV spheres into complex forms through iterative extruding, insetting, and vertex merging.
  • Maintaining a low polygon count during the initial modeling phase is critical for ensuring the mesh remains manageable for future animation and weight painting tasks.
  • Symmetry and anatomical accuracy are achieved by utilizing mirror modifiers and proportional editing to shape biological contours and appendages.
Thomas BrushDec 2019
Cover of This is Amazing! Writing the Supportive Space Coach in Destiny
30 min
Game Developers Conference30 min

This is Amazing! Writing the Supportive Space Coach in Destiny

The evolution of the Crucible announcer in Destiny demonstrates a strategic shift from utilizing generic, dystopian drill sergeants to crafting a fully realized, supportive character.

  • Transforming a functional announcer into a compelling character requires shifting from objective-based, repetitive dialogue to a persona with a distinct backstory, motivations, and a personal relationship with the player.
  • The 'supportive space dad' archetype for Lord Shaxx was achieved by replacing generic drill sergeant lines with enthusiastic, reactive commentary that acknowledges specific player achievements and class-based identities.
  • Competitive game modes should utilize characters rather than disembodied announcers to serve as a narrative channel, ensuring that even in modes without a traditional plot, the dialogue remains grounded in the game's fiction.
Game Developers ConferenceDec 2019
Cover of How I Handle Playtesting
18 min
Jonas Tyroller18 min

How I Handle Playtesting

Effective playtesting is essential for indie game development, serving as a vital mechanism to bridge the gap between a developer’s internal perspective and the actual player experience.

  • Triangulate feedback by combining qualitative survey data with quantitative game analytics to distinguish between isolated player opinions and systemic design issues.
  • Use objective game analytics—such as tracking level starts, death counts, and completion rates—to identify and smooth out unintended difficulty spikes.
  • Gather qualitative insights by asking playtesters to write hypothetical Steam reviews, providing a realistic preview of how the market will perceive the game before final release.
Jonas TyrollerDec 2019
Cover of In the Valley of Gods Canceled?! | Games ReCAP
5 min
Game Dev Unchained5 min

In the Valley of Gods Canceled?! | Games ReCAP

The development of In the Valley of Gods, the highly anticipated project from the former Campo Santo team, has been officially placed on indefinite hold following the studio's acquisition by Valve.

  • The development of Campo Santo’s 'In the Valley of Gods' has been placed on indefinite hold following the studio's acquisition by Valve.
  • Former Campo Santo staff have been reassigned to internal Valve projects, including 'Half-Life: Alyx', 'Dota Underlords', and Steam platform development.
  • The project's original creative momentum has been dismantled due to the departure of key personnel, including contract writers who held significant institutional knowledge.
Game Dev UnchainedDec 2019
Cover of Classic Postmortem: GoldenEye 007
68 min
Game Developers Conference68 min

Classic Postmortem: GoldenEye 007

The development of GoldenEye 007 serves as a definitive case study in how creative autonomy and iterative design can overcome severe technical limitations.

  • GoldenEye 007 transitioned from an on-rails shooter to a landmark first-person shooter by prioritizing iterative design and environmental interactivity over rigid, top-down management.
  • The development team successfully navigated severe technical limitations, such as extremely limited texture cache sizes on the Nintendo 64, by utilizing a flat, collaborative organizational structure.
  • The game achieved long-term success by balancing cinematic ambition with non-realistic, idiosyncratic mechanics like exaggerated physics and humor, which encouraged player experimentation.
Game Developers ConferenceDec 2019

Writers

Games and companies

Related topics