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Cover of Too many 'compulsion loops' in PC games?
37 min
GameDiscoverCo37 min

Too many 'compulsion loops' in PC games?

Vertical video has emerged as a critical driver for game discovery, fundamentally altering how developers approach marketing and audience acquisition.

  • Influencers are currently the primary source of traffic for Steam games, particularly for strategy, tactics, and roguelike titles, making them essential partners for developers.
  • Vertical video has surpassed horizontal video in internet consumption, necessitating that developers consider how their game visuals appear when cropped for platforms like TikTok and Instagram.
  • Technical performance on mid-level PC hardware is critical for launch success, as evidenced by the negative reception of the Marvel Tokon: Fighting Souls open beta due to poor optimization.
GameDiscoverCoAug 2026
Cover of Session: AAA Game Development: A Peek Behind The Curtain - Ari Arnbjörnsson, Epic Games,
22 min
PocketGamer.biz22 min

Session: AAA Game Development: A Peek Behind The Curtain - Ari Arnbjörnsson, Epic Games,

This presentation provides an insider’s perspective on the realities of AAA game development, drawing on the speaker’s 18-year career, including roles at Housemarque and Epic Games.

  • AAA game development is defined by large team sizes and significant budgets, often resulting in projects held together by 'scaffolding'—vestigial code and features from previous iterations that remain because they are too deeply integrated to remove.
  • Imposter syndrome is prevalent in the industry, but it should not prevent professionals from asking questions, as the complexity of AAA development means no single individual can possess all the answers.
  • Internationalization is a major technical hurdle, as languages like German or Russian can be 30% to 50% longer than English, requiring UI systems that can handle significant text overflow and complex grammatical rules like gendered nouns and multiple pluralization forms.
PocketGamer.bizAug 2026
Cover of 260 Hours of MoCap: Baldur's Gate 3's Karlach Actor on Game Performance | GDC Side Quest
29 min
Game Developers Conference29 min

260 Hours of MoCap: Baldur's Gate 3's Karlach Actor on Game Performance | GDC Side Quest

The production of modern narrative-driven video games requires a fundamental shift in how studios engage with performers, moving away from treating actors as mere technical assets toward fostering deep, collaborative partnerships.

  • Samantha Béart performed 260 hours of motion capture work for the character Karlach in Baldur's Gate 3, requiring the recording of multiple thematic variations for scenes to account for various player-driven narrative outcomes.
  • Game studios should integrate actors earlier in the development process by utilizing traditional theatrical practices like table readings and chemistry tests to improve performance quality and character consistency.
  • Actors can improve their performance in abstract or green-screen environments by applying theatrical techniques, such as Peter Brook’s 'magic space,' to visualize and ground their interactions within the game world.
Game Developers ConferenceJul 2026
Cover of Review of PC Gamer March 1997
63 min
How To Market A Game63 min

Review of PC Gamer March 1997

The mid-1990s PC gaming landscape was defined by a pivotal transition toward strategy, simulation, and immersive 3D experiences, signaling a departure from traditional point-and-click adventure games.

  • In the March 1997 PC Gamer Awards, Civilization II was named Game of the Year, beating out high-profile titles like Quake and Tomb Raider.
  • Looking Glass Studios, despite their focus on immersive sims like System Shock, produced a golf simulator during this period to generate revenue and offset the high costs of their innovative projects.
  • PC gaming in 1997 was characterized by a heavy reliance on expensive, specialized peripherals like flight sticks and steering wheels, distinguishing the platform from the console market.
How To Market A GameJul 2026
Cover of Destiny’s biggest rival Warframe has had ‘two years of massive growth’
31 min
The Game Business31 min

Destiny’s biggest rival Warframe has had ‘two years of massive growth’

Warframe has achieved a period of unprecedented expansion over the last two years, consistently defying internal projections that the title had reached its maturity.

  • Warframe has experienced two years of massive, unexpected growth, defying internal projections that the game had reached its maturity phase.
  • The studio is executing a dual-title strategy by positioning the upcoming fantasy game, Soulframe, as a parallel pillar to the science-fiction-based Warframe to capture distinct thematic audiences.
  • Operational success is driven by a development philosophy of radical transparency and iterative updates, which has successfully balanced the needs of veteran players with new user onboarding.
The Game BusinessJul 2026
Cover of Let's Review Your Games — Ep. 060
28 min
Thomas Brush28 min

Let's Review Your Games — Ep. 060

The provided content features a game development critique session focused on evaluating indie titles to provide constructive feedback before their official releases.

  • To prevent players from bypassing level content in first-person shooters, developers should implement trigger-based 'lockdown' systems that force players to defeat all enemies in a zone before progressing.
  • Game feel is prioritized by ensuring combat is highly reactive, with instantaneous feedback and clear telegraphing of actions, even if graphics and audio quality are suboptimal.
  • Destructible environmental objects should provide clear visual and audio cues, such as flashing white or breaking animations, to communicate to the player that an object is interactive.
Thomas BrushJul 2026
Cover of Why are Historical Games so Crunchy? | Design Club
84 min
Extra Credits84 min

Why are Historical Games so Crunchy? | Design Club

Historical games frequently employ high levels of mechanical complexity, or "crunch," to satisfy a player base that demands rigorous authenticity and factual fidelity.

  • Historical games utilize 'crunch'—complex, detailed systems—to achieve verisimilitude, the emotional resonance that makes a setting feel authentic to players even if it isn't perfectly accurate.
  • Historical accuracy is often prioritized because players have deep, real-world cultural and personal connections to historical events, making them sensitive to inaccuracies that would be ignored in fantasy settings.
  • Crunch in historical games does not require numerical systems; it can manifest through authentic environmental details, such as the specific sound of a weapon, period-accurate equipment, or complex mechanical systems.
Extra CreditsJul 2026
Cover of Live Workshop: The Ultimate Guide To Making 3D Indie Games
107 min
Thomas Brush107 min

Live Workshop: The Ultimate Guide To Making 3D Indie Games

Successful 3D indie game development hinges on the integration of precise structural fundamentals and iterative design processes.

  • Implement a strict grid-based development system using a consistent unit size (such as four) to ensure modular assets fit together perfectly and streamline level construction.
  • Prioritize blocking out levels and testing them with external playtesters early in the process to avoid the 'toxic positivity' of internal teams and prevent costly redesigns.
  • Optimize performance by manually disabling shadow casting for the majority of meshes and lights, selecting only a few key elements to cast shadows for cinematic effect.
Thomas BrushJul 2026
Cover of Let's Review Your Games — Ep. 059
55 min
Thomas Brush55 min

Let's Review Your Games — Ep. 059

The core objective of game design must be the cultivation of "juice," defined as the tactile feedback loop created through sound effects, screen shake, particle effects, and responsive animation.

  • Game feel is heavily dependent on 'juice,' which refers to the tactile, responsive, and exaggerated feedback provided through animations, sound effects, and particle systems.
  • Animations should be significantly more intense than expected; developers should utilize squash and stretch techniques, such as scaling meshes, to make movements feel more fluid and reactive.
  • Movement mechanics, particularly jumping, benefit from increased speed and responsiveness, as seen in high-quality examples like Hollow Knight where animations are quick or instantaneous.
Thomas BrushJul 2026
Cover of Let's Review Your Games — Ep. 058
6 min
Thomas Brush6 min

Let's Review Your Games — Ep. 058

The primary objective of this discussion is to provide a critical review of indie game titles while offering professional guidance to aspiring developers on the realities of commercial game production.

  • The developer is currently finalizing his third commercial game, 'Twisted Tower,' which is nearing Steam Deck verified status after 30 days of remaining development.
  • Successful game publishing can be achieved by focusing on the quality of a game's demo, a strategy the developer has utilized for all three of his commercial releases.
  • The 'Full Time Game Dev' course covers comprehensive industry skills including securing publishers, running Kickstarter campaigns, managing wishlists, and reaching out to the press.
Thomas BrushJul 2026
Cover of RuneScape CEO: We want to be bigger than World of Warcraft
32 min
The Game Business32 min

RuneScape CEO: We want to be bigger than World of Warcraft

Jagex is undergoing a strategic transformation to solidify its position as a premier global gaming entity by centering all operations exclusively on the RuneScape franchise.

  • Jagex has launched the 'RS25' strategy, a £200 million investment initiative aimed at modernizing the RuneScape franchise and establishing it as the world’s leading MMO brand within five years.
  • The company is pivoting to a single-franchise focus by divesting non-core assets to prioritize the long-term health and growth of RuneScape.
  • Jagex intends to leverage its historical player base of 300 million users to drive expansion into Asian markets and launch the new title 'Dragon Isles' on console platforms.
The Game BusinessJul 2026
Cover of Why Hollow Knight: Silksong Took Seven Years To Make
19 min
Jason Schreier19 min

Why Hollow Knight: Silksong Took Seven Years To Make

The seven-year development cycle of Hollow Knight: Silksong was driven by the creative ambitions of the small, Adelaide-based studio Team Cherry rather than technical failure or external pressure.

  • Team Cherry's seven-year development cycle for Hollow Knight: Silksong was driven by a lack of financial pressure, as the original Hollow Knight achieved 15 million copies sold, providing the developers with generational wealth.
  • The studio maintained a highly efficient internal development pipeline that allowed for rapid iteration, enabling the team to implement and test new ideas within minutes rather than hours.
  • Development was characterized by continuous 'over-scoping' and a commitment to quality over deadlines, with the team intentionally avoiding public release dates to ensure the sequel matched the scale of the original.
Jason SchreierJul 2026

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