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Game Developers Conference

Media13 reports · 1,708 videos · 28 articles

Game Developers Conference (GDC, now the GDC Festival of Gaming) is the professional event for the games industry. It publishes recorded talks and interviews, annual industry survey reports such as the State of the Game Industry, and news articles.

Documents

Cover of How to Build a Remote Team for Better Happiness
34 min
Game Developers Conference34 min

How to Build a Remote Team for Better Happiness

Building a high-performing remote organization requires a fundamental shift from monitoring employee hours to prioritizing measurable output and individual impact.

  • Shift management focus from monitoring employee hours to prioritizing measurable output and individual impact to drive high performance.
  • Implement a rigorous recruitment process that includes a mandatory two-day trial project to evaluate both technical proficiency and the self-discipline required for autonomous work.
  • Adopt a 'default-public' communication strategy where all information is searchable and accessible to the entire organization to prevent information silos.
Game Developers ConferenceJul 2018
Cover of Intensely Practical Tips for Growing an Indie Studio
63 min
Game Developers Conference63 min

Intensely Practical Tips for Growing an Indie Studio

Sustainable growth for independent game studios requires a departure from the high-risk, rapid-scaling models often associated with Silicon Valley.

  • Prioritize financial stability and operational realism over high-risk, rapid-scaling models by aligning business practices with specific design pillars and actual revenue projections.
  • Maintain operational efficiency by avoiding corporate bureaucracy, focusing on individual accountability, and leveraging the inherent advantages of small teams like rapid iteration and low overhead.
  • Mitigate future conflict and ensure long-term retention by formalizing all business agreements, including compensation and IP ownership, and implementing sustainable structures like profit pools.
Game Developers ConferenceJul 2018
Cover of Repopulating the Earth: Character Production on Horizon Zero Dawn
64 min
Game Developers Conference64 min

Repopulating the Earth: Character Production on Horizon Zero Dawn

The development of Horizon Zero Dawn necessitated a strategic approach to character production that balanced the inherent uncertainty of a new intellectual property with the technical demands of a massive open-world environment.

  • To manage the uncertainty of a new IP, Guerrilla Games prioritized creating versatile, reusable character archetypes early in development rather than waiting for finalized narrative details.
  • By building technically robust assets that functioned as 'like-for-like' replacements for proxy models, the team avoided performance bottlenecks and allowed content to be integrated late in the production cycle.
  • The character team maintained a small core of only four full-time artists and two contractors, relying on outsourcing for 87% of the total character production volume to achieve the game's massive scope.
Game Developers ConferenceJul 2018
Cover of 10 Years of Evolution of the Assassin's Creed Brand
59 min
Game Developers Conference59 min

10 Years of Evolution of the Assassin's Creed Brand

The Assassin’s Creed franchise has undergone a decade-long transformation, evolving from a singular technical showcase into a sprawling, multi-platform global brand.

  • The franchise transitioned from a standalone technical showcase to a multi-platform global brand by implementing a multi-studio production pipeline that leverages specialized international teams.
  • Development shifted from scripted combat to modern, systemic open-world design, utilizing hitbox-based mechanics and emergent AI to modernize gameplay while retaining core parkour and historical elements.
  • The brand maintains a cohesive universe through a strict transmedia strategy that enforces unified narrative guidelines across literature, film, and games, allowing each entry to function as a standalone product.
Game Developers ConferenceJul 2018
Cover of Where Does the Game End and the Instrument Begin?
62 min
Game Developers Conference62 min

Where Does the Game End and the Instrument Begin?

The intersection of game design and musical expression centers on the challenge of lowering barriers to entry for novices while fostering genuine artistic agency.

  • Game design is bridging the gap between casual play and professional musical expression by using digital tools as 'training wheels' to lower entry barriers and reduce performance anxiety.
  • Titles like Rocksmith, Fantasia: Music Evolved, and Magic Piano demonstrate that framing music as a game allows users to engage in artistic creation at their own pace within low-stakes environments.
  • Designers face a fundamental tension between creating error-proof, rule-constrained interfaces that ensure harmonious outcomes and allowing for the 'happy accidents' necessary for genuine artistic discovery.
Game Developers ConferenceJul 2018
Cover of Applying the 5 Domains of Play: Acting Like Players
55 min
Game Developers Conference55 min

Applying the 5 Domains of Play: Acting Like Players

Game design often suffers from the designer’s inherent bias, where creators inadvertently build experiences that cater only to their own psychological preferences.

  • Designers should utilize the 'Big Five' personality model (openness, conscientiousness, extraversion, agreeableness, and neuroticism) to replace subjective intuition with a framework for accurate empathy.
  • Neuroticism is a critical metric for predicting player attrition, as high levels of anxiety or frustration directly correlate with users abandoning specific game experiences.
  • The 'player acting' methodology requires developers to intentionally engage with and deconstruct genres they personally dislike to better understand the motivations of diverse player archetypes.
Game Developers ConferenceJul 2018
Cover of How to Rig a Human: Joint Health and Mobility for Developers
59 min
Game Developers Conference59 min

How to Rig a Human: Joint Health and Mobility for Developers

Software development is characterized by a sedentary lifestyle that frequently results in chronic physical degradation, with 80 percent of developers reporting back pain and nearly half suffering from persistent neck discomfort.

  • Chronic physical degradation is widespread in software development, with 80 percent of developers reporting back pain and nearly 50 percent suffering from persistent neck discomfort.
  • The human body functions as a tensegrity structure where bones rely on muscle and fascia tension; prolonged sitting causes these tissues to lose elasticity, leading to compensatory movement patterns and injury.
  • Developers should implement a 14-point physical inspection and maintain tall neutral alignment to identify and address movement restrictions before they develop into chronic pain.
Game Developers ConferenceJul 2018
Cover of Lessons from KO_OP: Surviving on the Fringes
29 min
Game Developers Conference29 min

Lessons from KO_OP: Surviving on the Fringes

The studio KO_OP, founded in 2012 in Montreal, operates as a for-profit, worker-owned cooperative focused on creating experimental and artistic games.

  • KO_OP operates as a worker-owned cooperative founded in 2012, utilizing a flat ownership structure where all eight employees hold equal status regardless of their initial financial contribution.
  • The studio maintains financial stability by balancing original creative projects with contract work for larger entities, ensuring consistent revenue while preserving creative autonomy.
  • Operational management prioritizes employee well-being through regular one-on-one check-ins and a production-focused approach that explicitly rejects the industry-standard practice of crunch.
Game Developers ConferenceJul 2018
Cover of Animating Quill: Creating an Emotional Experience
47 min
Game Developers Conference47 min

Animating Quill: Creating an Emotional Experience

The development of Moss centers on the thesis that virtual reality provides a unique medium for fostering genuine emotional connections between players and digital protagonists.

  • The development of Moss prioritized character-driven interactions, such as eye contact and collaborative puzzle-solving, to foster genuine emotional connections between the player and the protagonist, Quill.
  • Transitioning from rigid software dependencies to a modular, scriptable animation pipeline increased individual productivity from three seconds of finished footage per day to fifteen.
  • The animation team achieved efficiency by decoupling the control rig from the character setup and utilizing simple, translation-based controls to create an open sandbox environment.
Game Developers ConferenceJul 2018
Cover of Power of the Pack: Success via Community-Based Development
31 min
Game Developers Conference31 min

Power of the Pack: Success via Community-Based Development

Community-based development serves as a strategic framework for independent studios to secure consistent feedback, sustain internal motivation, and cultivate a dedicated audience well before a game’s official launch.

  • Community-based development functions as a strategic framework for independent studios to secure consistent feedback, maintain internal motivation, and build a dedicated audience prior to launch.
  • Establishing a centralized hub, such as a Discord server, is essential for gathering early adopters and creating a stable foundation for long-term growth.
  • Transparency regarding development milestones and the active implementation of player feedback transforms the community into a resource for quality assurance, localization, and grassroots marketing.
Game Developers ConferenceJul 2018
Cover of Evolving Plague Inc: Taking a Top Mobile Game to Steam
55 min
Game Developers Conference55 min

Evolving Plague Inc: Taking a Top Mobile Game to Steam

The transition of mobile titles to the PC market requires a strategic departure from simple porting to avoid the pervasive mobile stigma that often alienates desktop players.

  • Plague Inc: Evolved achieved a 95 percent positive review score and sold 500,000 units in its first year on Steam by prioritizing a comprehensive rebuild over a simple mobile port.
  • Successful platform expansion requires replacing mobile-style monetization with a premium pricing model that aligns with PC gaming community expectations.
  • Developers must implement platform-specific enhancements, such as bespoke user interfaces, upgraded 3D engines, and features like multiplayer and custom scenario creators, to avoid the 'mobile stigma' on desktop.
Game Developers ConferenceJul 2018
Cover of How We Created Mark of the Ninja Without (Totally) Losing Our Minds
27 min
Game Developers Conference27 min

How We Created Mark of the Ninja Without (Totally) Losing Our Minds

This analysis examines the development philosophy of Klei Entertainment, specifically regarding the creation of Mark of the Ninja.

  • To avoid burnout and inefficient development, replace vague creative visions with testable hypotheses that allow the team to identify and discard bad assumptions early.
  • Klei Entertainment shifted from complex AI systems to 'stupid,' highly manipulatable AI, which saved approximately four to five months of programming time while improving player clarity.
  • The team abandoned batch production early in development, recognizing that producing large amounts of content based on unverified assumptions leads to wasted effort.
Game Developers ConferenceJul 2018