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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 Boss Mode: Making the Most of Your Manager
31 min
Game Developers Conference31 min

Boss Mode: Making the Most of Your Manager

Effective management within the game industry often suffers from a lack of formal training, as many leaders are simultaneously tasked with complex technical or creative responsibilities.

  • Maintain a consistent, detailed log of individual achievements and project impacts to provide objective evidence for performance reviews, promotions, and salary negotiations.
  • Adopt a proactive approach to career development by treating professional growth as a collaborative partnership rather than waiting for top-down guidance from managers who may lack formal leadership training.
  • Solicit specific, actionable feedback during interactions to ensure critiques are treated as strategic data points for improvement rather than relying on vague assessments.
Game Developers ConferenceDec 2023
Cover of Empowerment Playbook: Making and Measuring Change in the Games Industry
63 min
Game Developers Conference63 min

Empowerment Playbook: Making and Measuring Change in the Games Industry

The games industry faces persistent systemic gender inequality, necessitating a shift from individualistic empowerment strategies toward community-based, grassroots interventions.

  • Sustainable gender equity in the games industry requires a shift from individualistic empowerment strategies to community-based, grassroots interventions that foster professional solidarity.
  • Since its 2013 founding in Montreal, the nonprofit Pixelles has demonstrated that providing marginalized creators with mentorship and safe spaces effectively challenges the industry’s historical climate of exclusion.
  • Traditional quantitative metrics are insufficient for measuring progress because they fail to capture the non-linear career paths and nuanced professional growth of marginalized developers.
Game Developers ConferenceDec 2023
Cover of Devising Stories as an Ensemble
30 min
Game Developers Conference30 min

Devising Stories as an Ensemble

The practice of game narrative design can be significantly enhanced by adopting an ensemble-based methodology derived from theater history.

  • Game development should shift from siloed discipline-based workflows to an ensemble model, where art, design, audio, and narrative collaborate holistically to treat every discipline as a vector for storytelling.
  • Adopting the 'Viewpoints' vocabulary—originally developed by Mary Overlie and Anne Bogart for theater—provides a shared language for interdisciplinary teams to analyze and create story through space, shape, and time.
  • Effective ensemble collaboration requires a culture of 'kindness' over 'niceness,' where creators prioritize the work over personal ego by providing critical feedback without causing damage.
Game Developers ConferenceNov 2023
Cover of Learning From Loss: Designing the Experimental Narrative of 'Before Your Eyes'
33 min
Game Developers Conference33 min

Learning From Loss: Designing the Experimental Narrative of 'Before Your Eyes'

Before Your Eyes functions as a meditation on the inevitability of mortality, utilizing a unique eye-tracking mechanic where the player’s physical blinks serve as the primary catalyst for narrative progression.

  • The seven-year development cycle of 'Before Your Eyes' demonstrated that a team of friends requires clear professional boundaries and emotional safety to function, as the lack thereof led to internal conflict and stalled progress during their early years.
  • The team's initial $335,000 Kickstarter funding was insufficient for their ambitious scope, highlighting the danger of indie teams lacking professional shipping experience and clear production management.
  • Integrating new team members beyond the original core group of friends provided essential external perspectives that rejuvenated the project and helped the team overcome creative stagnation.
Game Developers ConferenceNov 2023
Cover of Sink or Swim: How to Build and Validate AA Games Fast
58 min
Game Developers Conference58 min

Sink or Swim: How to Build and Validate AA Games Fast

Rapid game development in the AA sector requires a disciplined shift away from traditional, resource-heavy AAA methodologies toward lean, iterative frameworks.

  • To achieve a 12-month development cycle for a new IP, teams should utilize a lean canvas to visualize the project path, identify obstacles, and maintain alignment between executive goals and creative execution.
  • The Minimum Viable Product (MVP) must solve a specific, identified problem for the target audience before layering on brand identity, story, or additional features.
  • Teams should implement a formal risk register to categorize potential project threats by probability and consequence, allowing for proactive strategies to transfer, avoid, mitigate, or accept risks.
Game Developers ConferenceNov 2023
Cover of Making Chaotic Great, 'Tiny Tina's Wonderlands': Finding Precedent in Unprecedented Times
60 min
Game Developers Conference60 min

Making Chaotic Great, 'Tiny Tina's Wonderlands': Finding Precedent in Unprecedented Times

The development of Tiny Tina’s Wonderlands serves as a blueprint for balancing ambitious creative goals with the logistical realities of remote, pandemic-era production.

  • Leadership must proactively communicate project constraints and resource limitations to the team, as individual departments often operate in silos and lack the 'thousand-foot view' necessary to adjust expectations.
  • When reporting project risks or scope issues to stakeholders, replace subjective feelings with 'material truth' and data-backed evidence to build trust and ensure credibility.
  • Avoid saying 'no' to new ideas purely on principle; instead, teach teams to negotiate across departments to find ways to implement improvements without creating untenable burdens for others.
Game Developers ConferenceNov 2023
Cover of Breaking Down Barriers: How Great Mentors Become Even Greater Leaders
36 min
Game Developers Conference36 min

Breaking Down Barriers: How Great Mentors Become Even Greater Leaders

Effective mentorship functions as a primary catalyst for leadership development within the game industry, transforming individual contributors into empathetic and strategic managers.

  • Effective mentorship requires active listening, which involves paying attention to non-verbal cues, avoiding distractions like phones, and resisting the urge to prepare counterarguments while the mentee is speaking.
  • Managers should avoid micromanagement by using guided questions to help team members reach their own conclusions, which fosters a sense of ownership and improves the decision-making process.
  • Mentors must proactively discuss industry realities, including potential discrimination, harassment, and microaggressions, while ensuring mentees are aware of the legal and mental health resources available to them.
Game Developers ConferenceNov 2023
Cover of Player as Performer: Setting the Stage for Your Audience
57 min
Game Developers Conference57 min

Player as Performer: Setting the Stage for Your Audience

The design framework of the player as a performer shifts the developer’s role from a controller to a director, prioritizing the cultivation of a dramatic persona over rigid narrative branching.

  • Designers should treat players as performers by providing space to discover how to feel, rather than just dictating movement and objectives.
  • Effective level design requires balancing 'facts' (obstacles and environment) with 'motivation' (the emotional reason for the player to act), a concept adapted from Judith Weston’s directing techniques.
  • Game mechanics should function as a rehearsal process, where low-stakes areas allow players to experiment with their character's toolkit before high-pressure encounters.
Game Developers ConferenceNov 2023
Cover of 'God of War Ragnarök': Building the UI for a AAA Sequel
64 min
Game Developers Conference64 min

'God of War Ragnarök': Building the UI for a AAA Sequel

The development of the user interface for God of War Ragnarök centered on balancing high-fidelity aesthetic goals with the rigorous technical constraints of a AAA sequel.

  • To ensure accessibility and readability, the UI team established a minimum body font size of 24 points and implemented comprehensive text scaling options, which were highly utilized by players.
  • The UI team utilized a dynamic layout system from the start of production to prevent localization issues, ensuring that text elements could adapt to different languages without requiring manual fixes or overlapping.
  • When faced with memory constraints regarding 4K video streaming, the team used a 720p video asset stretched to fill the screen, leveraging a 'campfire' visual aesthetic to mask the lower resolution.
Game Developers ConferenceNov 2023
Cover of From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite
63 min
Game Developers Conference63 min

From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite

The Frostbite terrain procedural framework represents a paradigm shift in environmental design, moving away from manual painting toward a non-destructive, GPU-accelerated workflow.

  • The Frostbite terrain framework transitioned from manual painting to a non-destructive, GPU-accelerated, node-based dependency graph, allowing for real-time manipulation of height fields and material masks.
  • Adoption of this procedural system reduced manual environmental touch-up requirements from 15% to 1% within production teams.
  • The engine utilizes a quad-tree layout and service-based architecture to manage GPU memory through just-in-time generation of procedural overlays, enabling immediate visual feedback.
Game Developers ConferenceNov 2023
Cover of 'The Looker': The Art of Parody Against the Menace of Goofiness
34 min
Game Developers Conference34 min

'The Looker': The Art of Parody Against the Menace of Goofiness

Successful game parody functions as a sophisticated form of creative engagement that transcends superficial humor by grounding itself in structural design and mechanical integrity.

  • The core appeal of parody is not the endorsement or critique of source material, but providing players with validation that their own observations and criticisms of the original work are shared by others.
  • Effective parody must maintain internal consistency and structural integrity; if a game relies solely on a sequence of jokes, it risks becoming predictable and losing its comedic impact, similar to the diminishing returns of relentless tickling.
  • Successful parody requires a balance between high-fidelity elements and low-effort subversions; in 'The Looker', high-quality world design was used to ground the player, preventing the 'crude' puzzle design from making the experience feel stale.
Game Developers ConferenceNov 2023
Cover of Indie Starter Kit: The Basics of Founding a Successful Games Company
43 min
Game Developers Conference43 min

Indie Starter Kit: The Basics of Founding a Successful Games Company

Establishing a successful games company requires a foundational commitment to a clear, compelling vision that transcends short-term industry trends or purely financial motivations.

  • A compelling, large-scale vision is essential for attracting top-tier talent, investors, and partners, as it serves as a long-term motivator that transcends short-term industry trends like AI, NFTs, or VR.
  • Maximize the internal value of your company before seeking external investment to retain greater control and leverage during negotiations.
  • In the early stages, hire only self-motivated individuals who are more skilled than yourself, as the quality of your team defines the limits of what your studio can create.
Game Developers ConferenceNov 2023