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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 GDC Plays GDCA Nominee Control with Mikael Kasurinen and Brooke Maggs
60 min
Game Developers Conference60 min

GDC Plays GDCA Nominee Control with Mikael Kasurinen and Brooke Maggs

The development of the action-adventure title Control represents a deliberate shift toward the New Weird genre, prioritizing environmental mystery and world-building over traditional, linear exposition.

  • The development of Control utilized a sandbox model where leadership established strict thematic pillars and lore rules, enabling cross-departmental teams to contribute ideas while maintaining narrative consistency.
  • Narrative designers functioned as essential bridges between art, level design, and writing to ensure environmental storytelling and collectibles remained coherent regardless of player exploration order.
  • The design team prioritized the 'New Weird' genre by centering the game on the Oldest House, a Brutalist, shifting architectural space that fosters discovery through environmental mystery.
Game Developers ConferenceFeb 2020
Cover of $0 to $1 Million: The Raw Numbers Behind Indie Success
62 min
Game Developers Conference62 min

$0 to $1 Million: The Raw Numbers Behind Indie Success

Independent game development success relies on balancing creative vision with rigorous financial discipline, as there is no singular blueprint for studio longevity.

  • Indie studios can adopt two distinct financial models: Kitfox Games utilizes a diversified portfolio approach with multiple concurrent projects to mitigate risk, while Clever Endeavour Games focuses on a single, long-term project (Ultimate Chicken Horse) to maximize depth and community engagement.
  • Revenue streams for independent studios are heavily concentrated on PC platforms, with Kitfox Games reporting that approximately 91% of their total revenue is derived from Steam sales.
  • Financial sustainability requires aggressive diversification of funding sources beyond initial game sales, including government grants, incubators like Execution Labs, Kickstarter campaigns, and work-for-hire contracts to cover lean periods.
Game Developers ConferenceFeb 2020
Cover of GDC Plays GDCA Nominee Outer Wilds with Loan Verneau and Wesley Martin
56 min
Game Developers Conference56 min

GDC Plays GDCA Nominee Outer Wilds with Loan Verneau and Wesley Martin

Outer Wilds centers on a design philosophy that prioritizes curiosity-driven exploration over conventional gaming tropes such as combat, character progression, or traditional collectibles.

  • The developers intentionally removed traditional game rewards like upgrades and collectibles, ensuring that knowledge is the only currency players gain through exploration.
  • The game's core design relies on a full-scale physics simulation where all celestial bodies and objects are constantly in motion, requiring the team to build custom internal tools to overcome limitations in standard 3D modeling software.
  • The project originated as a student project in 2013 and gained early recognition by winning an award at the 2015 Independent Games Festival before being fully developed by Mobius Digital.
Game Developers ConferenceFeb 2020
Cover of Writing and Narrative Design: A Relationship
29 min
Game Developers Conference29 min

Writing and Narrative Design: A Relationship

The relationship between writing and narrative design is a critical, collaborative partnership that defines the quality of interactive storytelling.

  • Writing and narrative design must function as equal, collaborative partners to balance character-driven storytelling with player-driven mechanics.
  • Writers at Telltale Games focus on character development, dialogue, and thematic tone, while narrative designers manage player agency, choice-driven mechanics, and gameplay pacing.
  • The 'stubbing' methodology, where designers map out structural nodes and choices before writing begins, prevents the 'blank page' problem and ensures mechanics are integrated into the narrative.
Game Developers ConferenceFeb 2020
Cover of Monetization Design: The Dark Side of Gacha
32 min
Game Developers Conference32 min

Monetization Design: The Dark Side of Gacha

Aggressive monetization strategies in mobile gaming often rely on high-pressure gacha mechanics, yet these systems frequently trigger long-term instability.

  • Pixonic transitioned from a 'hype model' focused on immediate revenue spikes to a long-term growth strategy, prioritizing sustainable player trust and stable, predictable revenue over aggressive, short-term monetization.
  • The implementation of gacha mechanics in War Robots served as an indirect sales system that obscured the true cost of items, leading to significant revenue spikes during events but causing severe community backlash and internal team morale issues.
  • The 'wild offer' system, which uses algorithms to generate personalized, discounted bundles, requires robust cohort-based segmentation to avoid revenue cannibalization and excessive backend data load.
Game Developers ConferenceFeb 2020
Cover of Squeezing into the Industry: How a Couple African Kids Made a Video Game
31 min
Game Developers Conference31 min

Squeezing into the Industry: How a Couple African Kids Made a Video Game

The independent game development landscape presents formidable barriers to entry, particularly for creators operating outside traditional global hubs like North America or Europe.

  • Emerging studios in isolated regions must prioritize long-term institutional survival and reputation building over the pursuit of immediate blockbuster success.
  • Strategic survival requires aggressive scope management and maintaining a constant, demo-ready state to facilitate engagement with Western markets.
  • Financial sustainability for first-time developers often necessitates a reliance on government grants and significant personal sacrifice to offset high development costs.
Game Developers ConferenceFeb 2020
Cover of Indexing and Iterating Design Space Permutations
29 min
Game Developers Conference29 min

Indexing and Iterating Design Space Permutations

The design of complex game systems often involves managing vast state spaces that can be modeled as combinations or permutations.

  • Perfect hash functions enable mapping complex game states directly to memory indices, eliminating the overhead associated with traditional hash table chaining.
  • Mathematical ranking and unranking functions allow for the conversion of board configurations into unique integer indices by calculating the number of skipped states.
  • Permutations can be mapped to numerical values using mixed radix representation, with efficient linear-time algorithms available to replace slower quadratic-time ranking methods.
Game Developers ConferenceFeb 2020
Cover of Between Tech and Art: The Vegetation of Horizon Zero Dawn
59 min
Game Developers Conference59 min

Between Tech and Art: The Vegetation of Horizon Zero Dawn

The development of Horizon Zero Dawn represents a sophisticated intersection of artistic intent and technical optimization, specifically regarding the creation of expansive, high-fidelity vegetation.

  • The development team prioritized performance by inverting the asset pipeline, establishing the lowest level of detail first to ensure the game maintained a consistent 30 frames per second.
  • Foliage movement was achieved through a global wind force field system that utilizes 3D textures and vertex-based animation.
  • To manage rendering loads, the team implemented a two-pass system using depth-only passes for alpha testing and custom offline mip-chain generation for visual consistency.
Game Developers ConferenceFeb 2020
Cover of GDC Plays IGF Nominee Slay the Spire with Casey Yano
54 min
Game Developers Conference54 min

GDC Plays IGF Nominee Slay the Spire with Casey Yano

The success of Slay the Spire stems from a community-driven development philosophy that prioritizes player experience over rigid mathematical balance.

  • Slay the Spire utilized Steam Early Access to gauge market interest, releasing with two of three planned characters to determine if the project warranted completion or should be scaled back.
  • The developers leveraged gameplay data uploaded by the community to inform balance changes and identify which card mechanics were underperforming or confusing for players.
  • The game's map system was inspired by FTL: Faster Than Light, shifting from a blind sequence of encounters to a visible, branching path that allows for strategic, long-term risk-reward decision-making.
Game Developers ConferenceFeb 2020
Cover of Assassin's Creed Origins: Monitoring and Validation of World Design Data
57 min
Game Developers Conference57 min

Assassin's Creed Origins: Monitoring and Validation of World Design Data

The development of Assassin’s Creed Origins necessitated a sophisticated approach to quality assurance to manage the complexities of a 120-square-kilometer open world.

  • To manage the 120-square-kilometer open world of Assassin’s Creed Origins, the team replaced manual quality assurance with an automated validation framework to address navigation mesh failures and AI pathing errors.
  • The development team implemented a daily automated testing suite using C#-based scripts to query over 200,000 individual game objects for objective pass/fail evaluations.
  • The integration of a visual interface called Atlas allowed developers to pinpoint specific coordinates of data conflicts, enabling the resolution of issues before they cascaded into systemic failures.
Game Developers ConferenceFeb 2020
Cover of Why Forums Can Be Great for Indie Community and Discoverability
30 min
Game Developers Conference30 min

Why Forums Can Be Great for Indie Community and Discoverability

Building a sustainable community is a critical factor for the financial success and discoverability of indie games, with 96% of surveyed developers acknowledging its importance.

  • 96% of surveyed indie developers identify building a sustainable community as a critical factor for both financial success and game discoverability.
  • While Discord is the most popular hub for real-time chat, many studios struggle with the fragmentation caused by managing multiple channels across various social media and storefront platforms.
  • Centralized, proprietary forums—using software like Invision—allow studios to consolidate community efforts, cross-promote multiple titles, and maintain long-term ownership of user data.
Game Developers ConferenceFeb 2020
Cover of Cursed Problems in Game Design
52 min
Game Developers Conference52 min

Cursed Problems in Game Design

Cursed problems represent fundamental, unsolvable contradictions in game design where two or more core player promises are inherently incompatible.

  • Cursed problems are fundamental, unsolvable contradictions in game design where core player promises are inherently incompatible and cannot be resolved through standard balancing.
  • Designers must shift from seeking perfect solutions to managing trade-offs through strategic sacrifice, intentionally weakening one design goal to preserve the integrity of another.
  • Attempting to force opposing goals to coexist often undermines the player experience, leading to negative outcomes such as toxic social dynamics or the erosion of long-term progression.
Game Developers ConferenceFeb 2020