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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 The Latest Graphics Technology in Remedy's Northlight Engine
33 min
Game Developers Conference33 min

The Latest Graphics Technology in Remedy's Northlight Engine

Remedy Entertainment’s Northlight engine represents a significant shift in modern game development by transitioning from traditional screen-space rendering techniques to geometry-aware DirectX Raytracing.

  • Remedy's Northlight engine supports ray tracing by building top-level acceleration structures every frame, while handling deforming geometry via a compute shader that updates static buffers on the GPU before the bottom-level builder processes them.
  • Ray-traced shadows provide accurate contact points and soft-shadow transitions, but shooting 16 rays per pixel at Full HD resolution incurs a performance cost of approximately 80 milliseconds.
  • To optimize material binding for DirectX 12, the engine packs all material parameters into a single buffer and reserves dedicated space in the descriptor heap, allowing for draw calls without additional bindings.
Game Developers ConferenceOct 2019
Cover of Design, Play, Disrupt: Curating the V&A's Videogame Exhibition
32 min
Game Developers Conference32 min

Design, Play, Disrupt: Curating the V&A's Videogame Exhibition

Video games represent a sophisticated contemporary design discipline, characterized by a constant tension between subjective emotional storytelling and objective system engineering.

  • The V&A exhibition redefines video games as complex cultural artifacts and sophisticated design disciplines rather than mere entertainment.
  • Curators moved away from nostalgia-driven displays to focus on the intentionality behind digital works, positioning games alongside established visual arts and literature.
  • The exhibition methodology emphasizes the materiality of development by showcasing creative debris, such as prototypes, notebooks, and spreadsheets, to reveal the labor behind digital media.
Game Developers ConferenceOct 2019
Cover of How to Make Games and Influence People: Leading Your Team Effectively and Healthily
33 min
Game Developers Conference33 min

How to Make Games and Influence People: Leading Your Team Effectively and Healthily

Effective leadership in the independent game development sector requires a shift from purely technical management toward a model rooted in psychological intelligence and interpersonal transparency.

  • Sustainable creative output in game development is directly dependent on prioritizing team health as a foundational pillar of the production process.
  • Effective leadership requires shifting from purely technical management to a model rooted in psychological intelligence, utilizing frameworks like Transactional Analysis and Dialectical Behavioral Therapy to manage conflict.
  • Leaders must apply Herzberg’s motivation-hygiene theory by simultaneously removing productivity obstacles and providing consistent professional validation to staff.
Game Developers ConferenceOct 2019
Cover of Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty in HALO
58 min
Game Developers Conference58 min

Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty in HALO

The design of the plasma rifle within the Halo franchise serves as a case study for the distinction between long-term competitive balancing and iterative tuning.

  • To increase game difficulty, developers should prioritize increasing the speed of combat—such as projectile velocity and AI firing rates—rather than simply increasing global damage scales, which often results in a punishing experience rather than a challenging one.
  • Tuning is distinct from balancing; while balance focuses on long-term game longevity, tuning involves the specific calibration of mechanics to ensure they feel effective and responsive to the player in real-world scenarios.
  • Projectile-based weapons like the plasma rifle require a visible contrail and a velocity that is slow enough to allow for human reaction and dodging, but fast enough to avoid appearing comical or disconnected from the game's frame rate.
Game Developers ConferenceOct 2019
Cover of One Year of Sokpop Games Subscription on Patreon
32 min
Game Developers Conference32 min

One Year of Sokpop Games Subscription on Patreon

The Sokpop Collective has established a sustainable independent development model by leveraging a Patreon-based subscription service that delivers a new, polished game every two weeks for a monthly fee of three dollars.

  • The Sokpop Collective generates approximately $4,000 in recurring monthly revenue by maintaining a base of 1,000 Patreon subscribers who pay $3 per month.
  • The studio sustains its output through a strict four-week development cycle, releasing a new, polished game every two weeks.
  • Financial stability is achieved by combining the subscription model with freelance work and occasional full-scale commercial releases, ensuring creative autonomy.
Game Developers ConferenceOct 2019
Cover of Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3
63 min
Game Developers Conference63 min

Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3

Game balance is fundamentally defined by a game’s long-term stability and player engagement rather than a rigid, scientific process.

  • The Halo 3 sniper rifle fire rate was adjusted from 0.5 to 0.7 seconds between shots to prevent it from functioning as a 'newbie hammer' in close-quarters combat.
  • Designers should avoid making incremental changes; instead, they should implement drastic adjustments to verify if a mechanic is truly broken before fine-tuning.
  • Balance is a state of the game rather than a process, and designers must guard against internalizing the game so deeply that their perception diverges from the actual player experience.
Game Developers ConferenceOct 2019
Cover of From Red to Rukey: Building and Animating Characters in 'Transistor' and 'Pyre'
33 min
Game Developers Conference33 min

From Red to Rukey: Building and Animating Characters in 'Transistor' and 'Pyre'

Character animation in independent game development thrives on a philosophy of simplicity, modularity, and iterative design.

  • Supergiant Games utilizes a 2D-engine workflow where characters are rendered from 60 to 64 camera angles, requiring approximately 2,500 PNG files per animation sequence.
  • To manage complexity, characters are broken down into individual modular sections—such as body, platform, and accessories—allowing for independent rigging and simplified animation adjustments.
  • The animation process relies on a locator-based system for translation and rotation, which allows for precise synchronization with game effects and easy character swapping without re-animating timing.
Game Developers ConferenceOct 2019
Cover of Accessible Player Experiences: A New Approach to Data Informed Design for Accessible Games
57 min
Game Developers Conference57 min

Accessible Player Experiences: A New Approach to Data Informed Design for Accessible Games

Between 13% and 22% of the global population lives with a disability, representing a substantial and highly engaged gaming demographic.

  • Between 13% and 22% of the global population lives with a disability, representing a significant and highly engaged segment of the gaming market.
  • Accessibility features like key remapping and subtitles are utilized by both disabled and non-disabled players, proving that inclusive design functions as a universal usability improvement.
  • The industry is shifting from rigid, checklist-based compliance toward an Accessible Player Experience (APX) framework that uses data to inform flexible, early-stage design.
Game Developers ConferenceOct 2019
Cover of Math for Game Programmers: Predictable Projectiles
22 min
Game Developers Conference22 min

Math for Game Programmers: Predictable Projectiles

This analysis outlines the mathematical and design principles for implementing predictable projectile systems in action games, specifically focusing on linear and ballistic trajectories.

  • Predictable projectile systems should prioritize player agency and counter-play over strict physical simulation by using AI that predicts future player positions rather than relying on hit-scan mechanics.
  • Linear projectile trajectories are calculated by solving a quadratic equation based on the player’s movement and the projectile’s constant speed.
  • To prevent AI from functioning as an unavoidable aimbot, developers should implement accuracy offsets via a randomized cone and vertical tilt parameters to avoid environmental obstacles.
Game Developers ConferenceOct 2019
Cover of GDC Plays indivisible with Mike Z and Mariel Cartwright
64 min
Game Developers Conference64 min

GDC Plays indivisible with Mike Z and Mariel Cartwright

The development of Indivisible serves as a case study in balancing ambitious creative vision with the practical realities of independent game production.

  • Lab Zero Games chose IndieGoGo over Kickstarter for their crowdfunding campaign because IndieGoGo charged lower overhead fees, though they noted that Kickstarter holds significantly more brand recognition and reach in the industry.
  • The team prioritized open development by hosting multiple backer previews, which provided valuable public feedback but required significant extra work to ensure early builds did not spoil the game's story.
  • To optimize performance for the Nintendo Switch, the developers cut content and character screens to reduce memory usage, ensuring the console only needed to load active NPCs and party members rather than entire level assets.
Game Developers ConferenceOct 2019
Cover of Roads Less Traveled: Specialized Careers in Game Dev
61 min
Game Developers Conference61 min

Roads Less Traveled: Specialized Careers in Game Dev

Professional success in the modern game industry is increasingly defined by non-linear career trajectories that prioritize specialized, interdisciplinary expertise over traditional development roles.

  • Modern game industry success is increasingly driven by interdisciplinary expertise from fields like psychology, law, and theater rather than traditional, linear development roles.
  • Specialized roles in narrative design, intellectual property management, and user research are essential for addressing complex production challenges that standard development teams cannot solve.
  • Freelancing and project-based work serve as viable alternatives to full-time employment, offering opportunities for cross-disciplinary collaboration through prototyping and hackathons.
Game Developers ConferenceOct 2019
Cover of Math for Game Programmers: Solving Nintendo's CodinGame Challenge
60 min
Game Developers Conference60 min

Math for Game Programmers: Solving Nintendo's CodinGame Challenge

Reverse-engineering complex encoding functions requires a systematic transition from empirical observation to rigorous mathematical modeling.

  • Reverse-engineering obfuscated encoding schemes relies on identifying XOR operations on shifted data segments through iterative hypothesis testing and input analysis.
  • Encoding logic in these challenges functions as polynomial multiplication over the Galois Field GF(2), where bitwise AND acts as multiplication and XOR acts as addition.
  • Solving these encoding problems requires implementing Berlekamp’s algorithm to perform polynomial factorization, which necessitates tools for derivatives, polynomial division, and greatest common divisor calculations.
Game Developers ConferenceOct 2019