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Latest comments

Tell Japan more about having less crunches.

Voluntary crunch is utter bullshit. Those that elect not to work the extra hours are passed over for promotions and bonuses. It has been a veiled threat that those who dont crunch on a regular basis are first to go when layoffs happen after shipment.

by Alx
4 hours ago

lol, standart toon looks more anime

The team of Toppluva AB talked about the development of their mobile game Grand Mountain Adventure, its idea, technical decision, camera work, and more.

17 May, 2019

1097 views
Matthew Canei shared the details behind the project Hanako: Honor & Blade being made in UE4.

1 May, 2019

1074 views
Game Creative Director Wojciech Pazdur talked about making a photorealistic and non-linear game Chernobolyte.

24 April, 2019

2062 views
1 comments
Troglobytes Games gave a talk on the development of their thrilling title HyperParasite, 80s art style, level generation, VFX, and more.

17 April, 2019

1039 views
The team of Oh BiBi talked about the development of FRAG, a mobile competitive shooter: challenges of the genre, character development, level design, and more.

12 April, 2019

990 views
Nolla Games kindly talked about the technical decisions behind their game Noita with fascinating mechanics and an endless amount of simulated pixels. 

5 April, 2019

2410 views
5 comments
Mono Studio talked about their first RPG title INSOMNIA: The Ark, the way it was developed, and the challenges.

1 April, 2019

1540 views
One of the developers of #DRIVE, Karol Miklas, talked about the development of the game: art direction, asset workflow, map generation, and more.

25 March, 2019

3464 views
The team behind Spellbreak talked about the development of their game: art style, environment production, texturing, VFX, and more.

21 March, 2019

2167 views
1 comments
The team behind the game Atlas' Fate: Between Light & Darkness talked about the art style, the development process, shadow and sonar mechanics, and effects.

13 March, 2019

1814 views
The team of Avalanche Studios shared the details behind the development of Generation Zero, an anticipated open world game that will be out at the end of March.

12 March, 2019

3433 views
1 comments
Robson Paiva shared some details behind his indie game REDO! which he developed all alone with the help of GameMaker. 

1 March, 2019

1195 views
Let's have a look at another amazing GDC 2017 session.

7 February, 2019

1069 views
11 bit studios team talked about their successful title This War of Mine: how it started, language of the game, character production, technical peculiarities.

29 January, 2019

1724 views
Doug Holder gave a talk on his career path and the development of the Unity-based game EXE: Mainframe: art style, level design, VFX, controls and more.

21 December, 2018

1880 views
The team of Incineration Productions was kind enough to talk about the production of their game Third Omen in Unity.

17 December, 2018

2370 views
1 comments
Ricardo Teixeira with the rest of the Amplify Creations team discussed their new title in progress Decay of Logos set in a fantasy world and based on Unity.

5 December, 2018

2846 views
Chris Bolton, Creative Director at Astrofish Games, talked with us about their new VR title Ground Runner: Trials, its development, testing stage and more.

29 November, 2018

1608 views
1 comments
Nathaniel Berens shared the details behind the development of his newly-released game Sagebrush with lo-fi aesthetics, a one-man project made in Unity 2017.

16 November, 2018

1952 views
The Team of Project Borealis shared production details on their project that continues the legacy of Half-Life with the help of Unreal Engine.

17 October, 2018

3760 views
1 comments