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Lessons learned building Control’s destructible world through material-driven behavior, procedural destruction, simulation entities, toolchains, optimization, and testing.
Explore how game AI represents world knowledge—from navigation and smart objects to influence maps—to make decisions feel impactful to players.
Avoid statistical pitfalls in game analytics by improving data quality, designing rigorous tests, and interpreting results in context.
Learn to create high-resolution pixel art with fluid, appealing motion for game development through silhouettes, spacing, smears, overlapping action, color, and shading.
Explore game systems design for mobile free-to-play games through time, player progression, economies, combat balance, unit balancing, and other mechanics.
Explore how The Sims uses autonomy, ambiguity, randomness, and feedback loops to generate player-driven stories across four generations.
A GDC talk on design decisions, frameworks, performance techniques, and UI architecture that make game-development tools faster and easier to build.
Learn how artifacts of play can make tabletop game experiences more immersive, resonant, and impactful.
Learn to build mobile-game visual effects using dynamic UV masks, blood trails, softbody deformation, signed distance functions, and sphere tracing.
Learn how Self-Determination Theory can build intrinsically motivated teams that sustain high performance and work satisfaction.
The Forest Paths method helps game developers develop narrative alongside game design through high concepts, dramatic questions, reversals, escalation, and vertical slices.
Learn how hierarchical Constructive Solid Geometry can be implemented in real time by finding brush intersections, combining polygons, and generating meshes for game levels.
A technical look at improving game server performance in The Division 2 through parallelization and multithreading.
A developer explains how Baba Is You’s sentence-based rule system was implemented, iterated, and reworked through Lua tables, conditional words, and diagrams.
A Short Hike’s postmortem on making a small open-world game through visual constraints, custom Unity shaders, terrain tools, and deliberate design shortcuts.
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