The tile balancing tool was key to how the biomes in Darkest Dungeon 2 appeared on your screen, in this #GDCRewind from “Evolving Worlds from the Crumbling Chaos: The Art-Led Approach of ‘Darkest Dungeon 2’s’ Procedural Generation System” Marielle Fox, explains why. Watch the full session on GDC Vault! source
“Try to think about something that makes sense for your game, it’s identity and the audience.” Check out more advice from Thomas Bidaux from ‘Video Games and Crowdfunding: Best Practices from Successful Campaigns’ The full session is on GDC Vault! #gdcrewind source
In this #GDCrewind from Designing Endings and Balancing Player Expectations: Illustrated by the Epilogue of ‘Cyberpunk 2077: … source
In today’s #GDCrewind from ‘Embracing Neurodiversity and Leadership in the Game Industry’ speaker Stuart Massie details some … source
“Player desire can be a vehicle for creating standout characters.” see what Alexa Ray Corriea, is talking about in this clip from “Babygirls, Daddies, and Himbos: Updating Archetypes for Compelling Characters”. and check out the full session on GDC Vault! #gdcrewind https://gdcvault.com/ source
Today’s #GDCrewind explores the small changes the developers made while building ‘LEGO Horizon Adventures’ that benefitted … source
How do you score The Illuminate? For Wilbert Roget it was about time. Check out this clip from GDC 2025’s session ‘A Cup of … source
When building a spreadsheet “you gotta let it breath”. Check out this clip from the GDC 2025 session Bear Hugs and Dev Tears: … source
At GDC 2025 Stuart Massie joined a panel of experts that shared their experiences in Neurodiversity and how it intersects with … source
No true synths. That was a rule Austin Wintory followed when scoring Eternal Strands. What did this mean for the score? source