The Great Gamble: Why loss is more important than difficulty
Why do we put difficult games on a pedestal? Perhaps it is risk, reward, and potential for loss – not the difficulty itself – that makes it exhilarating.
Designing Breath of the Wild’s green and pleasant land
Nintendo’s Satoru Takizawa reveals how the art style of Zelda: Breath of the Wild was influenced by the game's mechanics and convention breaking design.
Highway to Hell: How Mick Gordon crafted the Doom soundtrack
In his GDC talk ‘Doom: Behind the Music’, Mick Gordon, composer at Game Audio Australia, spoke about the compositional process and production techniques used to create the hit FPS’s intense soundtrack.
Breath of the Wild, science, and clever little lies
Speaking at GDC, Nintendo’s Takuhiro Dohta revealed how the ‘multiplicative gameplay’ of The Legend of Zelda: Breath of the Wild was created.
Breaking series conventions with Breath of the Wild
Speaking at GDC, Nintendo’s Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta revealed how The Legend of Zelda: Breath of the Wild was born from a desire to break with the conventions of the series.
Creating narrative through gameplay in Oxenfree
In his GDC talk, Sean Krankel, discussed the methods Night School Studio used to combine gameplay and narrative in their hit 2016 game, Oxenfree.
Creating the disturbing soundscapes of Hyper Light Drifter
In addition to its challenging gameplay and vibrant visuals, Heart Machine’s Hyper Light Drifter is also notable for its unsettling, discordant audio design.
How Thumper was ‘turned’ into something special
At GDC this week Marc Flury, co-founder of Drool, revealed how the two man studio created one of the indie highlights of 2016, the self-proclaimed ‘rhythm violence’ game, Thumper.