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Dev resources

Developer talks, pitch decks and practical resources for learning how games are made

Diablo — Condor’s original 1994 game concept

Oct 16, 2026

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1 min read

Diablo — Condor’s original 1994 game concept

Condor, Inc. · Original eight-page PDF · Turn-based combat, expansion disks and a one-year production plan

DOOM — Mick Gordon on building the soundtrack’s sound

Oct 16, 2026

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1 min read

DOOM — Mick Gordon on building the soundtrack’s sound

Mick Gordon · GDC 2017 · 61 min · Composition, distortion and a chainsaw sample

Disco Elysium’s art director — how to construct an art style

Oct 16, 2026

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1 min read

Disco Elysium’s art director — how to construct an art style

Aleksander Rostov · FTW! 2024 · 31 min · Colour, value, edges and composition

Hi-Fi RUSH — John Johanas on building the first prototype

Oct 16, 2026

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1 min read

Hi-Fi RUSH — John Johanas on building the first prototype

John Johanas with Tina Wisdom · Inside Unreal, March 2023 · 83 min · Prototyping and art direction

My Work Is Not Yet Done — Spencer Yan’s written publisher pitch

Oct 16, 2026

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1 min read

My Work Is Not Yet Done — Spencer Yan’s written publisher pitch

Spencer Yan · Original 10-page PDF · Pitch email and submission context in the author’s write-up

Raw Fury — an editable publisher-pitch template

Oct 16, 2026

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1 min read

Raw Fury — an editable publisher-pitch template

Raw Fury · PowerPoint template · A starting structure for your own pitch, not a funded-game case study

Hi-Fi RUSH — how Tango rendered a 3D world like a cartoon

Oct 16, 2026

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1 min read

Hi-Fi RUSH — how Tango rendered a 3D world like a cartoon

Kosuke Tanaka and Takashi Komada · GDC 2024 · 58 min · Technical art and rendering

BioShock — the original 2002 publisher pitch

Oct 16, 2026

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1 min read

BioShock — the original 2002 publisher pitch

Ken Levine and colleagues · Early pitch document · Preserved by the Video Game History Foundation

Metal Gear Solid 2 — Kojima’s January 1999 game plan

Oct 16, 2026

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1 min read

Metal Gear Solid 2 — Kojima’s January 1999 game plan

Hideo Kojima · Design proposal · English fan translation by Marc Laidlaw · Major story spoilers

The Art of Screenshake — Vlambeer’s action-game demonstration

Oct 16, 2026

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1 min read

The Art of Screenshake — Vlambeer’s action-game demonstration

Jan Willem Nijman · INDIGO Classes 2013 · 44 min · Shooting, hit effects and camera movement

Juice It or Lose It — making a simple game feel alive

Oct 16, 2026

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1 min read

Juice It or Lose It — making a simple game feel alive

Martin Jonasson and Petri Purho · Nordic Game Indie Night 2012 · 16 min · Live game-feel demonstration

Thirsty Suitors — Outerloop’s publisher pitch deck

Oct 16, 2026

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1 min read

Thirsty Suitors — Outerloop’s publisher pitch deck

Outerloop Games · Original PDF pitch deck · Developer notes on 20+ approaches and a playable prototype

Grim Fandango — the original puzzle design document

Oct 16, 2026

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1 min read

Grim Fandango — the original puzzle design document

LucasArts · April 1996 · Characters, illustrations and puzzle structure · Contains spoilers

Fallout — Tim Cain’s original game postmortem

Oct 16, 2026

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1 min read

Fallout — Tim Cain’s original game postmortem

Timothy Cain · GDC 2012 · 59 min · The original Fallout, from its producer, programmer and designer

Portal — integrating story and puzzle design

Oct 16, 2026

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1 min read

Portal — integrating story and puzzle design

Kim Swift and Erik Wolpaw · GDC 2008 · 1 hr 18 min · Narrative and puzzle design

Into the Breach — design postmortem

Oct 16, 2026

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1 min read

Into the Breach — design postmortem

Matthew Davis · GDC 2019 · 59 min · Design changes, cut content and balancing, with chapter links

A Thursday newsletter that starts with gaming art and follows the story behind it. Curated by Alex, behind @VideoArtGame and @memorycardfiles.

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