Imagine a gaming channel that specialized in high-quality video game docs. Finely crafted features about the biggest upcoming games. Heart-felt interviews with the people behind your favorite childhood classics. And compelling gaming stories you'd never heard of before. This is Noclip. Gaming Docs funded by gamers. Join the team, and help us make gaming docs that we can all be proud of.
The teaser trailer for the lunch of the Noclip YouTube channel.
Noclip's first documentary series focuses on the incredible story of Rocket League. A game that started out as a game mode in Unreal Tournament 2004, and through a decade of refinements, eventually took the world by storm. Check back next week to watch both parts of the series.
In part one of Noclip's look into the development of Rocket League, Danny learns how a mode in Unreal Tournament 2004 evolved into one of the most bizarre & compelling sports game of all time.
In part two of Noclip's look into the development of Rocket League, Danny talks to Psyonix about the decision to go with PlayStation Plus, the disastrous server problems at launch and what success has meant to the studio.
In this extended interview from our Rocket League series, we talk to Jeremy Dunham about that PlayStation Plus deal, launching Rocket League and the changing face of Psyonix.
In this extended interview taken from our Rocket League series, Psyonix founder Dave Hagewood talks about his early days in programming, working at Epic, how Psyonix came about and their deep love of soccer playing cars.
We chat to Psyonix sound engineer Mike Ault about building the sonic landscape of Rocket League, how his musical back-catalog of helped define the tone of the game, and how he's used the game to promote other independent EDM artists.
Noclip's second documentary series tells the story of how the critically acclaimed 2016 reboot of DOOM came to be. Featuring interviews from the team at id Software, exclusive insight into the game's development and never before seen footage of the cancelled DOOM 4 project, DOOM Resurrected is a unique insight into the passion behind modern AAA game development.
A small taste of our series covering the development of 2016's hit rebirth of the DOOM franchise. Coming December.
In the first part of Noclip's dive into the development of DOOM, Danny speaks to the team at id Software about the history of the studio, the cancelled DOOM 4 project and how DOOM 2016 came to be.
In part two of Noclip's look into the development of DOOM (2016) Danny analyzes the design of the game's opening level, and talks to Hugo Martin & Marty Stratton about the origin of the game's self-aware tone.
In our third and final video looking into the development of DOOM (2016) Danny talks to the team about designing combat chess, and chats to Mick Gordon about writing the game's incredible soundtrack.
In this extended cut of our interview with id Software legend Kevin Cloud, we talk about creating SnapMap, and his work as an artist on Wolfenstein, DOOM, Quake and more.
In this extended cut of our interview with DOOM composer Mick Gordon, we talk about the creative process of writing a video game soundtrack, and what it's like playing the finished product.
In our extended interview with id's Creative Director Hugo Martin, we talk to him about writing DOOM's story, designing the game's intro and how film influences his creative vision.
In our first episode of Noclip Profiles we travel to Ireland to talk to John Romero about his incredible career making some of the most influential first person shooters of all time. We learn about his young passion for programming, the reasons he left id Software and what he hopes to achieve with his new life in Galway.
Remember those schoolyard rumors about a secret Mario level? Or that time your cousin told you they knew how to unlock Goro in MK1? Remember what it was like to play a game you didn't know everything about before it was released? In this multi-game documentary we talk to Jonathan Blow, Derek Yu and Jim Crawford about the challenge of retaining mystery & player discovery in the age of the internet. Plus we announce full Noclip documentaries for The Witness, Frog Fraction & Spelunky too. Buckle up friends, March is going to be busy!
A multi-game, multi-documentary adventure. Coming Soon.
In this special feature about video game mysteries, we talk to Jonathan Blow (The Witness / Braid), Derek Yu (Spelunky) and Jim Crawford (Frog Fractions) about the games that inspired wonder in us as children, and the fight to keep player discovery alive.
Our mystery series continues with a look at the flash game odyssey that is Frog Fractions.
The development of Frog Fractions 2 is a uniquely absurd odyssey. We recommend you play the game before watching this ridiculous story.
What lies at the heart of Johnathan Blow's island of mystery? We talk to the famed indie designer about how one of his earliest design ideas blossomed into The Witness.
For almost a decade players have gleefully explored Spelunky's refined brand of player discovery and emergent gameplay. In this documentary, we talk to the game's creators about building the rules of its procedurally generated worlds.
The jury is still out on the long-term success of virtual reality, but we wanted to know what it was like for developers creating games in the fledgling space. We invited indie turned VR developer Theresa Duringer to tell us about designing games in VR, the interesting obstacles she's run into, and how virtual reality may help those who are scared of flying.
From Bloodborne to John Wick, Titanfall to Blade Runner - we talk to Marty Stratton and Hugo Martin, the lead designers on DOOM (2016), about the movies and games that inspire their creativity.
In the first video in our three-part series, we tell the story of how the 1.0 version of FINAL FANTASY 14 came to be. How FINAL FANTASY 11 inspired its design, the ways in which the game fell short and how Square-Enix and the development team reacted to its failure.
In the second video in our three-part series, we talk to the team at Square Enix about the incredible decision to spend over a year patching the 1.0 version of the game, only to destroy it. Forever.
In the third and final video in our series, we rejoin the team at the launch of A Realm Reborn and take a look at how the events of 1.0 have echoed through time, even as the realm of Eorzea moves on.
Poland's CD Projekt are responsible for one of the most lauded games of recent years (The Witcher 3: Wild Hunt) and one of the most anticipated games in recent memory (Cyberpunk 2077). We sit down with joint-CEO Marcin Iwiński to talk about the difficult journey here, their recent success, and what's coming up next.
Brian Gibson & Marc Flury are the team responsible for the hellish act of rhythm violence known as Thumper. In this Noclip Session, we speak to the duo about their time working on Rock Band, the emotive power of music and how they orchestrated a new form of rhythm game.
Introducing our six-part mini-series on the history and design of The Witcher franchise. Featuring interviews with over a dozen CD Projekt veterans, we explore the creation of the games from several unique perspectives including level design, quest design, localization, adaptation, living world design and more.
365 days after launch, we take a look back at all the stories we told in our first year; the places we went, the people we spoke to, and the community of video game fans who walked with us every step of the way.
Join Danny O'Dwyer and a host of CD Projekt developers are they celebrate the 10th Anniversary of The Witcher game series. Recorded live at PAX West 2017.
Join Noclip as we host a special panel celebrating the 10th Anniversary of The Witcher game series. With behind the scenes videos, early footage of Noclip's upcoming miniseries and a live panel of CD Projekt veterans, this is a must-see panel for any fan of The Witcher.
In the opening episode of our six-part series on The Witcher, we talk to Marcin Iwiński about life in socialist Poland, the business of games distribution and the founding of CD Projekt.
We continue the story of CD Projekt by talking to the people who designed, produced and played the first two games in the franchise.
Ever wondered how CD Projekt created the world of The Witcher 3? We talk to people from environmental design, level design and open world design about how they collaborated to make the world of Wild Hunt.
We talk to the designers of The Witcher 3: Wild Hunt about some of their favorite quests, and the process of bringing the franchise to a rich, open world.
Millions of players around the world have played The Witcher 3 in languages different from the one you experienced. Different voice actors, with different references and place-names. We talk to the adaptation and localization teams about the challenge of adapting Slavic lore for cultures around the world.
To make a game as detailed as The Witcher 3: Wild Hunt requires a team of people working on a broad range of systems. In our final video of this series we delve into music, combat design, AI, cinematic design, writing, performance capture, and of course, Gwent.
PLAYERUNKNOWN'S BATTLEGROUNDS has taken the world of online PC shooters by storm in 2017. But who is the man behind the moniker? We sit down with Brendan Greene to talk about his love of military shooters, his journey into mod development and the success of his first game.
How does a studio known for linear first person shooters design one of the most well regarded open world games of the generation on their first attempt? Noclip travels to Amsterdam to talk to Guerrilla about their epic journey bringing Horizon Zero Dawn to PlayStation 4.
We sit down with celebrated immersive sim designer Harvey Smith to talk about game design, maturing as a developer, life abroad and the long shadow of his early work.
Back in March we sat down with Ricardo Bare & Raphael Colantonio (who have since left Arkane) about the difficulties in designing immersive sims, and the long journey both they and the Prey IP took to get to this point.
In this extended cut of our interview with Guerrilla Games' Narrative Director John Gonzalez we talk about his work on Fallout: New Vegas, the challenge of creating an empathetic character, how the writing team created a believable universe around her, and the unique culture of this Dutch studio.
Ian Hamilton is an accessibility specialist who co-directs the Gaming Accessibility Conference and consults with game companies over how to make their games more accessible. We talked to him about the small changes studios can make to make their games available to more people.
We talk to Samantha Cook about designing Anamorphine, an upcoming surrealist adventure that aims to depict depression, trauma and other aspects of mental health.
In this extended cut of our interview with Horizon Zero Dawn's Director Mathijs De Jonge, we talk about the long process of crafting the game from initial pitch to boxed release. [WARNING: CONTAINS LIGHT SPOILERS]
Bekah & Adam Saltsman run collaborative game studio Finji and are responsible for publishing Night in the Woods, as well as designing games like Canabalt & Overland. We talk to them about the frantic launch of Night in the Woods and the curious case of the ghost bug.
Welcome to Noclip Bonus Level—the show where we take a break from making documentaries for five minutes, to analyze the world of video games around us. In our first episode, Danny takes a look at the history of the first-person-shooter and celebrates the return of combat chess.
In the first part of our series on the remarkable story of Warframe, we dive into the history of Digital Extremes and explain how the co-creators of Unreal transformed into a work-for-hire studio, and eventually found themselves having to make the leap to Free-to-Play.
In the final part of our Warframe documentary, we dive into the design of Digital Extreme's free-to-play phenomenon and explain the lengths the team had to go to, to ensure players kept coming back.
In this extended cut of our interview with Digital Extremes' Rebecca Ford, we talk about Warframe's long journey and the ways the community team collected and implemented player feedback.
In this extended cut of our interview with Digital Extremes founder James Schmalz, we talk to him about his days designing pinball games, his work on the Unreal franchise, the early days of DE and the seemingly unlikely success of Warframe.
In this extended cut of our interview with Digital Extremes' Steve Sinclair we talk to him about his career at Digital Extremes and the neverending struggle to get Warframe made.
In our final Noclip Session (yes it took us a full year to edit all of these!) we talk to Zoë Quinn about growing up playing the 3DO and the effect that FMV games have had on her own creative work.
Embark on a quest through the history of The Elder Scrolls and Fallout. With insight into the development of everything from Arena to Fallout 4, Noclip takes you on a journey through the creative process of one of the most prolific RPG designers in gaming history.
Noclip goes behind the scenes at Bethesda Game Studios to uncover the story behind the development of Fallout 76. Through interviews with the development staff we reveal the origins of the game, explore the map of West Virginia and dive into the gameplay of this online twist on Fallout.
In this short from our time at Bethesda Game Studios, we talk to Emil Pagliarulo about his experience designing The Dark Brotherhood questlines for The Elder Scrolls IV: Oblivion & The Elder Scrolls V: Skyrim.
Mark Lampert details the work that goes into designing the soundscape of a Fallout and Elder Scrolls games and tells us about the work of composers Jeremy Soule & Inon Zur.
How do old games come back from the dead? We talk to the people at GOG.com about the work they do to hunt down & release classic games, and their mission to encourage more DRM free releases.
In our second production class Noclip editor Danny O'Dwyer details his process for editing trailers by performing a second-by-second breakdown of the one he cut for our Fallout 76 Documentary.
In our first production class Noclip director-of-photography, Jeremy Jayne details the equipment we use to film our documentaries, why we chose it and how we move it from location to location.
How does a popular gaming YouTube channel make the pivot to video games development? And why? Guest host Alanah Pearce visits the Game Grumps to uncover the unlikely story of Dream Daddy - the gay dad dating sim with a heart of gold.
In our latest production class Noclip director-of-photography, Jeremy Jayne details his process for lighting and filming our documentaries.
Noclip goes behind the scenes at Bethesda Game Studios to tell the unlikely story behind the development of the most played game they've ever released; Fallout Shelter.
In our latest Bonus Level, Danny talks about his paternity leave playing Bloodborne, and how its unique gameplay brought him back to his own childhood.
Victor "Spooky" Fontañez used to spend his weekends running fighting game tournaments on the literal streets of New York City. In this documentary we explore his rise to prominence and the pivotal role of the Fighting Game Community in the rise of video game live streaming.
In this clip taken from our Half-Life documentary we talk to journalist and game awards show creator Geoff Keighley about covering the final hours of Half-Life during his college days.
What happens when one of the most revolutionary series in video games suddenly goes dark? To celebrate its 20th anniversary, Noclip hits the road to investigate the legacy of Half-Life and the incredible community working to keep the dream alive.
In the first episode of our series covering the development of Hades, we meet the team at Supergiant Games who are preparing to launch in early access and finish their announcement trailer. All in preparation for Hades' secret public debut at The Game Awards.
Geoff Keighley has been covering the video games industry for over two decades, but these days he spends most of his time organizing The Game Awards. We wanted to know what it was about the show that motivates him year after year.
We sit down with Cory Barlog to talk about his experiences directing the critically acclaimed God of War (2018).
We rejoin Supergiant Games as they struggle to deal with updating and patching their latest project; Hades. Filmed over the course of three months, this episode features raw insight into the planning, creative brainstorming, and pressures of working on a game in early access.
In our latest production class Noclip director-of-photography, Jeremy Jayne details his process for color grading our documentaries.
Noclip rides a shuttle to Seattle to tell the story of a group of dear friends who left their jobs in AAA to create the space game of their dreams. The story explores the struggles they encountered and the strangers that came on board to help them finish the journey. [This story deals with issues of loss and grief that some viewers may find difficult.]
We sat down with Ed Boon at a preview event for Mortal Kombat 11, to talk about the process the studio uses to conceptualize and design the various fatalities in each Mortal Kombat game.
We talk to the developers behind Mortal Kombat, about the difficult process of iterating on a twenty-five year old franchise, and the work done to design a fighting game for different types of players.
Could Sekiro benefit from an easy mode? Does increased accessibility put the developer's creative vision at risk? Perhaps the truth isn't a matter of fact, but a matter of perspective.
We sit down with Brian Mitsoda (Narrative Lead, Hardsuit Labs) and Christian Schlütter (Lead Producer, Paradox Interactive) to talk about the two studios collaborated to bring this 2004 cult classic out of retirement.
We talk to development veteran Chandana "Eka" Ekanayake about utilizing underrepresented cultures to create new types of games and then giving the birds in those games fist-bumps and cool hats.
We're currently running a series on the Early Access development of Supergiant Games' Hades. In this video, we take a break from interviewing and ask the development team the burning questions from our community.
Wishlist / Download Stunt Derby Demo
Now that The Elder Scrolls Blades is available to play we look back at the inception of the game from our interviews in 2018, and the challenges the team at Bethesda Game Studios had in bringing Tamriel to the phone.
We sit down with Justin Ma and Matthew Davis of Subset Games to talk about the design of their breakthrough hit FTL: Faster Than Light and their sophomore effort Into The Breach.
Who were the people behind the games at Telltale, and how did its sudden closure affect them? We talk to four former Telltale Games employees about the highs and lows of their time at the studio, and the human cost of games development.
We embed with the art and music teams at Supergiant Games to examine what it's like creating the visuals and soundtrack for Hades, while the game is still in early access.
Noclip investigates the evolution of E3. With behind the scenes interviews from CD Project, Twitch, IGN, Vice Games, Rebb Ford, Tim Schafer, Ben Pack, SkillUp and many others, we look at how the conference has changed over the past 25 years in response to the changing face of games coverage.
In the first of our four-part series on Hitman, we investigate IO Interactive's split with Square Enix and how the studio survived long enough to bring the Hitman series back from the brink.
How does IO Interactive create the simulation of each level in Hitman? We talk to the team about creating the sandbox, positioning targets, and the delicate task of guiding the player.
How were the Hitman levels of Miami, Mumbai & New York designed? We sit down with the designers at IO Interactive to talk about track teams, creating explorable spaces and creating satisfying targets.
We talk to Hitman's lead writer Michael Vogt about creating a contemporary Agent 47, and the world of assassination that surrounds him.
We chat to Noel Berry about Celeste's design journey and how a Pico-8 side-project evolved into a multi-award-winning indie darling.
We talk to Raphael van Lierop about designing the solitude of The Long Dark, how people have used the game to escape, and creating a world which challenges the player to make impossible decisions to survive.
For the first time ever, the ESRB opens its doors and unveils the process of rating video games.
Tim Willits breaks down the history of the Quake franchise.
Supergiant Games tells us the story of how the studio was created, and how Bastion was designed.
We talk to the developers at Mobius Digital Games about the design of their breakthrough hit - Outer Wilds.
We uncover the original design concepts for Transistor and show how the team at Supergiant Games worked to avoid the sophomore slump.
Hugo Martin (Game Director) breaks down the design and redesign of DOOM Eternal's new and classic demons.
To celebrate the 15th Anniversary update of Gish, we sit down with Alex Austin and Edmund McMillan to talk about the award-winning physics platformer that took the indie-game scene by storm, years before people were buying indie-games.
David D'Angelo (Yacht Club Games) breaks down each of the Shovel Knight games, their influences and design goals.
Supergiant Games prepares to launch Hades on Steam Early Access after a year of exclusivity on the Epic Games Store. We embed as they tell us about their hopes, their many fears, and the surprising reality of how it all went down.
To celebrate our nearly reaching 500k subs, we answer your questions about our work and gives updates on our most requested documentaries.
We explore the design of perhaps Supergiant Games' most unique game. The vibrant, sporty, mystical world of Pyre.
In the first video exploring the design of The Outer Worlds, we sit down with Tim Cain and Leonard Boyarsky to discuss how a team of fewer than 75 developers collaborated to create their sci-fi RPG.
In the second video exploring the design of The Outer Worlds, we sit down with the writing team to explore the process of writing NPC's, quest givers and companions.
In the third video exploring the design of The Outer Worlds, we talk to the level design and writing team about how they crafted some of the game's most complex quests & areas.
In the fourth video exploring the design of The Outer Worlds, we talk to studio audio director Justin Bell about the process of writing the score, voicing the characters and making every sound trigger at the correct time.
In our final video exploring the design of The Outer Worlds, we look at the design of player choice, and the complexity of allowing players to feel like they are playing the game their way.
In our first Noclip Update we let you know what to expect in May and beyond including our documentary on Creative Assembly, and our look at the history of Arkane Studios.
Over the course of three decades Creative Assembly has grown from a one-man-band to one of the largest studios in the UK. In this documentary Chris Bratt tells the story of the games they've made, and the people behind them.
The Untold History of Arkane Studios. How they went from making games like Arx Fatalis and Dark Messiah, to Dishonored and Prey. Revealing 3 huge cancelled projects: The Crossing, LMNO, the Half-Life spin-off 'Ravenholm'.
We chat to Bay 12 Games co-founder Tarn Adams about their remarkable ASCII simulation Dwarf Fortress - the game's origins, how it works, and their plans for steam. Thank you to Kruggsmash for allowing us to use his footage.
Two of the Free Lives team who created Genital Jousting (Richard Pieterse, Evan Greenwood), sit down to talk to us about penis physics, player reactions and the subtext behind their phallic-em-up.
We talk to Double Fine's Lisette Titre-Montgomery about her career as an artist, the work of an art team, and creatively collaborating with Tim Schafer.
We chat to Goichi Suda (Suda51) about the games he's designed over his distinguished career, and the type of work he tries to inspire at Grasshopper Manufacture.
Featuring interviews with Jim Vessella, Petroglyph Games and Lemon Sky, we explore how Command & Conquer Remastered Collection came together, and how the international team remastered FMV, graphics, audio, music, gameplay and more.
We talk to Stephen Kick about the odd story behind the return of System Shock, and his struggle to get Night Dive Studios reboot finished.
We talk to the developers at Arkane Austin about the design of the opening 30 minutes of Prey.
Using interviews filmed between March and August of 2020 we take a follow the team at Supergiant Games as they react to the initial COVID-19 outbreak, the challenge of working from home, and the mental toll of isolation during quarantine.
We talk to the founders of Spokko who convinced CD Projekt to let them make their dream mobile game using the universe of The Witcher.
Three years ago we flew to Japan to film our documentary on Final Fantasy XIV. With COVID 19 grounding most international travel we thought it was probably time to share this patron-exclusive feature with our community here on YouTube.
Edmund McMillen breaks down his game design history, covering his early Flash games, the breakthrough success of Super Meat Boy, the rise of The Binding of Isaac and loads more.
Danny and his brother Alan dive through decades-old boxes of classic Amiga games to reminisce about some the best games to ever grace the computer.
We talk to Klei Entertainment founder Jamie Cheng about the company's history. From working on EETS in his spare time, to the breakout success of Don't Starve and beyond.
With Oakland's video game museum "The MADE" closing for the foreseeable future due to Covid-19, we explore the work the museum does for local kids, and in preserving the medium for gamers worldwide.
We talk to Creative Assembly about the difficulties the team had in creating the cult classic Alien: Isolation. How they pitched the project to SEGA, went through a challenging perspective change and brought Ridley Scott's Alien back to life.
We talk to Jorg Neumann (Microsoft) and Sebastian Wloch (Asobo) about the bleeding-edge technology that enabled them to recreate the digital twin of planet earth in the latest iteration of Microsoft Flight Simulator.
Tim Schafer explores 20 years of Double Fine Productions by telling us about the design and development of games like Psychonauts, Brütal Legend, Grim Fandango Remastered, Happy Action Theater, Stacking and way more.
In our final episode we cover the 1.0 launch of Hades and everything that happened in the months following the games release.
John Murphy from Young Horses explains the process of coming up with a Bugsnak, and how they were implemented to create engaging, emergent gameplay.
After 4 and a half years we've had a lot of fun and learned a lot about this work. Time to mix it up.
We talk to Team Asobi's Nicolas Doucet about how Astro's Playroom started out as a collection of tech demos for the PlayStation 5's DualSense controller, and evolved into a celebration of PlayStation's history.
In our brand new series Greatest Hits, we celebrate the legacy of RollerCoaster Tycoon by exploring its original design and talking to the people holding the torch today. RCT was chosen by a subset of our patrons - to pick the next game, consider joining them.
We fly to France and Texas to talk to the developers at Arkane Studios about the design of their most beloved franchise; Dishonored.
We talk to Four Quarters, the developers of Loop Hero, about the design of their unique rouge-like, and how it evolved from a game-jam project, to a full commercial game.
Featuring developers from BluePoint Games and Japan Studio, we unravel the years of work that went into remaking the now-infamous Demon's Souls for the PlayStation 5.
Featuring developers from Bluepoint Games and Japan Studio, we unravel the years of work that went into remaking Demon's Souls for the PlayStation 5.
In our latest episode of Greatest Hits, Danny peaks through the Looking Glass to remember the original Thief series, and the long shadow it has cast on the world of game design.
An update and what's happened, and what should happen next.
We talk to the team at Arkane Austin about the design of their immersive sim cult classic, Prey.
We talk to Co-Creative Director Dinga Bakaba about the unique design of Deathloop. Don't worry, no spoilers.
We talk to Acid Nerve about the design and philosophy of Death's Door.
In this look at the development of Chivalry 2 we explore the design of sprawling Medieval maps, the importance of screaming, and how Torn Banner found solutions to making swordplay fun.
Yes we talk about their other games too. Coming December 2021.
We talk to Modern Storyteller's Nick Pearce about his remarkable journey to create The Forgotten City.
Danny talks to the people behind Grand Theft Auto & Lemmings, about the history of DMA Design and their lasting impact on the world of development. [This is a re-upload as there was an audio glitch present in the original.]
We talk to Dennaton Games about the design and legacy of Hotline Miami.
We explore the journey Black Mesa made over two decades of development, and how a team of fans went on to fix Half-Life's unfinished final chapter. The full 2+ hour documentary arrives later this month.
We talk to Crowbar Collective about their 16 journey rebuilding the original Half-Life.
We talk to the developers at Innersloth about the development of Among Us. From it's humble days as a mobile party game, to the online sensation that, for a time, took over the world.
We talk to Lilith Walther about her fan project to de-make Bloodborne to look like a classic PlayStation One title.
In the first episode of our new series "Hyper Light Development" we meet the team at Heart Machine, learn about their previous projects, and the journey they are about to embark on.
We talk to Cellar Door games about their challenging journey to create a worthy sequel to Rogue Legacy.
We talk to Peter Molyneux & Mark Webley about the development of Black & White and investigate who is responsible for abandoning this PC Gaming classic.
We explore the history of Crystal Dynamics by talking to the people behind decades of classic games.
As part of our game history preservation mission we're excited to release these assets which give a glimpse into the development of DOOM 4 and DOOM 2016.
Danny talked to Dillon Rogers about how Gloomwood takes inspiration from immersive sims and survival horror classics.
In the second episode of Hyper Light Development we talk about the massive genre shift Breaker went under in 2022.
We travel to Naughty Dog to explore the process of remaking their 2013 classic for modern platforms.
We talk to Earnest Yuen and Adam Isgreen of World’s Edge about the remarkable comeback of the Age of Empires franchise.
We talk to Gavin Eisenbeisz about how he turned ten years of childhood game design experience into a an overnight viral hit.
We talk to the cast of IMMORTALITY about the process of filming a video game.
We talk to Luca Galante about a game dev side-project that became a BAFTA Game of the Year.
NHL 94 is largely considered one of the best sports games ever made. 30 years after its release we talk to the developers about that era of sports game design and the magic that went into the development of NHL 94.
We talk to Nate Purkeypile about the reception to Fallout 76, why he left Bethesda after 14 years of crafting worlds there, and what it's like making a solo open world game "The Axis Unseen" using Unreal.
Join us next month for a documentary series about geckos, vampires, superheroes, archeologists & more.
PANEL DETAILS: Sat, Sep 2, 2023 // 2:30 PM - 3:30 PM // Monarch Theatre
We talk to the original creators of Monkey Island about the legacy of the franchise and how that impacted their journey to bring the series back in 2023.
We travel to Obsidian Entertainment to talk to the small team behind this award winning historical role-playing game. Lettermatic's Pentiment Font Case Study: https://lettermatic.com/custom/pentiment
Let's talk about the first 100 videos on our archive channel.
With Embracer Group engaged in a massive sell-off, the team at Heart Machine try to focus on the road to early access, unsure about what the future holds for their publisher.
We explore the creation of one of gaming's most iconic soundtracks by talking to Psygnosis composer Tim "CoLD SToRAGE" Wright about a very special era of 90s games development.
We sit down with Black Salt Games to talk about the design of their cosmic horror fishing game DREDGE.
Jeremy Jayne reveals the remarkable tale of how a teenage hobbyist (Dave Johnston) accidentally made one of Counter-Strike's most iconic maps. And then accidentally did it again.
From the team behind "Hades: Developing Hell" comes a new series covering the development of Hyper Light Breaker at LA based Heart Machine. "Hyper Light Development" follows the hybrid team as they collaborate in person & remote, and explores the challenge of growing an indie studio in the competitive Los Angeles development scene.