Destructible Environments in Control: Lessons in Procedural Destruction
In this 2020 GDC Summer session, Remedy's Johannes Richter showcases the technology used and lessons learned creating the destructible world of the Oldest House in Control. Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: / official_gdc GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

▶︎
Exploring the Tech and Design of Noita

▶︎
Designing Radically Non-Linear Single Player Levels

▶︎
I Gave ChatGPT a Body

▶︎
GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn

▶︎
'Death Stranding': An AI Postmortem

▶︎
Extreme SIMD: Optimized Collision Detection in Titanfall

▶︎
The Beginners Guide to Creating Realistic Graphics (In Unity)

▶︎
The Formula for Replayable Games

▶︎
Particle Life: simulating "life" with 200000+ particles

▶︎
Something is jamming GPS over Europe. Here's what we found

▶︎
A First Look At Raytraced Audio

▶︎
Control - Story Explained

▶︎
Dynamic Destruction in UE5 with the Chaos Destruction System | GDC 2025

▶︎
Turing Award Winner: Disagreeing with Google, Postgres, Future Problems | Mike Stonebraker

▶︎
Character Control with Neural Networks and Machine Learning

▶︎
yeah... no wonder movies look cheap on new TVs

▶︎
Level Design Approaches for Solo Devs

▶︎
The AI Take Over Has Completely Backfired and I Can't Be Happier

▶︎
Practical Procedural Generation for Everyone

▶︎
