Why Did Geoff Keighley Create The Game Awards?
Noclip - S4 - E1
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.
Noclip: Season 4 - 24 Episode s
4x1 - Why Did Geoff Keighley Create The Game Awards?
January 2, 2019
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.
4x2 - Directing God of War with Cory Barlog
January 16, 2019
We sit down with Cory Barlog to talk about his experiences directing the critically acclaimed God of War (2018).
4x3 - The Chaos of Patching Hades - Developing Hell #02
February 21, 2019
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.
4x4 - The Untold Story Behind Astroneer's Difficult Development
March 4, 2019
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.]
4x5 - Designing Mortal Kombat Fatalities with Ed Boon
March 6, 2019
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.
4x6 - The Design Behind the Konstant Reinvention of Mortal Kombat
March 8, 2019
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.
4x7 - Sekiro, Difficulty & the Importance of Perspective (Noclip Bonus Level)
April 4, 2019
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.
4x8 - The Return of Vampire: The Masquerade - Bloodlines
April 9, 2019
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.
4x9 - How Culture & History Inspired the Design of Falcon Age
April 10, 2019
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.
4x10 - Supergiant Games Answers Our Patron's Questions
April 24, 2019
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 at https://www.patreon.com/noclip
4x11 - The Challenge of Designing The Elder Scrolls: Blades
April 30, 2019
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.
4x12 - The Design of FTL & Into The Breach
May 6, 2019
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.
4x13 - Telltale: The Human Stories Behind The Games
May 15, 2019
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.
4x14 - How Supergiant Games Create Music & Art - Developing Hell #03
June 21, 2019
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.
4x15 - Behind the Scenes at the Final E3 | E3 2019 Documentary
July 8, 2019
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.
4x16 - The Fall & Rise of Hitman | Noclip Documentary
July 29, 2019
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.
4x17 - How the Simulation of a Hitman Level Works
July 31, 2019
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.
4x18 - Revealing the Tricks Behind Hitman's Level Design
August 5, 2019
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.
4x19 - Redesigning Hitman's Agent 47
August 7, 2019
We talk to Hitman's lead writer Michael Vogt about creating a contemporary Agent 47, and the world of assassination that surrounds him.
4x20 - The Story of Celeste's Development
September 9, 2019
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.
4x21 - Designing the Powerful Loneliness of The Long Dark
September 15, 2019
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.
4x22 - How Does the ESRB Rate Video Games?
November 11, 2019
For the first time ever, the ESRB opens its doors and unveils the process of rating video games.
4x23 - The History of Quake with Tim Willits
December 10, 2019
Tim Willits breaks down the history of the Quake franchise.
4x24 - The Making of Bastion - Documentary
December 23, 2019
Supergiant Games tells us the story of how the studio was created, and how Bastion was designed.