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Videos uploaded by user “GDC”
Satoru Iwata Game Developers Choice Awards Tribute
 
03:01
Thank you Mr. Iwata, for everything you have done for the world of video games. Video by: Raber Umphenour Shawne Benson David Hellman Chris Kohler Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelope... http://www.gdconf.com/
Views: 760255 GDC
How to Choose a Theme for Your Game
 
05:28
As part of GDC 2013's Microtalks session, Plants Vs. Zombies creator George Fan offers 4 questions to ask to find the theme of your game - a vital step of the development process. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 47906 GDC
Magic: the Gathering: Twenty Years, Twenty Lessons Learned
 
01:00:47
Magic the Gathering head designer Mark Rosewater shares twenty lessons learned over twenty years of designing one of the world's most popular collectible card games. Watch to learn lessons such as "Restrictions Breed Creativity", "Fighting Human Nature Is a Losing Battle" and "If Everyone Likes Your Game, But No One Loves It, It Will Fail". 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 533748 GDC
"It's Just Emulation!" - The Challenge of Selling Old Games
 
01:00:57
Keeping classic games in print is a surprisingly risky and difficult business. This 2016 talk from Digital Eclipse's Frank Cifaldi showcases the approach taken for Capcom's Mega Man Legacy Collection to discuss how and why old games should and will become sellable again. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 94086 GDC
30 Things I Hate About Your Game Pitch
 
37:37
In this 2017 GDC talk, Game On The Rails' Brian Upton describes thirty annoying or counterproductive things that you should avoid when you're pitching your game to a publisher. Learn how publishers evaluate the games that are pitched to them, what they care about and what they don't, and what you can do to present your own game in the best possible light. 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. Get your GDC 2018 pass now: http://ubm.io/2gk5KTU Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 550336 GDC
Animation Bootcamp: An Indie Approach to Procedural Animation
 
26:13
In this 2014 GDC session, indie developer David Rosen explains how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 230422 GDC
Escaping the Indie Shame Spiral
 
06:00
As part of GDC 2014's Indie Soapbox, designer and consultant Ethan Levy explains how to break out of complacency and get back to work on that amazing idea which caused you to become an indie developer. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 24908 GDC
Diablo:  A Classic Game Postmortem
 
01:17:43
Diablo developer David Brevik returns to the GDC stage to give a classic post-mortem on Blizzard's action RPG hit Diablo in this 2016 talk. Brevik shares key takeaways from the experience and sheds light on how the game went from a single-player, turn-based claymation DOS game to the genre-defining classic it became. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 632909 GDC
DOOM: Behind the Music
 
01:00:57
In this 2017 session, Doom composer Mick Gordon provides a detailed look into the compositional process, production techniques and creative philosophies behind the hell-raising soundtrack to the 4th installment of the seminal first-person shooter franchise, Doom. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 588148 GDC
Game Feel: Why Your Death Animation Sucks
 
22:38
Talking at GDC Europe 2015, indie dev Nicolae Berbece talks in depth on game feel - the thing that makes you say "This game feels awesome but I don't know why!" This interactive death animation walkthrough goes from the first lines of code, to asset animations and sound effect creation up to screen shake, particles, displacement maps, composition and polish. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 120648 GDC
How To Make Your Game Just Completely Hilarious: The Stanley Parable
 
29:06
One of the funniest and plain silliest talks at GDC 2015 - but no less rewarding for that - The Stanley Parable co-creator William Pugh tries, in his own words, to "desperately attempt to deconstruct The Stanley Parable to find an excuse for its success. Be amazed as he lists pre-prepared top tips for making your game funny. Leave in awe at his complementary speaker pass."
Views: 189642 GDC
European Innovative Games Showcase  Friendshapes
 
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From SFB Games, Tom and Adam Vian talk about their most recent game, Friendshapes, where two players cut themselves into interesting shapes to complete challenges. This presentation was given at the 2015 GDC Europe Innovative Games Showcase. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 37221 GDC
Storytelling Tools to Boost Your Indie Game's Narrative and Gameplay
 
29:27
In this 2017 GDC talk, NHTV University professor Mata Haggis shares his practical tips for creating compelling drama in your indie game and how those tips can bring new life to your overall game design. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 66647 GDC
Failing to Fail: The Spiderweb Software Way
 
59:47
In this GDC 2018 talk, Spiderweb Software's Jeff Vogel presents a retrospective on his company's history and how they've managed to stay in the game-making business since 1994. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 130646 GDC
How to Survive in Gamedev for Eleven Years Without a Hit
 
52:12
In this 2016 GDC Talk, Grey Alien Games' Jake Birkett explains how to survive as an independent game developer without having a single hit game. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 500951 GDC
Pillars of Eternity and Proper Attribute Tuning
 
58:24
While designing the Kickstarter-backed Pillars of Eternity, Obsidian Entertainment promised to stay true to a classic RPG trope: the 6-attribute spread. In this GDC 2016 talk, Obsidian's Josh Sawyer explains both the history of this RPG design constraint, and how they evolved its concepts to make a functional RPG for the modern era. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 110846 GDC
Classic Game Postmortem: Fallout
 
59:03
In this classic 2012 GDC Postmortem, Fallout producer/programmer/designer Timothy Cain delivers a talk on how he helped create a franchise that set a new standard for open-world RPGs and still resonates with players today. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 114955 GDC
Math for Game Programmers: Understanding Homogeneous Coordinates
 
22:48
In this 2015 GDC tutorial, SMU Guildhall's Squirrel Eiserloh provides helpful tips on using Homogeneous Coordinates to drive the illusion of 3D space. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 19703 GDC
Classic Game Postmortem: Deus Ex
 
01:01:25
In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 96078 GDC
FTL Postmortem: Designing Without a Pitch
 
01:01:27
The creation of FTL: Faster Than Light began with the desire to experience what it would feel like to be the captain of a starship. Many games have focused on space battles, but few games have focused on what happens in the ship itself. By focusing on a high-level goal of experiencing a singular feeling, and developing it with minimal preconceptions about FTL's gameplay, Subset Games was allowed to frequently alter or abandon aspects of its design, which eventually led to the game we know today. In this 2013 talkMatthew Davis and Justin Ma share their creative process as they take you step by step, from concept to crowdfunding to release. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 175939 GDC
Level Design Workshop: Designing Celeste
 
31:34
In this 2017 GDC session, Celeste lead developer Matt Thorson touches on a range of topics through the tools and process of designing 300+ hardcore platformer stages for 'Celeste', arranging the sprawling area maps that make up the mountain, and weaving story elements through its game world. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 80607 GDC
You Suck at Showcasing Your Game
 
28:20
In this 2017 GDC talk, Those Awesome Guys' Nicolae Berbece teaches you how to present and talk about your game, how to build a booth with cardboard and duct tape, why flyers are horrible, how to optimize the play session to fit the harsh environment of the show floor, how the focus should be on building relationships instead of selling copies and overall, how to take advantage of being at a gaming event as a developer. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 93824 GDC
Tales from the Trenches: AI Disaster Stories
 
24:43
In this GDC 2015 talk, AI experts from companies like Lockheed Martin, Maxis, Magic Leap, and Digipen relive their worst horror stories trying to create artificial life for video games. Their stories---and the monstrosities they created---will shock, astonish, and horrify you! 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 89791 GDC
Cuphead's Animation Process and Philosophy
 
28:19
In this 2017 GDC bootcamp, Studio MDHR's Jake Clark explains his design and animation processes for the game Cuphead, and shares practical ideas and tips for 2D animation. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 495872 GDC
How to Make and Self-Publish a Game in 12 Months
 
29:59
This GDC 2015 talk goes over the path SomaSim's Matthew Viglione took when he decided to make and self-publish his own game in the span of a year. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 431676 GDC
Seth Killian on the future of esports
 
05:54
EVO co-founder and fighting game developer Seth Killian gives a brief history of esports at the GDC 2016 Flash Backward session. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 5164 GDC
Reinventing God of War
 
59:50
Alert for photosensitive viewers: Cory's presentation includes white flashes on slide transitions. The first one occurs approximately 6 minutes into this talk. Please be aware when watching. In this 2019 GDC session, Sony Santa Monica's Cory Barlog explains why the road to creating a new God of War was a seemingly endless climb up an impossibly enormous mountain, filled with countless gut-wrenching failures and joyfully sweet successes. Register for GDC: https://ubm.io/2yWXW38 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 110695 GDC
Designing Downwell Around One Key Mechanic
 
27:51
In this 2016 talk, independent developer Ojiro Fumoto shares his experience about the development of his acclaimed game Downwell. The lecture is centered around the way Ojiro discovered a fun 'gimmick', and designed the entire game around it trying to maximize its use in gameplay. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 31195 GDC
Experimental Gameplay Workshop 2015: Thumper
 
08:54
As part of the Experimental Gameplay Workshop for 2015, Marc Flury presents 'rhythm violence' game Thumper, which combines classic rhythm-action with speed and physicality. In the title, you control a space beetle while careening towards confrontation with an insane giant head from the future (!).
Views: 18754 GDC
Less is More: Designing Awesome AI for Games
 
24:56
In this GDC 2015 talk, Radial Games' Kimberly Voll shows how to build AI that aren't necessarily brilliant, but are certainly believable, in order to convince players that the world they're playing in is inhabited by compelling characters. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 52349 GDC
Your Story has Already Been Done
 
04:52
In this Indie Soapbox microtalk from GDC 2014, writer & community manager Nika Harper explains how old news is still news to someone, so you can continue to make your timeless art because good stories are worth repeating. "Your story is still yours."
Views: 9447 GDC
Practical Procedural Generation for Everyone
 
31:30
In this 2017 GDC session, Tracery developer Kate Compton explains the many surprisingly simple algorithms of procedural content generation and how to use simple data structures to control complex content-generators that are scalable, flexible, and surprisingly powerful. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 145651 GDC
The Best Animation Tricks of the Trade (For 2016)
 
34:55
In this GDC 2016 session, Riot Games' Alex Lehmann is joined by 5th Cell's Amy Drobeck-Jones, ILM's Jean-Denis Haas, Sucker Punch's Billy Harper, Epic Games' Jay Hosfelt, and Phoenix Labs' Simon Unger as they explain the best tips and tricks for improvig your craft as an animator. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 185224 GDC
Darkest Dungeon: A Design Postmortem
 
01:03:22
In this 2016 GDC postmortem, Red Hook Studios' Tyler Sigman covers what went right from a design perspective and what didn't during the development of Darkest Dungeon. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 228493 GDC
Embracing Push Forward Combat in DOOM
 
49:22
In this 2018 GDC session, id Software's Kurt Loudy & Jake Campbell detail the philosophy behind the combat design of 2016's DOOM and its implementation, and discuss the possibility for its inclusion in multiple genres. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 34652 GDC
Keita Takahashi's Katamari Damacy at EGW 2004
 
22:20
The week after Katamari Damacy's release in Japan for PlayStation 2 back in 2004, Keita Takahashi, previously of Namco Bandai, visited Game Developers Conference to demonstrate his seminal "object rollup" title at the prestigious Experimental Gameplay Workshop.
Views: 6037 GDC
Emergent Behavior in Game AI
 
07:58
In this microtalk from GDC 2013's 'Turing Tantrums' rant session, veteran Ben Sunshine-Hill describes how not wanting emergent behavior game AI means you are not doing your job. You want your AI to be just like real life and you should set your standard on nothing less.
Views: 11688 GDC
Owlboy: The Evolving Art of a 10 Year Project
 
31:04
In this 2017 talk, D-Pad Studios' Jo-Remi Madsen and Simon Stafsnes Andersen explain how the art direction of Owlboy evolved over a 10-year period in order to stay modern to relevant times while still paying tribute to the aesthetics of classic platformers. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 45570 GDC
Into the Breach Design Postmortem
 
59:25
In this 2019 GDC session, Subset Games co-foudner Matthew Davis details the Into the Breach design process from early drafts to the final balancing decisions. Davis dives into years of cut content and iteration to show how Subset Games approached the difficult design challenges of making Into the Breach. Register for GDC: https://ubm.io/2yWXW38 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 53127 GDC
Board Game Design Day: White, Brown, and Pink: The Flavors of Tabletop Game Randomness
 
32:01
In this 2018 GDC talk, Mars International's Geoff Engelstein examines the different types of game randomness, when each type is useful, and how to generate and use them in a board game context. Register for GDC: https://ubm.io/2yWXW38 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 7787 GDC
Classic Game Postmortem: Lemmings
 
51:48
In this 2019 GDC classic postmortem, Mike Dailly discuss the creation of the seminal DMA Design puzzle-platform game Lemmings, which debuted on Amiga in 1991 and subsequently appeared on a multitude of other platforms. Register for GDC: https://ubm.io/2yWXW38 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 35248 GDC
Raph Koster's History of Virtual Worlds
 
06:14
Designer Raph Koster covers the history of designing virtual worlds during the GDC 2016 Flash Backward session. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelope... http://www.gdconf.com/
Views: 4292 GDC
The Making of Divinity: Original Sin 2
 
01:02:36
In this 2019 GDC talk, Larian Studios' Swen Vincke takes a look at all the strategies employed to make Divinity: Original Sin 2 a better game than Divinity: Original Sin 1, and how they turned out. Register for GDC: https://ubm.io/2yWXW38 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 40858 GDC
Marketing on Zero Budget
 
30:02
In this 2018 game career seminar session, No More Robots' Mike Rose shares exactly how he got press, streamers, YouTubers, deals, and sales for the procedurally generated biking game Descenders while spending the bare minimum on marketing. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 37742 GDC
The 5 Pillars & Pitfalls of Indie Games PR
 
29:21
In this GDC 2016 session, ICO Partners' Thomas Reisenegger shows the 5 PR pillars indie studios doing their own PR should prioritize in order to get their games in front of press, YouTubers and Twitch streamers. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 50381 GDC
The 2018 Failure Workshop
 
44:06
In this 2018 GDC workshop, developers Hugh Monahan & Tanya X. Short share stories about failures in their work, giving space for you to celebrate and learn from both the ups and the downs of independent game development. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/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.
Views: 40401 GDC
The Simplest AI Trick in the Book
 
25:20
In this 2015 GDC lecture, DigiPen's Steve Rabin, Insomniac Games' Jonathan Adamczewski, Lockheed Martin's Kevin Dill, Maxis' Rez Graham, and Digital Extremes' Dan Brewer share a plethora of AI development techniques that skip past the complicated programming and get right into the basic psychology that will trick players into thinking they're in an episode of Westworld. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 158523 GDC
The 2017 Failure Workshop
 
59:01
In this 2017 workshop, three game developers, Adriaan de Jongh, Michael Molinari and Tim Rogers candidly discuss recent failures in their careers, what went wrong, and what could have gone differently, to help viewers learn from their lesson and take a different path. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 86178 GDC
10 Secrets to Avoid Complete Commercial Failure in Game Development
 
28:08
This GDC Europe 2016 talk from Execution Labs' Jason Della Rocca, who has helped fund games like Moon Hunters and Secret Ponchos, breaks down 10 business tips for game developers to avoid the pitfalls and perils of running a business in the game development world. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 31533 GDC
Made Out Of Meat: Health Systems In Video Games
 
31:27
In this GDC 2016 talk, Catacomb Kids creator Tyriq Plummer explores both the resilience and fragility of the human body, and examines how our physical shortcomings can be applied to games in order to create more interesting challenges and experiences. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 88553 GDC