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BEWARE: THIS SCHELL GAMES SPREADSHEET IS SHARED WITH THE WORLDLogin credentials (SG Internal):Palette:
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Updated every-ish Tuesday!Questions / Suggestions: @amcfadden // Ratings represent attendees' personal opinions (not Schell Games')https://docs.google.com/a/schellgames.com/document/d/1ll8gDsJjTmg_RK31PzQf1nuAQORUldsPSPRCRG8DDxc/edit#http://www.colourlovers.com/palette/940086/mystery_machine
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#DateFree?Rtng /5Talk TitleByTalk notes / Watch this if...LinkTagsNotes
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3601/24/2023freeUnpacking': The Fun Behind the FoleyJeff van Dyckhttps://www.gdcvault.com/play/1027728/-Unpacking-The-Fun-BehindAudio, foley
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3591/10/2023freeHow Games Can Be JournalismNicholas Fortugnohttps://www.gdcvault.com/play/1027793/How-Games-Can-Be
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35812/6/2022freeRespectful Nonbinary Representation & LocalizationBenjamin Williamshttps://www.gdcvault.com/play/1027733/Respectful-Nonbinary-Representation
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35711/29/2022noWordle': Doing the Opposite of What You're Meant ToJosh Wardlehttps://www.gdcvault.com/play/1027882/-Wordle-Doing-the-Opposite
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35611/15/2022freeFusing Accessibility with Game DesignBrian Fairbankshttps://www.youtube.com/watch?v=SNgIg0o-aCg&list=PLVEo4bPIUOski2wDMqh9L3YNTJAyGHTqa&index=3
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35511/1/2022noDesigning Bosses For 'Sackboy: A Big Adventure'Ramon Huiskamphttps://www.gdcvault.com/play/1028082/Designing-Bosses-For-Sackboy-A
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35410/18/2022freeDreamscaper': Killer Combat on an Indie BudgetIan Cofinohttps://www.gdcvault.com/play/1027785/-Dreamscaper-Killer-Combat-on
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3539/27/2022noLevel Design Summit: Designing the Museum Flashback: 'The Last of Us Part II'Evan Hillhttps://www.gdcvault.com/play/1027964/Level-Design-Summit-Designing-the
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3529/20/2022freeGreater Accessibility with Fewer New Features and Less ScopeAlexis Miller, Francisco Soukihttps://www.gdcvault.com/play/1027799/Greater-Accessibility-with-Fewer-New
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3519/13/2022freeArt Direction Summit: Designing the Settlements in the World of 'Horizon Forbidden West'Roland IJzermanshttps://www.gdcvault.com/play/1027747/Art-Direction-Summit-Designing-the
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3508/23/2022noThe Design of 'HoloVista': Crafting Mechanics for Immersive StorytellingScott Siegelhttps://www.gdcvault.com/play/1028037/The-Design-of-HoloVista-Crafting
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3498/9/2022noThe Fine Line Between Difficult and Impossible: Adventures in VR DevelopmentDevin Reimer, Andrew Eichehttps://www.gdcvault.com/play/1028045/The-Fine-Line-Between-Difficult
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3487/26/2022freeGhost in the Empathy Machine: Exploring the Player-Character Connection in 'Life is Strange: True Colors'Zak Garriss, Jonathan Zimmermanhttps://www.gdcvault.com/play/1027732/Ghost-in-the-Empathy-Machine
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3477/19/2022noPsychonauts 2' Design PostmortemSeth Marinellohttps://www.gdcvault.com/play/1027887/-Psychonauts-2-Design
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3467/12/2022no4.00Audio Summit: Designing Audio Based Game MechanicsGiori Politihttps://www.gdcvault.com/play/1028001/Audio-Summit-Designing-Audio-Based
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3456/28/2022noLevel Design Summit: 'Deathloop': How We Designed Four Maps Four TimesSbastien Meghan Hannierhttps://www.gdcvault.com/play/1027993/Level-Design-Summit-Deathloop-How
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3446/14/2022freeAccessibility and Accommodation MicrotalksRaffael Boccamazzo, Jay Justice, Makenzie De Armas, Sunni Pavlovichttps://www.gdcvault.com/play/1027734/Accessibility-and-Accommodation
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3436/7/2022no4.00Game Narrative Summit: Dynamic Narrative Systems in 'Elsinore'Connor Fallonhttps://www.gdcvault.com/play/1028012/Game-Narrative-Summit-Dynamic-Narrative
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3425/17/2022no4.00Gamifying Creativity in 'Chicory': A Colorful TaleGreg Lobanovhttps://www.gdcvault.com/play/1028033/Gamifying-Creativity-in-Chicory-A
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3415/10/2022noThe Design Direction of 'I Expect You To Die 2'Francisco Soukihttps://www.gdcvault.com/play/1028050/The-Design-Direction-of-I
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3405/3/2022noFuture Realities Summit: Comedy-Driven Interaction Design with 'Floor Plan 2'Holden Link, Nic Vasconcelloshttps://www.gdcvault.com/play/1027909/Future-Realities-Summit-Comedy-Driven
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3394/26/2022freeWhat Being Neurodivergent Means in Game DevelopmentMonica Fan (SG), Radiant G, Ezekiel Hauge, Patrick Sheegog, Cameron Hopkinson, Emily Stell, Alanna Linayre, Samara-Jade Sendekhttps://www.gdcvault.com/play/1027729/What-Being-Neurodivergent-Means-in
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3384/5/2022noGame Narrative Summit: The Narrative Innovation Showcase 2021Mira Dorth, Clara Fernandez-Vara, Katharine Neil, Chella Ramanan, Carlos Rocha Silva, Matthew Weisehttps://www.gdcvault.com/play/1027220/Game-Narrative-Summit-The-Narrative
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3373/15/2022noDesigning for Healing: 'UnearthU'Kara Stonehttps://www.gdcvault.com/play/1027397/Designing-for-Healing-UnearthU
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3363/8/2022free2.00Animation for VRElizabeth Kupferhttps://www.gdcvault.com/play/1027372/Animation-for
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3353/1/2022freeMarvel's Spider-Man Miles Morales': The Creative JourneyBrian Hortonhttps://www.gdcvault.com/play/1027193/-Marvel-s-Spider-Man
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3342/21/2022freeOri Will of the Wisps': Narrative Design and Visual Storytelling [Part 1, 31:17-END]Jeremy Gritton, Chris McEnteeThe second part of this video focuses on Narrative Design.https://www.gdcvault.com/play/1027305/-Ori-Will-of-the
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3332/8/2022free4.00Ori Will of the Wisps': Narrative Design and Visual Storytelling [Part 1, 00:00-31:17]Jeremy Gritton, Chris McEnteeThe first part of this video focuses on Visual Storytelling.https://www.gdcvault.com/play/1027305/-Ori-Will-of-the
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3322/12022freeAdvocacy Microtalks
[Part 2, 34:55-END]
Terry Redfield, William Volkhttps://www.gdcvault.com/play/1027140/Advocacy
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3311/25/2022freeAdvocacy Microtalks
[Part 1, 00:00-34:55]
Tanya DePass, Simay Dinchttps://www.gdcvault.com/play/1027140/Advocacy
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33012/7/2021free3.60Sea of Solitude': Game Design Based on Human EmotionsCornelia Gepperthttps://www.gdcvault.com/play/1027198/-Sea-of-Solitude-Game
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32911/16/2021noImmersing with Music: Approaches to Musical Storytelling in 'Cyberpunk 2077'P.T. Adamczyk, Marcin Przybylowiczhttps://www.gdcvault.com/play/1027228/Immersing-with-Music-Approaches-to
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32811/2/2021free5.00Beginner’s Mindset: Accessibility Testing with Far Cry 6Ashley Papineauhttps://www.youtube.com/watch?v=wehhS4JnsEo
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32710/26/2021no2.60Environment Design as Visual Storytelling: Theory and PracticeMiriam Bellardhttps://www.gdcvault.com/play/1027254/Environment-Design-as-Visual-Storytelling
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32610/12/2021no4.00Fighting with Data: Learnings from Building the Combat System in 'Assassin's Creed: Valhalla'Ian Holsteadhttps://www.gdcvault.com/play/1027359/Fighting-with-Data-Learnings-from
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32510/5/2021free5.00Swiping on the Six Strings: Crafting an Interactive Guitar in 'The Last of Us: Part II'Mark Burroughs, Grant Hoechsthttps://www.gdcvault.com/play/1027141/-Swiping-on-the-Six
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3249/28/2021free4.33AI Summit: 'Death Stranding': An AI PostmortemEric Johnsonhttps://www.gdcvault.com/play/1027144/AI-Summit-Death-Stranding-An
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3239/21/2021free4.25Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'Jake Strasserhttps://www.gdcvault.com/play/1027183/Google-Maps-Not-Greyboxes-Digital
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3229/7/2021free5.00Accessibility Best Practices: Mobility ConsiderationsKaren Stevenshttps://www.gdcvault.com/play/1027139/Accessibility-Best-Practices-Mobility
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3218/31/2021free4.38Disco Elysium': Meaningless Choices and Impractical AdviceJustin Keenanhttps://www.gdcvault.com/play/1027160/-Disco-Elysium-Meaningless-Choices
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3208/24/2021no3.50Lessons From Theatre That Can Transform XR ExperiencesJames Hornhttps://www.gdcvault.com/play/1027374/Lessons-From-Theatre-That-Can
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3198/17/2021free4.20Breathing Life into Greek Myth: The Dialogue of 'Hades'Darren Korb, Greg Kasavinhttps://www.gdcvault.com/play/1027149/Breathing-Life-into-Greek-MythAudio, VO, Voice Acting, Narrative
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3187/6/2021noTeamfight Tactics' Design LessonsDavid Abecassishttps://www.gdcvault.com/play/1026808/-Teamfight-Tactics-DesignDesign
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3176/22/2021noGuildlings': Rethinking Mobile Adventure and Rediscovering the RPGJamie Antonissehttps://www.gdcvault.com/play/1026806/-Guildlings-Rethinking-Mobile-AdventureDesign
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3166/8/2021freeLevel Designer Breaks Down Ori's Awesome Sand LevelGame Maker's Toolkithttps://www.youtube.com/watch?v=gIdHTL18kTULevel Design
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3155/25/2021freeBoard Game Design Summit: Developing 'Artifacts of Play' For Your Tabletop GamesKathryn Hymeshttps://www.gdcvault.com/play/1026745/Board-Game-Design-Summit-DevelopingBoard Game, Tabetop
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3145/11/2021freeMining Your Own Design: Crafting the Crafting System in 'Astroneer'Aaron Biddlecom, Elijah O'Rearhttps://www.gdcvault.com/play/1026846/Mining-Your-Own-Design-CraftingDesign
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3134/27/2021noPlayer Segments Based on Gaming Motivations: An Analysis of 400,000 GamersNick Yeehttps://www.gdcvault.com/play/1026849/Player-Segments-Based-on-GamingMarketing
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3124/12/2021freeLevel Design Workshop: The Illusion of ChoiceJim Brownhttps://www.gdcvault.com/play/1026952/Level-Design-Workshop-The-IllusionLevel Design
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3113/30/2021freeMaking a Cozy Game out of Uncomfortable PartsMisha Velichanskyhttps://www.youtube.com/watch?v=mJ8xz5kyZKQDesign, Writing, Inclusivity
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3103/16/2021freeUntil You Fall: Building Satisfying VR Combat on a BudgetDave Bennett & Patrick Jalberthttps://www.youtube.com/watch?v=XOSwA9D7tb0VR Combat
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3093/2/2021freeTranslating the Flashiness of Fighting Games - Melee Visual Effects in VRKwamé Babbhttps://youtu.be/26yxaXUjHSYVisual Effects, VFX
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30812/15/2020free// Hidden HistoriesBrenda Romerohttps://www.gdcvault.com/play/1026771/-Hidden
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30712/1/2020freeGame Narrative Summit: Conflict, Mystery, and Connection in Casual, Free to Play Puzzle GamesLisa Brunettehttps://www.gdcvault.com/play/1026704/Game-Narrative-Summit-Conflict-Mystery
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30611/24/2020freeHow a Last of Us Part II Level is MadeMark Brown (GMTK) and Evan Hillhttps://www.youtube.com/watch?v=KW4JlxAEAE0Level Design
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30511/3/2020freeDesigning Social Play for 'Sky: Children of the Light'John Hugheshttps://www.youtube.com/watch?v=lZE7Vv2Opuw
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30410/26/2020freeGenre and the Adventure GameInnuendo Studios (YouTube Channel)https://www.youtube.com/watch?v=tMVl5U3SlS0Genre
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30310/20/2020freeCanary in the Coal Mine: Warning Signs for Accessibility During ProductionCherry Thompsonhttps://www.gdcvault.com/play/1026781/Canary-in-the-Coal-MineAccessibility
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30210/6/2020freeGame Narrative Summit: The Forest Paths Method for Accessible Narrative DesignAlexander Swordshttps://www.gdcvault.com/play/1026705/Game-Narrative-Summit-The-ForestNarrative
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3019/29/2020freeForgiveness Mechanics: Reading Minds for Responsive GameplaySeth Costerhttps://www.gdcvault.com/play/1026606/Forgiveness-Mechanics-Reading-Minds-for
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3009/22/2020freeDesigning for Multiple Minds: Crafting the Craft of Player DynamicsKimberly Voll, Weszt Harthttps://www.gdcvault.com/play/1026819/Designing-for-Multiple-Minds-Crafting
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2999/15/2020freeCrafting A Tiny Open World: A Short Hike PostmortemAdam Robinson-Yuhttps://www.gdcvault.com/play/1026613/Independent-Games-Summit-Crafting-APostmortem
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2988/25/2020freeWell-Played: Animal Crossing or How We Have Faith in SystemsNick Fortugno https://www.youtube.com/watch?v=Rr6loTVYU70
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2978/18/2020freeEducational VR Games: Lessons LearnedJesse Schellhttps://www.youtube.com/watch?v=x30qMDUWCkY
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2968/10/2020freeCustom Tool Time: Make More in Less TimeBrett TaylorYou are interested in learning more about design tools that will make editing more efficienthttps://www.gdcvault.com/play/1026696/Custom-Tool-Time-Make-More
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2958/4/2020freeGame Narrative Summit: Kill the Hero, Save the (Narrative) WorldHannah NicklinYou want to learn about using an ensemble cast in games, rather than having the narrative focus being on the herohttps://www.gdcvault.com/play/1026609/Game-Narrative-Summit-Kill-theNarrative
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2947/21/2020freeLevel Design Summit: VR Lessons Learned in the Level Design of 'Blood & Truth'Ary ShiraziYou would like to hear about some of the level design techniques used in the VR game 'Blood & Truth'https://www.gdcvault.com/play/1026711/Level-Design-Summit-VR-LessonsLevel Design, VR
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2937/14/2020free2020 Games for Change Festival
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2927/7/2020freeReading the Rules of 'Baba Is You'Arvi TeikariYou are interested in hearing a design/tech postmortem on some of the rules and mechanics of 'Baba Is You'https://www.gdcvault.com/play/1026628/Reading-the-Rules-of-BabaPostmortem
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2916/30/2020freeRepresenting LGBT+ Characters in Games: Two Case StudiesTorri Schaferhttps://www.gdcvault.com/play/1026629/Representing-LGBT-Characters-in-GamesInclusivity, LGBT+
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2906/16/2020freeBaked in Accessibility: How Features Were Approached in 'Borderlands 3'Andrew BairYou are interested in hearing some lessons learned when adding accessibility features to Borderlands 3https://www.gdcvault.com/play/1026602/Baked-in-Accessibility-How-FeaturesAccessibility
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2896/9/2020freeGame Narrative Summit: Storytelling with Verbs: Integrating Gameplay and NarrativeKaitlin Tremblayhttps://www.gdcvault.com/play/1026610/Game-Narrative-Summit-Storytelling-withNarrative, General Design
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2883/10/2020noLevel Design Workshop: 'Hitman' Levels as Social Spaces: The Social Anthropology of Level DesignMette Podenphant Andersenhttps://gdcvault.com/play/1025879/Level-Design-Workshop-Hitman-LevelsLevel Design
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2873/3/2020free2.73Games that Change Lives: Social Impact Done RightElizabeth Malerhttps://gdcvault.com/play/1025704/Games-that-Change-Lives-Social
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2862/25/2020no2.05Keeping It Real: Authenticity, Anthropology and Artistry in Interactive NarrativeKathleen Yin, Matthew Lee, Attila Szantner, Michael AngstFrom those of us who watched this together, we took the most from Michael Angst talking about "Never Alone"https://gdcvault.com/play/1025959/Keeping-It-Real-Authenticity-AnthropologyNarrative
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2852/18/2020free4.11I Can't Hear You: Considering Deaf GamersKaren StevensYou want to learn about different accessibility options for people who are hard of hearing, as well as different solutions that games have implemented to help work around these problemshttps://gdcvault.com/play/1025716/I-Can-t-Hear-YouAccessibility
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2842/11/2020free3.18Conquering the Creative Challenges in 'Marvel's Spider-Man'Bryan Intiharhttps://gdcvault.com/play/1025761/Conquering-the-Creative-Challenges-inGeneral Design
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2832/4/2020freeBuilding Games Around Humor: Lessons from 'The Haunted Island, a Frog Detective Game'Grace Bruxnerhttps://gdcvault.com/play/1025651/Building-Games-Around-Humor-LessonsGeneral Design
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2831/21/2020noTaking an Axe to 'God of War' GameplayJason McDonaldhttps://www.gdcvault.com/play/1026023/Taking-an-Axe-to-GodCombat Design
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2821/14/2020noLessons for Narrative Design from Modern Tabletop RPGKathryn Hymeshttps://gdcvault.com/play/1025963/Lessons-for-Narrative-Design-fromNarrative Design, Tabletop RPG
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2811/7/2020noLevel Design Workshop: World Design for Different Player TypesRaylene Deckhttps://www.gdcvault.com/play/1025881/Level-Design-Workshop-World-DesignLevel Design
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28012/3/2019freeWhy Fashion in (Most) Games Sucks, and Why You Should CareVictoria Tranhttps://www.youtube.com/watch?v=Pr7rzcwOz_gGeneral Design, Art, Character
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27911/26/2019freeEnvironment Design as Spatial Cinematography: Theory and PracticeMiriam Bellardhttps://www.youtube.com/watch?v=L27Qb20AYmcEnvironment Design, Level Design, General Design
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27811/19/2019noEmbracing Chaos: Designing for Emergent Gameplay in VRChris Wadehttps://gdcvault.com/play/1026230/Embracing-Chaos-Designing-for-EmergentVR Design, General Design
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27711/12/2019freeWhen the Fun Stops: The Science of AddictionAndrew Przybylskihttps://www.youtube.com/watch?v=vVwu4RDChsY
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27611/5/2019noStorytelling in Small Spaces: Practical Narrative Design for Mobile GamesTracey Johnhttps://gdcvault.com/play/1025964/Storytelling-in-Small-Spaces-PracticalNarrative Design
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27510/29/2019noBeyond Spreadsheets: Building a Metagame Simulator for Balance and PrototypingDavid Morrishttps://www.gdcvault.com/play/1026489/Beyond-Spreadsheets-Building-a-MetagamePrototyping
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27410/22/2019freeAccessible Player Experiences: A New Approach to Data Informed Design for Accessible GamesChristopher Power, Mark Barlethttps://gdcvault.com/play/1025719/Accessible-Player-Experiences-A-NewAccessibility
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27310/15/2019freeA Deep Dive into the 12 Motivations: Findings from 400,000+ GamersNick Yeehttps://www.gdcvault.com/play/1025742/A-Deep-Dive-into-theGeneral Design
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27310/8/2019freeNarrative Innovation Showcase 2019Clara Fernandez Vara, Matthew Weise, Tanya X. Short, Mark Backler, Whitney "Strix" Beltran, Dave Gilbert, Allen Turnerhttps://gdcvault.com/play/1025690/The-Narrative-Innovation-ShowcaseNarrative Design, General Design
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27210/1/2019freeIndie Soapbox 2019Liz Ryerson, Kelly Wallick, Kara Stone, Dylan Cuthbert, Mr. SWERY, Michelle Silva, Mwaaba Mugala, Alan Hazelden, Catt Small, Chris Bourassahttps://www.gdcvault.com/play/1025698/IndieIndie Games
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2719/23/2019noPlaytesting 'God of War'Ed Dearien, Kevin Keeker, Jeet Shroffhttps://gdcvault.com/play/1025978/Playtesting-God-of-WarPlaytesting
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2709/17/2019free3.50Dead Cells': What the F*n!?Sebastien Benardhttps://www.gdcvault.com/play/1025788/-Dead-Cells-What-the
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2699/10/2019freeIntegrating Live Actors into Non-Location Based Immersive Theater VR ExperiencesTara Ahmadinejad, Julian Ceipek, Samantha Gorman, Tanya Leal Sotohttps://gdcvault.com/play/1025650/Integrating-Live-Actors-into-NonVR Design
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2689/3/2019free3.75Subnautica PostmortemJonas Boetelhttps://www.gdcvault.com/play/1025691/-SubnauticaPostmortem
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2678/27/2019no4.75Creating Captivating and Simple Visuals: The Power of Intentional DesignDan CoxYou're interested in learning about fundamentals of visual design. This talk focuses on simplistic, intentional design, but the techniques are applicable for any designer or artist.https://gdcvault.com/play/1025979/Creating-Captivating-and-Simple-VisualsDesign, Art
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2668/20/2019free3.50Beating the Burnout: Finding Success Under StressRaffael Boccamazzo, Kate Edwards, Amir Rao, David Edery, Tommy Refeneshttps://www.gdcvault.com/play/1025755/Beating-the-Burnout-Finding-Success