A | B | C | D | F | G | H | I | J | K | L | M | |
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1 | BEWARE: THIS SCHELL GAMES SPREADSHEET IS SHARED WITH THE WORLD | Login credentials (SG Internal): | Palette: | |||||||||
2 | 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 | ||||||||
3 | # | Date | Free? | Rtng /5 | ❤ | Talk Title | By | Talk notes / Watch this if... | Link | Tags | Notes | |
4 | 398 | 7/9/2024 | no | ❤ | Lost the Plot: Writing Story for "Storyless" Games | Ashley Reed | https://gdcvault.com/play/1034200/Lost-the-Plot-Writing-Story | |||||
5 | 397 | 7/2/2024 | no | Future Realities Summit: A VR Comfortable Car Chase? Motion Comfort in 'I Expect You to Die 3' | Chance Lytle | https://gdcvault.com/play/1034530/Future-Realities-Summit-A-VR | ||||||
6 | 396 | 6/18/2024 | no | Future Realities Summit: Designing the Cinematic VR Spectacles of 'I Expect You To Die 3' | Joey Ziolkowski | https://gdcvault.com/play/1034586/Future-Realities-Summit-Designing-the | ||||||
7 | 395 | 6/11/2024 | free | AI-Assisted Player Support in the 'Among Us VR' Community | Laura Norwicke Hall | https://gdcvault.com/play/1034265/AI-Assisted-Player-Support-in | AI, Community, Moderation | |||||
8 | 394 | 5/21/2024 | free | Free-to-Play Summit: Designing to Reduce Toxicity in Online Games | Jenova Chen | https://gdcvault.com/play/1034512/Free-to-Play-Summit-Designing | Design, Community | |||||
9 | 393 | 5/13/2024 | free | Game Narrative Summit: Branching on a Budget: Creating Agency Without Wrecking Scope | Nessa Cannon | https://gdcvault.com/play/1034522/Game-Narrative-Summit-Branching-on | Narrative | |||||
10 | 392 | 5/7/2024 | free | Independent Games Summit: Make the Trailer Before the Game: A Marketing First Way to Prototype | Derek Lieu | https://gdcvault.com/play/1034289/Independent-Games-Summit-Make-the | Marketing, creative direction | |||||
11 | 391 | 4/9/2024 | free | What's New in Game History! | Kendra Albert, Chloe Appleby, Henry Lowood, Laine Nooney, Phil Salvador | https://gdcvault.com/play/1034220/What-s-New-in-Game | History preservation | |||||
12 | 390 | 3/26/2024 | free | Sensory Overload: Accessibility Best Practices | Karen Stevens | https://gdcvault.com/play/1029306/Sensory-Overload-Accessibility-Best | Accessibility | |||||
13 | 389 | 3/5/2024 | no | Game Narrative Summit: Devising Stories as an Ensemble | Alison Lührs | https://gdcvault.com/play/1029118/Game-Narrative-Summit-Devising-Stories | Narrative, collaboration | |||||
14 | 388 | 2/20/2024 | free | The Language of Gameplay and How to Speak It | Jakub Stokalski | https://gdcvault.com/play/1029351/The-Language-of-Gameplay-and | Design | |||||
15 | 387 | 1/30/2024 | no | Rules of the Game 2023: Deep Techniques from Distinctive Designers | Richard Rouse III, Tanya X. Short, Beth LaPense, Richard Lemarchand, Jamie Cheng, Aleissia Laidacker | https://www.gdcvault.com/play/1029304/Rules-of-the-Game-2023 | Design | |||||
16 | 386 | 1/23/2024 | free | ❤ | The Looker': The Art of Parody Against the Menace of Goofiness | Bradley Lovell | https://www.gdcvault.com/play/1029354/-The-Looker-The-Art | Comedy, satire, puzzle | ||||
17 | 385 | 1/9/2023 | free | The Sims': Process and Learnings for Developing DEI Content | Phillip Ring | https://www.gdcvault.com/play/1029364/-The-Sims-Process-and | DEI, diversity, equity, inclusion | |||||
18 | 384 | 12/5/2023 | no | Tabletop Summit: Encouraging Emergent Narratives with Puzzle Design in 'Decorum' | Charlie Mackin | https://www.gdcvault.com/play/1029320/Tabletop-Summit-Encouraging-Emergent-Narratives | Tabletop, boardgame, narrative, puzzle | |||||
19 | 383 | 11/28/2023 | no | ❤ | UX Summit: Step Into Your Player's Shoes: Making the Most of Team Playtests on 'skate' | Andreia Goncalves | https://www.gdcvault.com/play/1029410/UX-Summit-Step-Into-Your | UX, playtesting feedback | ||||
20 | 382 | 11/7/2023 | no | ❤ | Level Design Summit: A Visual Approach to Level Design in 'Gotham Knights' | Simon-Albert Boudreault | https://www.gdcvault.com/play/1029212/Level-Design-Summit-A-Visual | Level design | ||||
21 | 381 | 10/17/2023 | free | Narrative Moments on a Budget: Stretching Storytelling "Dollars" Across the Moments That Matter | Venessa Nyarko | https://www.gdcvault.com/play/1029248/Narrative-Moments-on-a-Budget | Narrative | |||||
22 | 380 | 10/3/2023 | no | Future Realities Summit: A Case for Relaxing VR | Shawn Patton, Melanie Harke | https://www.gdcvault.com/play/1029089/Future-Realities-Summit-A-Case | ||||||
23 | 379 | 9/26/2023 | no | Designing Through Dissonance: Confronting Feedback with an Open Mind | Mark Stuart | https://www.gdcvault.com/play/1029025/Designing-Through-Dissonance-Confronting-Feedback | Playtest feedback | |||||
24 | 378 | 9/12/2023 | no | Cards, Dice, and RNGs: Using Randomness Intentionally | Randy Smith | https://www.gdcvault.com/play/1028984/Cards-Dice-and-RNGs-Using | ||||||
25 | 377 | 8/29/2023 | free | Advocacy Microtalks: Cultivate Your Karass | Sophie Artemigi, Mark DeLoura, Steven Dupon, Paul Fischer, Nick Fortugno, Mary Hermes, Anangookwe Hermes-Roach, Mattia Romeo, Danijela Steinfeld | https://www.gdcvault.com/play/1028920/Advocacy-Microtalks-Cultivate-Your | Advocacy | |||||
26 | 376 | 8/8/2023 | no | The Final Battle of 'God of War Ragnarok': Techniques for Delivering High-Stakes Sequences | Victoria Smith | https://www.gdcvault.com/play/1029343/The-Final-Battle-of-God | Level design, combat design, boss battle | |||||
27 | 375 | 7/18/2023 | no | ❤ | Game Narrative Summit: Pitching and Workshopping Side Quests for 'Horizon Forbidden West' | Tim Stobo | https://www.gdcvault.com/play/1029126/Game-Narrative-Summit-Pitching-and | Narrative, pitching | ||||
28 | 374 | 7/11/2023 | free | ❤ | The 'TUNIC' Audio Talk | Kevin Regamey | https://www.gdcvault.com/play/1029369/The-TUNIC-Audio#close-modal | Audio, sound design, music | ||||
29 | 373 | 6/27/2023 | no | Future Realities Summit: Emergency Meeting! It's the 'Among Us VR' Postmortem | Shawn Patton, Michal Ksiazkiewicz, Jennifer Rabbitt | https://www.gdcvault.com/play/1029096/Future-Realities-Summit-Emergency-Meeting | Among Us VR postmortem | |||||
30 | 372 | 6/13/2023 | free | ❤ | 10 Key Quest Design Lessons from 'The Witcher 3' and 'Cyberpunk 2077' | Pawe Sasko | https://www.gdcvault.com/play/1028897/10-Key-Quest-Design-Lessons | Quest design | ||||
31 | 371 | 6/6/2023 | no | Accessible, Not Utilitarian: Design for Everyone in 'Cosmonious High' | Jazmin Cano, Peter Galbraith | https://www.gdcvault.com/play/1028908/Accessible-Not-Utilitarian-Design-for | VR accessibility | |||||
32 | 370 | 5/23/2023 | no | Game Design for Inclusion Beyond Representation | Tanya X. Short, Emily Short, Rejon Foster-Taylor, Jon Remedios, Jill Murray | https://www.gdcvault.com/play/1029114/Game-Design-for-Inclusion-Beyond | Inclusion | |||||
33 | 369 | 5/16/2023 | free | The Many Dimensions of Kirby | Shinya Kumazaki, Tatsuya Kamiyama | https://www.gdcvault.com/play/1029356/The-Many-Dimensions-of | Postmortem | |||||
34 | 368 | 5/2/2023 | free | The Production Secrets of 'Return to Monkey Island' | Jenn Sandercock | https://www.gdcvault.com/play/1029361/The-Production-Secrets-of-Return | Production | |||||
35 | 367 | 4/25/2023 | no | "Good Numbers" in Game Design | Alexander King | https://www.gdcvault.com/play/1029146/-Good-Numbers-in-Game | Systems design | |||||
36 | 366 | 4/4/2023 | free | The Design Evolution of Tunic | Developer Breakdown The Design of "Unpacking" Broken Down by its Developers | Noclip Crew, featuring Andrew Shouldice (Tunic) and Wren Brier & Tim Dawson (Unpacking) | https://www.youtube.com/watch?v=A5A7uoJAOvY https://www.youtube.com/watch?v=-zaVo2KdMIk | ||||||
37 | 365 | 3/14/2023 | free | The Making of Icarus: Ep 7-11 | Icarus developers | https://www.youtube.com/watch?v=JSdQxeD0nG4&list=PLkmSmfhOdw9eDNcsGMNZS2Xk9zAGbj2ev | ||||||
38 | 364 | 3/6/2023 | free | The Making of Icarus: Episodes 1-6 | Icarus developers | https://www.youtube.com/watch?v=JSdQxeD0nG4&list=PLkmSmfhOdw9eDNcsGMNZS2Xk9zAGbj2ev | ||||||
39 | 363 | 2/28/2023 | free | Forget Protagonists: Writing NPCs with Agency for 80 Days and Beyond | Meg Jayanth | https://www.youtube.com/watch?v=FLtATD6CF0E | Narrative, Writing | |||||
40 | 362 | 2/14/2023 | free | The Making of Among Us - Documentary
| Noclip | https://www.youtube.com/watch?v=IEBtB-WXaIY | ||||||
41 | 361 | 2/7/2023 | free | 3.00 | Level Design in a Day: A Series of First Steps - Overcoming the Digital Blank Page | Seth Marinello | https://www.youtube.com/watch?v=R75g3elj7y4 | Level Design | ||||
42 | 360 | 1/24/2023 | free | Unpacking': The Fun Behind the Foley | Jeff van Dyck | https://www.gdcvault.com/play/1027728/-Unpacking-The-Fun-Behind | Audio, foley | |||||
43 | 359 | 1/10/2023 | free | How Games Can Be Journalism | Nicholas Fortugno | https://www.gdcvault.com/play/1027793/How-Games-Can-Be | ||||||
44 | 358 | 12/6/2022 | free | Respectful Nonbinary Representation & Localization | Benjamin Williams | https://www.gdcvault.com/play/1027733/Respectful-Nonbinary-Representation | Inclusivity | |||||
45 | 357 | 11/29/2022 | no | Wordle': Doing the Opposite of What You're Meant To | Josh Wardle | https://www.gdcvault.com/play/1027882/-Wordle-Doing-the-Opposite | ||||||
46 | 356 | 11/15/2022 | free | Fusing Accessibility with Game Design | Brian Fairbanks | https://www.youtube.com/watch?v=SNgIg0o-aCg&list=PLVEo4bPIUOski2wDMqh9L3YNTJAyGHTqa&index=3 | Accessibility, Design | |||||
47 | 355 | 11/1/2022 | no | Designing Bosses For 'Sackboy: A Big Adventure' | Ramon Huiskamp | https://www.gdcvault.com/play/1028082/Designing-Bosses-For-Sackboy-A | Design, Boss | |||||
48 | 354 | 10/18/2022 | free | Dreamscaper': Killer Combat on an Indie Budget | Ian Cofino | https://www.gdcvault.com/play/1027785/-Dreamscaper-Killer-Combat-on | Combat, Indie | |||||
49 | 353 | 9/27/2022 | no | Level Design Summit: Designing the Museum Flashback: 'The Last of Us Part II' | Evan Hill | https://www.gdcvault.com/play/1027964/Level-Design-Summit-Designing-the | Level design | |||||
50 | 352 | 9/20/2022 | free | Greater Accessibility with Fewer New Features and Less Scope | Alexis Miller, Francisco Souki | https://www.gdcvault.com/play/1027799/Greater-Accessibility-with-Fewer-New | ||||||
51 | 351 | 9/13/2022 | free | Art Direction Summit: Designing the Settlements in the World of 'Horizon Forbidden West' | Roland IJzermans | https://www.gdcvault.com/play/1027747/Art-Direction-Summit-Designing-the | ||||||
52 | 350 | 8/23/2022 | no | The Design of 'HoloVista': Crafting Mechanics for Immersive Storytelling | Scott Siegel | https://www.gdcvault.com/play/1028037/The-Design-of-HoloVista-Crafting | ||||||
53 | 349 | 8/9/2022 | no | The Fine Line Between Difficult and Impossible: Adventures in VR Development | Devin Reimer, Andrew Eiche | https://www.gdcvault.com/play/1028045/The-Fine-Line-Between-Difficult | ||||||
54 | 348 | 7/26/2022 | free | Ghost in the Empathy Machine: Exploring the Player-Character Connection in 'Life is Strange: True Colors' | Zak Garriss, Jonathan Zimmerman | https://www.gdcvault.com/play/1027732/Ghost-in-the-Empathy-Machine | ||||||
55 | 347 | 7/19/2022 | no | Psychonauts 2' Design Postmortem | Seth Marinello | https://www.gdcvault.com/play/1027887/-Psychonauts-2-Design | ||||||
56 | 346 | 7/12/2022 | no | 4.00 | Audio Summit: Designing Audio Based Game Mechanics | Giori Politi | https://www.gdcvault.com/play/1028001/Audio-Summit-Designing-Audio-Based | |||||
57 | 345 | 6/28/2022 | no | Level Design Summit: 'Deathloop': How We Designed Four Maps Four Times | Sbastien Meghan Hannier | https://www.gdcvault.com/play/1027993/Level-Design-Summit-Deathloop-How | ||||||
58 | 344 | 6/14/2022 | free | Accessibility and Accommodation Microtalks | Raffael Boccamazzo, Jay Justice, Makenzie De Armas, Sunni Pavlovic | https://www.gdcvault.com/play/1027734/Accessibility-and-Accommodation | ||||||
59 | 343 | 6/7/2022 | no | 4.00 | Game Narrative Summit: Dynamic Narrative Systems in 'Elsinore' | Connor Fallon | https://www.gdcvault.com/play/1028012/Game-Narrative-Summit-Dynamic-Narrative | |||||
60 | 342 | 5/17/2022 | no | 4.00 | Gamifying Creativity in 'Chicory': A Colorful Tale | Greg Lobanov | https://www.gdcvault.com/play/1028033/Gamifying-Creativity-in-Chicory-A | |||||
61 | 341 | 5/10/2022 | no | The Design Direction of 'I Expect You To Die 2' | Francisco Souki | https://www.gdcvault.com/play/1028050/The-Design-Direction-of-I | ||||||
62 | 340 | 5/3/2022 | no | Future Realities Summit: Comedy-Driven Interaction Design with 'Floor Plan 2' | Holden Link, Nic Vasconcellos | https://www.gdcvault.com/play/1027909/Future-Realities-Summit-Comedy-Driven | ||||||
63 | 339 | 4/26/2022 | free | What Being Neurodivergent Means in Game Development | Monica Fan (SG), Radiant G, Ezekiel Hauge, Patrick Sheegog, Cameron Hopkinson, Emily Stell, Alanna Linayre, Samara-Jade Sendek | https://www.gdcvault.com/play/1027729/What-Being-Neurodivergent-Means-in | ||||||
64 | 338 | 4/5/2022 | no | Game Narrative Summit: The Narrative Innovation Showcase 2021 | Mira Dorth, Clara Fernandez-Vara, Katharine Neil, Chella Ramanan, Carlos Rocha Silva, Matthew Weise | https://www.gdcvault.com/play/1027220/Game-Narrative-Summit-The-Narrative | ||||||
65 | 337 | 3/15/2022 | no | Designing for Healing: 'UnearthU' | Kara Stone | https://www.gdcvault.com/play/1027397/Designing-for-Healing-UnearthU | ||||||
66 | 336 | 3/8/2022 | free | 2.00 | Animation for VR | Elizabeth Kupfer | https://www.gdcvault.com/play/1027372/Animation-for | |||||
67 | 335 | 3/1/2022 | free | Marvel's Spider-Man Miles Morales': The Creative Journey | Brian Horton | https://www.gdcvault.com/play/1027193/-Marvel-s-Spider-Man | ||||||
68 | 334 | 2/21/2022 | free | Ori Will of the Wisps': Narrative Design and Visual Storytelling [Part 1, 31:17-END] | Jeremy Gritton, Chris McEntee | The second part of this video focuses on Narrative Design. | https://www.gdcvault.com/play/1027305/-Ori-Will-of-the | |||||
69 | 333 | 2/8/2022 | free | 4.00 | Ori Will of the Wisps': Narrative Design and Visual Storytelling [Part 1, 00:00-31:17] | Jeremy Gritton, Chris McEntee | The first part of this video focuses on Visual Storytelling. | https://www.gdcvault.com/play/1027305/-Ori-Will-of-the | ||||
70 | 332 | 2/12022 | free | Advocacy Microtalks [Part 2, 34:55-END] | Terry Redfield, William Volk | https://www.gdcvault.com/play/1027140/Advocacy | ||||||
71 | 331 | 1/25/2022 | free | Advocacy Microtalks [Part 1, 00:00-34:55] | Tanya DePass, Simay Dinc | https://www.gdcvault.com/play/1027140/Advocacy | ||||||
72 | 330 | 12/7/2021 | free | 3.60 | Sea of Solitude': Game Design Based on Human Emotions | Cornelia Geppert | https://www.gdcvault.com/play/1027198/-Sea-of-Solitude-Game | |||||
73 | 329 | 11/16/2021 | no | Immersing with Music: Approaches to Musical Storytelling in 'Cyberpunk 2077' | P.T. Adamczyk, Marcin Przybylowicz | https://www.gdcvault.com/play/1027228/Immersing-with-Music-Approaches-to | ||||||
74 | 328 | 11/2/2021 | free | 5.00 | Beginner’s Mindset: Accessibility Testing with Far Cry 6 | Ashley Papineau | https://www.youtube.com/watch?v=wehhS4JnsEo | |||||
75 | 327 | 10/26/2021 | no | 2.60 | Environment Design as Visual Storytelling: Theory and Practice | Miriam Bellard | https://www.gdcvault.com/play/1027254/Environment-Design-as-Visual-Storytelling | |||||
76 | 326 | 10/12/2021 | no | 4.00 | Fighting with Data: Learnings from Building the Combat System in 'Assassin's Creed: Valhalla' | Ian Holstead | https://www.gdcvault.com/play/1027359/Fighting-with-Data-Learnings-from | |||||
77 | 325 | 10/5/2021 | free | 5.00 | ❤ | Swiping on the Six Strings: Crafting an Interactive Guitar in 'The Last of Us: Part II' | Mark Burroughs, Grant Hoechst | https://www.gdcvault.com/play/1027141/-Swiping-on-the-Six | ||||
78 | 324 | 9/28/2021 | free | 4.33 | AI Summit: 'Death Stranding': An AI Postmortem | Eric Johnson | https://www.gdcvault.com/play/1027144/AI-Summit-Death-Stranding-An | |||||
79 | 323 | 9/21/2021 | free | 4.25 | Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game' | Jake Strasser | https://www.gdcvault.com/play/1027183/Google-Maps-Not-Greyboxes-Digital | |||||
80 | 322 | 9/7/2021 | free | 5.00 | ❤ | Accessibility Best Practices: Mobility Considerations | Karen Stevens | https://www.gdcvault.com/play/1027139/Accessibility-Best-Practices-Mobility | ||||
81 | 321 | 8/31/2021 | free | 4.38 | Disco Elysium': Meaningless Choices and Impractical Advice | Justin Keenan | https://www.gdcvault.com/play/1027160/-Disco-Elysium-Meaningless-Choices | |||||
82 | 320 | 8/24/2021 | no | 3.50 | Lessons From Theatre That Can Transform XR Experiences | James Horn | https://www.gdcvault.com/play/1027374/Lessons-From-Theatre-That-Can | |||||
83 | 319 | 8/17/2021 | free | 4.20 | ❤ | Breathing Life into Greek Myth: The Dialogue of 'Hades' | Darren Korb, Greg Kasavin | https://www.gdcvault.com/play/1027149/Breathing-Life-into-Greek-Myth | Audio, VO, Voice Acting, Narrative | |||
84 | 318 | 7/6/2021 | no | Teamfight Tactics' Design Lessons | David Abecassis | https://www.gdcvault.com/play/1026808/-Teamfight-Tactics-Design | Design | |||||
85 | 317 | 6/22/2021 | no | Guildlings': Rethinking Mobile Adventure and Rediscovering the RPG | Jamie Antonisse | https://www.gdcvault.com/play/1026806/-Guildlings-Rethinking-Mobile-Adventure | Design | |||||
86 | 316 | 6/8/2021 | free | Level Designer Breaks Down Ori's Awesome Sand Level | Game Maker's Toolkit | https://www.youtube.com/watch?v=gIdHTL18kTU | Level Design | |||||
87 | 315 | 5/25/2021 | free | Board Game Design Summit: Developing 'Artifacts of Play' For Your Tabletop Games | Kathryn Hymes | https://www.gdcvault.com/play/1026745/Board-Game-Design-Summit-Developing | Board Game, Tabetop | |||||
88 | 314 | 5/11/2021 | free | Mining Your Own Design: Crafting the Crafting System in 'Astroneer' | Aaron Biddlecom, Elijah O'Rear | https://www.gdcvault.com/play/1026846/Mining-Your-Own-Design-Crafting | Design | |||||
89 | 313 | 4/27/2021 | no | Player Segments Based on Gaming Motivations: An Analysis of 400,000 Gamers | Nick Yee | https://www.gdcvault.com/play/1026849/Player-Segments-Based-on-Gaming | Marketing | |||||
90 | 312 | 4/12/2021 | free | Level Design Workshop: The Illusion of Choice | Jim Brown | https://www.gdcvault.com/play/1026952/Level-Design-Workshop-The-Illusion | Level Design | |||||
91 | 311 | 3/30/2021 | free | Making a Cozy Game out of Uncomfortable Parts | Misha Velichansky | https://www.youtube.com/watch?v=mJ8xz5kyZKQ | Design, Writing, Inclusivity | |||||
92 | 310 | 3/16/2021 | free | Until You Fall: Building Satisfying VR Combat on a Budget | Dave Bennett & Patrick Jalbert | https://www.youtube.com/watch?v=XOSwA9D7tb0 | VR Combat | |||||
93 | 309 | 3/2/2021 | free | Translating the Flashiness of Fighting Games - Melee Visual Effects in VR | Kwamé Babb | https://youtu.be/26yxaXUjHSY | Visual Effects, VFX | |||||
94 | 308 | 12/15/2020 | free | // Hidden Histories | Brenda Romero | https://www.gdcvault.com/play/1026771/-Hidden | ||||||
95 | 307 | 12/1/2020 | free | Game Narrative Summit: Conflict, Mystery, and Connection in Casual, Free to Play Puzzle Games | Lisa Brunette | https://www.gdcvault.com/play/1026704/Game-Narrative-Summit-Conflict-Mystery | ||||||
96 | 306 | 11/24/2020 | free | How a Last of Us Part II Level is Made | Mark Brown (GMTK) and Evan Hill | https://www.youtube.com/watch?v=KW4JlxAEAE0 | Level Design | |||||
97 | 305 | 11/3/2020 | free | Designing Social Play for 'Sky: Children of the Light' | John Hughes | https://www.youtube.com/watch?v=lZE7Vv2Opuw | ||||||
98 | 304 | 10/26/2020 | free | Genre and the Adventure Game | Innuendo Studios (YouTube Channel) | https://www.youtube.com/watch?v=tMVl5U3SlS0 | Genre | |||||
99 | 303 | 10/20/2020 | free | Canary in the Coal Mine: Warning Signs for Accessibility During Production | Cherry Thompson | https://www.gdcvault.com/play/1026781/Canary-in-the-Coal-Mine | Accessibility | |||||
100 | 302 | 10/6/2020 | free | Game Narrative Summit: The Forest Paths Method for Accessible Narrative Design | Alexander Swords | https://www.gdcvault.com/play/1026705/Game-Narrative-Summit-The-Forest | Narrative |