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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: @fjsouki // 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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2709/17/2019freeDead 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-Non
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2689/3/2019freeSubnautica PostmortemJonas Boetelhttps://www.gdcvault.com/play/1025691/-Subnautica
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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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2668/20/2019freeBeating 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
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2658/6/2019noSummer Design Intern PresenationsRachel Ellis, Eric Franco, Joey ZiolkowskiSG internal
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2647/30/2019free4.601,500 Slot Machines Walk into a Bar: Adventures in Quantity Over QualityAlex Schwartz, Ziba Scotthttps://www.gdcvault.com/play/1025766/1-500-Slot-Machines-Walk
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2637/23/2019free4.10What Cats Can Teach You About Empathic Game DesignWillem Delventhalhttps://gdcvault.com/play/1025752/What-Cats-Can-Teach-YouGeneral Design
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2627/16/2019freeAdvocacy Microtalks: 20 Slides for Healing and Growing in 2019Mitu Khandaker, Heidi McDonald, Leah Miller, Jarryd Huntley, Karinya Song, Brie Code, Latoya Peterson, Evva Kraikulhttps://www.gdcvault.com/play/1025721/Advocacy-Microtalks-20-Slides-for
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2617/9/2019no3.43Interactive Story Without Challenge Mechanics: The Design of 'Firewatch'Chris Remohttps://www.gdcvault.com/play/1026087/Interactive-Story-Without-Challenge-MechanicsGeneral Design, Narrative Design
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2596/25/2019noBoard Game Design Day: Edible Tabletop Games: Using Constraints to InnovateJenn Sandercockhttps://www.gdcvault.com/play/1025685/Board-Game-Design-Day-Edible
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2586/18/2019free4.11Rules of the Game 2019Richard Rouse III, Daniel Cook, Lisa Brown, Jesse Schell, Deborah Hendersen, Brian UptonMost talks are worth watching, especially Brian Upton's and Jesse's.https://www.gdcvault.com/play/1025759/Rules-of-the-Game-2019
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2576/11/2019no4.25How to Represent Mental Illness in GamesJennifer Hazelhttps://www.gdcvault.com/play/1025873/How-to-Represent-Mental-IllnessInclusivity
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2566/4/2019free3.40Slay the Spire': Metrics Driven Design and BalanceAnthony Giovannettihttps://www.gdcvault.com/play/1025731/-Slay-the-Spire-MetricsGeneral Design
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2555/28/2019free4.00Marvel's Spider-Man': A Technical PostmortemElan Ruskinhttps://www.gdcvault.com/play/1026496/-Marvel-s-Spider-ManTechnical Design
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2545/21/2019free4.25Failure Workshop 2019Jon Remedios, Juan de la Torre, Charley Pricehttps://www.gdcvault.com/play/1025692/Failure-WorkshopGeneral Design, Inspiration
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2535/14/2019no5.00Beyond Game DesignRichard Carrillohttps://www.gdcvault.com/play/1026031/Beyond-GameGeneral Design
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2525/7/2019free4.11Cursed Problems in Game DesignAlex Jaffehttps://gdcvault.com/play/1025756/Cursed-Problems-in-GameGeneral Design
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2514/30/2019free3.75Now You See Me: Representation as InnovationKim Belairhttps://www.gdcvault.com/play/1025717/Now-You-See-Me-RepresentationInclusivity
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2504/23/2019free3.52019 MicrotalksRichard Lemarchand, Douglas Wilson, Katherine Isbister, Jennifer Scheurle, Lauren Scott, Nicky Case, Matthew S. Burns, Mohini Freya Dutta, Ryan Smith, Marcus Montgomeryhttps://www.gdcvault.com/play/1025724/GDC-Microtalks-2019-Lightning-FastGeneral Design
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2494/16/2019noPuzzle Game Magic SecretsBrett Taylorhttps://www.gdcvault.com/play/1026492/Puzzle-Game-MagicPuzzle Design
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2484/9/2019free3.75Into the Breach' Design PostmortemMatthew Davishttps://www.gdcvault.com/play/1025772/-Into-the-Breach-DesignPostmortem
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2473/12/2019free3.5Designing Unforgettable 'Titanfall' Single Player Levels with Action BlocksChristopher Dionnehttps://www.gdcvault.com/play/1025105/Designing-Unforgettable-Titanfall-Single-PlayerLevel Design
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2463/5/2019free4.5Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set the MoodDavid ShaverYou would like an excellent rundown of level design's core conceptshttps://www.gdcvault.com/play/1025179/Level-Design-Workshop-Invisible-IntuitionGeneral Design, Level Design
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2452/26/2019free4.5The Last Game I Make Before I Die: The Crashlands PostmortemSamuel CosterYou want to see a very emotional retrosepctive of how being diagnosed with a terrible illness prompted this developer and his brothers to make a game they would be happy to makehttps://www.youtube.com/watch?v=LQHtOg46eOwInspiration, Postmortem
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2432/19/2019free3.625Building Games That Can Be Understood at a GlanceZach GageYou want to learn about UX and how your brain reads and parses new informationhttps://www.gdcvault.com/play/1024925/Building-Games-That-Can-BeUser Experience
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2422/12/2019no-Designing and Building Behavior Trees: 10 Assumptions, 10 ConclusionsElaine FathSG internal
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2412/5/2019no4How Quill Defined Polyarc's VR Character Design ProcessBrendan WalkerYou'd like to see a well presented postmortem of Moss, a VR puzzle gamehttps://www.gdcvault.com/play/1025154/How-Quill-Defined-Polyarc-sPostmortem
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2401/29/2019free-You're Not Broken: Finding Your Creative Way Through Difficult TimesLaralyn McWilliamsYou want to see an emotional talk about staying creative while fighting through illness, complete with actionable advicehttps://www.gdcvault.com/play/1025018/You-re-Not-Broken-FindingInspiration
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2391/22/2019free3.6Advocacy Microtalks 2018Mitu Khandaker, Alexandra M. Lucas, Anna Jenelius, Tara Mustapha, Malena Klaus, Jill Murray, Naomi Clarkhttps://www.gdcvault.com/play/1024898/Advocacy-Microtalks-20-Slides-forGeneral Design
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2381/15/2019free3.86Dream Daddy': How Game Grumps Created Player Inclusivity and You Can TooTyler Hutchisonhttps://www.gdcvault.com/play/1024938/-Dream-Daddy-How-GameInclusivity
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2371/8/2019free4.5Helping Players Hate (or Love) Their NemesisChris Hogehttps://www.gdcvault.com/play/1025150/Helping-Players-Hate-(or-Love)Systems Design
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23612/11/2018free3.75Character Development in Non-Linear Spaces: 'Uncharted: The Lost Legacy'Josh Scherrhttps://www.gdcvault.com/play/1024926/Character-Development-in-Non-LinearGeneral Design
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23511/27/2018free3.5Boss Up: Boss Battle Design Fundamentals and RetrospectiveItay KerenYou want a retrospective of many different types of boss battles in video game historyhttps://www.gdcvault.com/play/1024921/Boss-Up-Boss-Battle-DesignGeneral Design, Boss Battle Design
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23411/13/2018no4.625Real-Time VFX: A Visual Language SpectrumSarah GrissonYou want to build a vocabulary to facilitate conversation between artists and game designers, especially regarding Visual Effects https://www.gdcvault.com/play/1025230/Real-Time-VFX-A-VisualGeneral Design, VFX, Player Experience
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23311/6/2018no4.33Game Mechanics for Storytelling in 'Monument Valley 2'Lea SchonfelderYou want to see a great talk about how the MV2 dev team attempted to tell a beautiful story through its game mechanics. In my opinion, their efforts fell a little short - but the talk is still very goodhttps://www.gdcvault.com/play/1025136/Game-Mechanics-for-Storytelling-inNarrative Design
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23210/30/2018no-Hosting the Adventurers Club brainstormFranciscoSG internalInternal
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23110/23/2018no4Empires to Ages: Storytelling Lessons Learned in 14 Years at BioWareMike LaidlawThis talk is a little more about processes for a writing team and less about specific writing techniqueshttps://www.gdcvault.com/play/1025114/Empires-to-Ages-Storytelling-LessonsNarrative Design, Project Management
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23010/16/2018no3.5Profiling Casual/Core/Hardcore: Lessons Learned from 350,000 GamersNick YeeQuantic Foundry's yearly talk, with lots of graphs looking specifically into gamer age and gender and how it affects the games they playhttps://www.gdcvault.com/play/1025225/Profiling-Casual-Core-Hardcore-LessonsPlayer Studies
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22910/9/2018no-Elaine's PresentationElaine FathSG internalInternal
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22810/2/2018no-Chad's LURP RetrospectiveChad CableSG internalInternal
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2279/18/2018no3.75The Narrative Innovation Showcase 2018Matthew Weise, Clara Fernandez-Vara, Dietrich Squinkifer, Laura Hall, Anna Megill, Leighton Gray, Chris BellExamples of narrative from top games of the yearhttps://www.gdcvault.com/play/1025276/The-Narrative-Innovation-ShowcaseNarrative Design
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2269/4/2018free4Indie soapbox 2018Justin Ma, Rosa Carbo-Mascarell, Adriel Wallick, Davey Wreden, Johanna Pirker, Danny Baranowsky, Frank Lantz, Ethan Redd, Claris Cyarron, Dee Del RosarioIndie minitalkshttps://www.gdcvault.com/play/1024968/IndieMicrotalks
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2258/28/2018free3.5Drives: Helping More Players Get from First-Taste to SatisfactionJason VandenBergheThe continuation of Jason VandenBerghe's work on player motivations. Specifically about player drives. https://www.gdcvault.com/play/1024939/Drives-Helping-More-Players-GetPlayer Experience
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2248/21/2018free4.1Horizon Zero Dawn': A Game Design PostmortemEric BoltjesGreat postmortem, with lots of early footage. https://www.gdcvault.com/play/1024963/-Horizon-Zero-Dawn-APostmortem
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2237/31/2018no-"Oh crap, it's already Jam Week?"SG peepsSG internal-Internal
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2227/24/2018no4Bridging the Gap Between UX Principles and Game DesignJim BrownYou would like to see some good examples of UX concepts applied to environment design, systems design and combat designhttps://www.gdcvault.com/play/1025073/Bridging-the-Gap-Between-UXUser Experience
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2217/17/2018free3.75Don't Break the Chain: Maintaining Productivity on Your 19th GameJason RohrerYou would like an in-depth look at how Jason Rohrer analyzed his independent work hours and managed to design a productive work schedule for himselfProductivity
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2207/3/2018free3.88Weaving 13 Prototypes into 1 Game: Lessons from 'Edith Finch'Ian Dallasn/ahttp://www.gdcvault.com/play/1025016/Weaving-13-Prototypes-into-1Postmortem
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2196/26/2018free4.70Queens of the Phone Age: The Narrative Design of 'Reigns: Her Majesty'Leigh AlexanderLeigh is a great speaker and it was refreshing to hear her take on the writing of this gamehttp://www.gdcvault.com/play/1024991/Queens-of-the-Phone-AgeNarrative Design
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2186/19/2018free4.36Rules of the Game: Five Further Techniques from Rather Clever DesignersRichard Rouse III, Erin Hoffman-John, Soren Johnson, Raph Koster, Josh Sawyer, Stone LibrandeYou want to see a few quick design talks. Of varying quality, with Soren Johnson's being the best. http://www.gdcvault.com/play/1024996/Rules-of-the-Game-FiveGeneral Design
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2176/5/2018free4Game Design Patterns for Building FriendshipsDan CookYou are interested in learning about ways your design can encourage people to create and mantain friendships in online gameshttp://www.gdcvault.com/play/1024955/Game-Design-Patterns-for-BuildingSocial Design
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2165/22/2018free4.50Gorogoa': The Design of a Cosmic AcrosticJason RobertsYou played Gorogoa and liked it. Recommend watching at 1.25x or higherhttp://www.gdcvault.com/play/1024960/-Gorogoa-The-Design-ofPostmortem, General Design, Deep Design
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2155/8/2018free4.13Embracing Push Forward Combat in DOOMKurt Loudy, Jake Campbelln/ahttp://www.gdcvault.com/play/1024940/Embracing-Push-Forward-Combat-inPlayer Experience, Postmortem
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2145/1/2018no4.75How to Write Games for the Internet without Embarrassing YourselfLeighton GrayThis team just appears to really have their finger on the internet's pulse. This talk may become less relevant as time goes on, as it is very much a look into the current internet culture. https://www.gdcvault.com/play/1025159/How-to-Write-Games-forNarrative Design, Postmortem
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2134/24/2018free4.00GDC Microtalks 2018Richard Lemarchand, Jenn Sandercock, Tanya DePass, Chandana "Eka" Ekanayake, Michelle Clough, Bob Bates, Jane Ng, Liz England, Jarryd Huntley, Liz RyersonMicrotalkshttp://www.gdcvault.com/play/1024957/GDC-Microtalks-2018-Playing-withMicrotalks
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2124/17/2018free4.20This is Your Brain on GamesFrank LantzYou like scholarly views of games and reflecting on questions of games' place in our culturehttps://www.gdcvault.com/play/1025011/This-is-Your-Brain-onDeep Design
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2114/10/2018no-The Independent Board Game Design of CastellAaron VanderbeekSG internalLiveInternal
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2104/3/2018no-Chad's Video EssaysChad CableSG internalLiveInternal
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2093/13/2018no-The Co-designer's Toybox: Using Tools from Different Disciplines To Help Teams Play Better TogetherElaine FathSG internalrecording in internal networkInternal
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2083/6/2018free2.92The Art of OverwatchWilliam Petras, Arnold Tsangn/ahttp://www.gdcvault.com/play/1024268/The-Art-of-Overwatch-EvolvingArt
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2072/27/2018no4.00Rewards in Video GamesTravis DayYou would like a look at some of the design decisions and lessons learned throughout the years regarding reward structures in Diablo 3 and WoWhttp://www.gdcvault.com/play/1023948/Rewards-in-VideoPlayer Experience, Systems Design, Case Studies
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2062/20/2018no-Paolo Pedercini's presentaitonPaolo PederciniSG internalmolleindustria.orgInternal
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2052/13/2018no4.20Authored vs. Systemic: Finding a Balance for Combat AI in 'Uncharted 4'Matthew GallantGreat deep look into Uncharted's combat systemshttps://www.gdcvault.com/play/1023949/Authored-vs-Systemic-Finding-aCombat Design
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2042/6/2018free4.25Finding 'Duskers': Innovation Through Better Design PillarsTim KeenanYou want to see a cool point of view with examples of how to let your design pillars emerge from the game dev processhttps://www.gdcvault.com/play/1024176/Finding-Duskers-Innovation-Through-BetterPostmortem
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2031/29/2018no-Elaine's FETC Conference ReportElaine FathSG internalrecording in internal networkInternal
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2021/22/2018no3.50Do You Copy? Dialog System and Tools in 'Firewatch'William Armstrong, Patrick EwingA look at the systems used in Firewatch's dialogue. Potentially useful if you want info on how games with tons of branching and gameplay-dependent dialog organize their data and desgin their structureshttp://www.gdcvault.com/play/1024000/Do-You-Copy-Dialog-SystemNarrative Design, Systems Design, Project Management
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2011/16/2018free4.00From Rational to Emotional: Designs that Increase Player RetentionJim Brownn/ahttps://www.gdcvault.com/play/1024153/From-Rational-to-Emotional-DesignsUser Experience
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2001/9/2018no4.00The Anatomy of Gaming Motivations: What We Learned from 250,000 GamersNick Yeen/ahttp://www.gdcvault.com/play/1024048/The-Anatomy-of-Gaming-MotivationsPlayer Studies
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19912/4/2017free4.50Rick and Morty: Virtual Rick-ality' Postmortem: VR Lessons *burrrp* LearnedDevin Reimer, Alex SchwartzGood VR postmortem. As VR design advances it may become less relevanthttp://www.gdcvault.com/play/1024740/-Rick-and-Morty-VirtualPostmortem, VR Design
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17311/29/2017free3.507 Ways VR Confounds Design ExpectationsNoah FalsteinYou want a very intro level look at a few design considerations for the VR spacehttp://gdcvault.com/play/1023928/7-Ways-VR-Confounds-DesignVR Design
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19811/28/2017no-IAAPA recapAnisha DeshmaneSG internalrecording in internal networkInternal
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19710/24/2017free-Realistic Performances in Naughty Dog gamesRyan M. Jamesn/ahttps://www.gdcvault.com/play/1023954/Realistic-Performances-inArt, Narrative Design
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19610/17/2017free4.50Failure Workshop 2017Adriaan de Jongh, Michael Molinari, Tim RogersA candid look at why some projects failhttp://www.gdcvault.com/play/1024287/FailureMicrotalks
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19510/2/2017free4.25Forging Honor: Providing a Coherent Vision for a New IPJason VandenBergheThis is an entertaining talk which you should definitely watch if you are looking for inspiration on how to build a pitch or how to help a team visualize the end producthttp://www.gdcvault.com/play/1024293/Forging-Honor-Providing-a-CoherentPostmortem, General Design
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1949/12/2017free3.50Line Wobbler' & 'Beasts of Balance': Two Routes to Custom Hardware GoodnessAlex Fleetwood, Robin Baumgartenn/ahttp://www.gdcvault.com/play/1024204/-Line-Wobbler-Beasts-ofExperience Design. LBE
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1938/28/2017no3.50Design is Not Your Enemy: Producing the 'Gears of War 4' CampaignZoe Curnoen/ahttp://www.gdcvault.com/play/1023956/Design-is-Not-Your-EnemyProject Management
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1928/14/2017no3.009 Takeaways from 'Duelyst': From Tabletop to Digital GameEric Lang, Keith Leen/ahttp://www.gdcvault.com/play/1024051/9-Takeaways-from-Duelyst-FromPostmortem
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1918/7/2017no-Schell Games Note-taking and Task-tracking microtalksElaine, Chuck, Lucy, Chris A, MarlenaSG internalInternal
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1907/11/2017no-Board Game Design Day: The Making of 'Pandemic Legacy'Rob Daviau, Matt Leacockn/ahttp://www.gdcvault.com/play/1024300/Board-Game-Design-Day-TheBoard Game Design, Postmortem
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1896/27/2017no-LURP showcaseChad CableSG internalInternal
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1886/20/2017no-Alexandra's Talk - Modeling and Designing for Key Elements of Curiosity
Alexandra ToSG internalInternal
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1875/30/2017free2.33Managing Conflict on Small TeamsRebekah SaltsmanThere are only a few good nuggets here. Learning to postpone decisions and add tons of placeholder stuff are probably the best lessons. http://www.gdcvault.com/play/1024210/Managing-Conflict-on-SmallProject Management
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1865/10/2017free3.30Board Game Design Day: 'Puzzle Strike': A Design DiaryDavid SirlinYou would like some insight into balancing strategic games in which clear strategies have emerged. http://www.gdcvault.com/play/1024235/Board-Game-Design-Day-PuzzleBoard Game Design, Postmortem
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1855/9/2017no4.10Improving the Culture of Critique: Communicating Across DisciplinesJeff HesserYou would like to learn new tools for how to provide and receive feedback and critique across disciplineshttp://www.gdcvault.com/play/1024017/Improving-the-Culture-of-CritiqueProject Management
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1845/2/2017no-Anisha's TEA Summit reportAnisha DeshmaneSG internalinternal SGInternal
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1834/18/2017no-RFP ShowcaseMarlena Abraham, Chad Cable, Melanie Harke, Dave BennettSG internalinternal SGInternal
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1824/11/2017no-Game Studio Leadership: You Can Do ItJesse Schelln/ahttp://www.gdcvault.com/play/1024031/Game-Studio-Leadership-You-CanStudio Management
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1813/28/2017no3.63Absolutely No Pressure: Continuing a Successful Game Series with 'Civilization VI'Ed BeachYou would like some insight into Civ's approach to improving their franchise with every new releasehttp://www.gdcvault.com/play/1024249/Absolutely-No-Pressure-Continuing-aPostmortem, General Design
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1803/21/2017free4.07Job Simulator PostmortemAlexander Schwartz, Devin ReimerYou would like a well rounded look at the process for making Job Simulator, are interested in how one of the first VR games of this generation was made and/or want a look into how this type of game handled iteration.http://www.gdcvault.com/play/1024256/-Job-Simulator-Postmortem-VRPostmortem, VR Design
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1792/22/2017free-Critical RoleGeek and SundryYou like or have ever liked pen and paper RPGshttp://geekandsundry.com/shows/critical-role/Entertainment
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1782/8/2017free-Schell Games Wild Pitches 3Shawn, Marlena, Michal and ChrisSG internalInternal
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1771/24/2017free3.75The Scret of Psalm 46Brian MoriartyYou want an entertaining and well told story about games, secrets, easter eggs and what motivates players to go after them. This is audio onlyhttps://www.youtube.com/watch?v=u0OY1RDe8YgDeep Design
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1761/17/2017free4.00Lessons Learned from 'I Expect You To Die': New Puzzles, New HandsShawn Patton, Jesse SchellYou want a great look into VR controlshttp://gdcvault.com/play/1023671/Lessons-Learned-from-I-ExpectPostmortem, VR Design
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1751/10/2017free3.38Empowering the Player: Level Design in N++Mare Sheppard, Raigan BurnsYou would like a deep look at the level design of N++ - some general learnings but not a lothttp://www.gdcvault.com/play/1023282/Empowering-the-Player-Level-DesignLevel Design
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17412/6/2016free3.50The Body Is Back! Understanding Embodiment in VR & AR Game DesignRobin Hunicken/ahttp://gdcvault.com/play/1023936/The-Body-Is-Back-UnderstandingVR Design
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17211/8/2016no4.17This is a Talk About Tutorials, Press "A" to SkipNicolae BerbeceYou are working on tutorials and want examples of what to do and not to dohttp://gdcvault.com/play/1023845/This-is-a-Talk-AboutTutorial Design, Player Experience
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