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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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3987/9/2024noLost the Plot: Writing Story for "Storyless" GamesAshley Reedhttps://gdcvault.com/play/1034200/Lost-the-Plot-Writing-Story
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3977/2/2024noFuture Realities Summit: A VR Comfortable Car Chase? Motion Comfort in 'I Expect You to Die 3'Chance Lytlehttps://gdcvault.com/play/1034530/Future-Realities-Summit-A-VR
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3966/18/2024noFuture Realities Summit: Designing the Cinematic VR Spectacles of 'I Expect You To Die 3'Joey Ziolkowskihttps://gdcvault.com/play/1034586/Future-Realities-Summit-Designing-the
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3956/11/2024freeAI-Assisted Player Support in the 'Among Us VR' CommunityLaura Norwicke Hallhttps://gdcvault.com/play/1034265/AI-Assisted-Player-Support-inAI, Community, Moderation
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3945/21/2024freeFree-to-Play Summit: Designing to Reduce Toxicity in Online GamesJenova Chenhttps://gdcvault.com/play/1034512/Free-to-Play-Summit-DesigningDesign, Community
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3935/13/2024freeGame Narrative Summit: Branching on a Budget: Creating Agency Without Wrecking ScopeNessa Cannonhttps://gdcvault.com/play/1034522/Game-Narrative-Summit-Branching-onNarrative
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3925/7/2024freeIndependent Games Summit: Make the Trailer Before the Game: A Marketing First Way to PrototypeDerek Lieuhttps://gdcvault.com/play/1034289/Independent-Games-Summit-Make-theMarketing, creative direction
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3914/9/2024freeWhat's New in Game History!Kendra Albert, Chloe Appleby, Henry Lowood, Laine Nooney, Phil Salvadorhttps://gdcvault.com/play/1034220/What-s-New-in-GameHistory preservation
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3903/26/2024freeSensory Overload: Accessibility Best PracticesKaren Stevenshttps://gdcvault.com/play/1029306/Sensory-Overload-Accessibility-BestAccessibility
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3893/5/2024noGame Narrative Summit: Devising Stories as an EnsembleAlison Lührshttps://gdcvault.com/play/1029118/Game-Narrative-Summit-Devising-StoriesNarrative, collaboration
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3882/20/2024freeThe Language of Gameplay and How to Speak ItJakub Stokalskihttps://gdcvault.com/play/1029351/The-Language-of-Gameplay-andDesign
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3871/30/2024noRules of the Game 2023: Deep Techniques from Distinctive DesignersRichard Rouse III, Tanya X. Short, Beth LaPense, Richard Lemarchand, Jamie Cheng, Aleissia Laidackerhttps://www.gdcvault.com/play/1029304/Rules-of-the-Game-2023Design
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3861/23/2024freeThe Looker': The Art of Parody Against the Menace of GoofinessBradley Lovellhttps://www.gdcvault.com/play/1029354/-The-Looker-The-ArtComedy, satire, puzzle
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3851/9/2023freeThe Sims': Process and Learnings for Developing DEI ContentPhillip Ringhttps://www.gdcvault.com/play/1029364/-The-Sims-Process-andDEI, diversity, equity, inclusion
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38412/5/2023noTabletop Summit: Encouraging Emergent Narratives with Puzzle Design in 'Decorum'Charlie Mackinhttps://www.gdcvault.com/play/1029320/Tabletop-Summit-Encouraging-Emergent-NarrativesTabletop, boardgame, narrative, puzzle
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38311/28/2023noUX Summit: Step Into Your Player's Shoes: Making the Most of Team Playtests on 'skate'Andreia Goncalveshttps://www.gdcvault.com/play/1029410/UX-Summit-Step-Into-YourUX, playtesting feedback
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38211/7/2023noLevel Design Summit: A Visual Approach to Level Design in 'Gotham Knights'Simon-Albert Boudreaulthttps://www.gdcvault.com/play/1029212/Level-Design-Summit-A-VisualLevel design
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38110/17/2023freeNarrative Moments on a Budget: Stretching Storytelling "Dollars" Across the Moments That MatterVenessa Nyarkohttps://www.gdcvault.com/play/1029248/Narrative-Moments-on-a-BudgetNarrative
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38010/3/2023noFuture Realities Summit: A Case for Relaxing VRShawn Patton, Melanie Harkehttps://www.gdcvault.com/play/1029089/Future-Realities-Summit-A-Case
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3799/26/2023noDesigning Through Dissonance: Confronting Feedback with an Open MindMark Stuarthttps://www.gdcvault.com/play/1029025/Designing-Through-Dissonance-Confronting-FeedbackPlaytest feedback
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3789/12/2023noCards, Dice, and RNGs: Using Randomness IntentionallyRandy Smithhttps://www.gdcvault.com/play/1028984/Cards-Dice-and-RNGs-Using
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3778/29/2023freeAdvocacy Microtalks: Cultivate Your KarassSophie Artemigi, Mark DeLoura, Steven Dupon, Paul Fischer, Nick Fortugno, Mary Hermes, Anangookwe Hermes-Roach, Mattia Romeo, Danijela Steinfeldhttps://www.gdcvault.com/play/1028920/Advocacy-Microtalks-Cultivate-YourAdvocacy
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3768/8/2023noThe Final Battle of 'God of War Ragnarok': Techniques for Delivering High-Stakes SequencesVictoria Smithhttps://www.gdcvault.com/play/1029343/The-Final-Battle-of-GodLevel design, combat design, boss battle
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3757/18/2023noGame Narrative Summit: Pitching and Workshopping Side Quests for 'Horizon Forbidden West'Tim Stobohttps://www.gdcvault.com/play/1029126/Game-Narrative-Summit-Pitching-andNarrative, pitching
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3747/11/2023freeThe 'TUNIC' Audio TalkKevin Regameyhttps://www.gdcvault.com/play/1029369/The-TUNIC-Audio#close-modalAudio, sound design, music
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3736/27/2023noFuture Realities Summit: Emergency Meeting! It's the 'Among Us VR' PostmortemShawn Patton, Michal Ksiazkiewicz, Jennifer Rabbitthttps://www.gdcvault.com/play/1029096/Future-Realities-Summit-Emergency-MeetingAmong Us VR postmortem
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3726/13/2023free10 Key Quest Design Lessons from 'The Witcher 3' and 'Cyberpunk 2077'Pawe Saskohttps://www.gdcvault.com/play/1028897/10-Key-Quest-Design-LessonsQuest design
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3716/6/2023noAccessible, Not Utilitarian: Design for Everyone in 'Cosmonious High'Jazmin Cano, Peter Galbraithhttps://www.gdcvault.com/play/1028908/Accessible-Not-Utilitarian-Design-forVR accessibility
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3705/23/2023noGame Design for Inclusion Beyond RepresentationTanya X. Short, Emily Short, Rejon Foster-Taylor, Jon Remedios, Jill Murrayhttps://www.gdcvault.com/play/1029114/Game-Design-for-Inclusion-BeyondInclusion
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3695/16/2023freeThe Many Dimensions of KirbyShinya Kumazaki, Tatsuya Kamiyamahttps://www.gdcvault.com/play/1029356/The-Many-Dimensions-ofPostmortem
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3685/2/2023freeThe Production Secrets of 'Return to Monkey Island'Jenn Sandercockhttps://www.gdcvault.com/play/1029361/The-Production-Secrets-of-ReturnProduction
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3674/25/2023no"Good Numbers" in Game DesignAlexander Kinghttps://www.gdcvault.com/play/1029146/-Good-Numbers-in-GameSystems design
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3664/4/2023freeThe 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
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3653/14/2023freeThe Making of Icarus: Ep 7-11Icarus developershttps://www.youtube.com/watch?v=JSdQxeD0nG4&list=PLkmSmfhOdw9eDNcsGMNZS2Xk9zAGbj2ev
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3643/6/2023freeThe Making of Icarus: Episodes 1-6Icarus developershttps://www.youtube.com/watch?v=JSdQxeD0nG4&list=PLkmSmfhOdw9eDNcsGMNZS2Xk9zAGbj2ev
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3632/28/2023freeForget Protagonists: Writing NPCs with Agency for 80 Days and BeyondMeg Jayanthhttps://www.youtube.com/watch?v=FLtATD6CF0ENarrative, Writing
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3622/14/2023freeThe Making of Among Us - Documentary
Nocliphttps://www.youtube.com/watch?v=IEBtB-WXaIY
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3612/7/2023free3.00Level Design in a Day: A Series of First Steps - Overcoming the Digital Blank PageSeth Marinellohttps://www.youtube.com/watch?v=R75g3elj7y4Level Design
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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-RepresentationInclusivity
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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=3Accessibility, Design
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35511/1/2022noDesigning Bosses For 'Sackboy: A Big Adventure'Ramon Huiskamphttps://www.gdcvault.com/play/1028082/Designing-Bosses-For-Sackboy-ADesign, Boss
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35410/18/2022freeDreamscaper': Killer Combat on an Indie BudgetIan Cofinohttps://www.gdcvault.com/play/1027785/-Dreamscaper-Killer-Combat-onCombat, Indie
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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-theLevel design
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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