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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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https://www.gdcvault.com/play/1024926/Character-Development-in-Non-Linear
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23511/27/2018freeBoss Up: Boss Battle Design Fundamentals and RetrospectiveItay Kerenhttps://www.gdcvault.com/play/1024921/Boss-Up-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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17111/1/2016free4.38Making Her Story - Telling a Story Using The Player's ImaginationSam BarlowYou are interested in game story and (preferably) have played Her Storyhttps://www.youtube.com/watch?v=JuADjLZjCe4Narrative Design, Postmortem
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17010/18/2016free3.07History and Game DesignChris Kingn/ahttp://gdcvault.com/play/1023446/History-and-GameGeneral Design
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16910/4/2016free3.60Inside the guts of a successful attackBen RuizYou are working in any game with character combat, especially a beat-em-uphttps://vimeo.com/149286999Combat Design
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1689/27/2016free3.60The sound of Hyperlight DrifterAkash Thakkarn/ahttp://gdcvault.com/play/1023778/The-Sound-of-Hyper-LightSound Design
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1679/20/2016free-Schell Games Wild Pitches 2Shawn Patton, Ryan Hall, Andrea Hall, Harley BaldwinYou like fun.Internal
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1669/13/2016No3.505 Mistakes by Good Teams That Produce Bad Free to Play GamesDon Daglown/ahttp://gdcvault.com/play/1023292/5-Mistakes-by-Good-TeamsProject Management, General Design
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1658/23/2016free2.50How We Introduced UX to Epic Games' Production PipelineCelia Hodent, Heather Chandlern/ahttp://gdcvault.com/play/1023228/How-We-Introduced-UX-toUser Experience
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1648/16/2016free-Schell Games Wild Pitches!Jesse Schell, Marlena Abraham, Dave Bennett and Tim RoskoSG internalhttps://www.twitch.tv/schellgamestv/v/83953876Internal
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1636/21/2016no3.67Rules of the Game: Five More Techniques from Quite Inventive DesignersRichard Rouse III, Michael de Plater, Emily Short, Liz England, Lee Perry, George FanYou'd like to see short talks about concise topics by five different game designershttp://gdcvault.com/play/1023210/Rules-of-the-Game-FiveGeneral Design, Microtalks
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1616/7/2016free3.75Alphabear PostmortemDavid EderyYou'd like a quick look at the path that Alphabear, a free to play word game, took from end of development, through release and attempts to increase retentionhttp://gdcvault.com/play/1023505/AlphabearPostmortem
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1605/17/2016noSpecial Edition!Jared hosts a BrainstormSpecial Edition!SG internalInternal
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1595/10/2016free4.70Twenty Years, Twenty LessonsMark RosewaterYou want an awesome list of design principles that have driven the design of Magic: the Gathering for 20 yearshttp://gdcvault.com/play/1023186/Twenty-Years-TwentyGeneral Design, Postmortem
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1585/3/2016free4.17The Gamer Motivation Profile: Model and FindingsNick YeeYou're curious as to how to classify gamers according to their motivations when gaming. Survey link in notes to the right ->http://www.gdcvault.com/play/1023242/The-Gamer-Motivation-Profile-ModelPlayer Studieshttps://apps.quanticfoundry.com/lab/10
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1574/26/2016noSpecial Edition!Schell GamesTransformational Design Case StudiesSabrina hostingSG internalInternal
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1564/19/2016noNAAwesome videogame data 2016Geoffrey ZatkinProbably don't bother unless it's still early-mid 2016. Good talk, but only contains data from 2015.http://www.gdcvault.com/play/1023333/Awesome-Video-Game-DataPlayer Studies
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1554/12/2016free4.00Engines of Play: How Player Motivation Changes Over TimeJason VandenBergheYou want a quick look at Jason's previous talks plus a view into his thoughts of why categorizing games and players through the lens of player motivation can be usefulhttp://gdcvault.com/play/1023329/Engines-of-Play-How-PlayerPlayer Experience, Player Studies
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1542/16/2016free-Designing the UniverseJonathan Blow, Marc Ten Boschn/ahttps://youtu.be/OGSeLSmOALU?t=1m20sPuzzle Design
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1521/19/2016free2.33Trying to make idea-rich gamesJonathan BlowYou want to hear Jonathan Blow say that no game ever made is really a great design achievement and how he hopes to change that with his next project. https://vimeo.com/125149688Deep Design
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1511/12/2016free1.88How Game Developers Reach New Customers with Twitch (Presented by Amazon)Marcus Graham, Ernest LeThis talk has become outdated. Some okay ideas and info about developers using twitch to promote their gamehttp://gdcvault.com/play/1022047/Social Design
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15012/9/2015noSpecial Edition!Schell Games Design Case StudiesSpecial Edition!SG internalOn Internal Google Drive - video on shared networkInternal
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14911/17/2015no4.00User Research on DestinyJohn HopsonYou want a look of how a big company does big playtests. Some cool observations and takeaways for playtesting that any game (big or small) can benefit from.http://gdcvault.com/play/1022354/User-Research-onGeneral Design, Playtesting
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14811/10/2015no4.00The Gamer's Brain: How Neuroscience and UX Can Impact DesignCelia HodentIf you're in UX, this is a reminder of a lot of stuff you might know intuitively. If you don't do UX, this is a great primer on UX methods.http://gdcvault.com/play/1022309/The-Gamer-s-Brain-HowUser Experience
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14710/27/2015free3.00Design Lessons from Multiplayer InstallationsAlistair AitchesonYou want a look at lessons learned from a developer of onsite, prototypey physical gameshttp://gdcvault.com/play/1022778/Design-Lessons-from-MultiplayerExperience Design, LBE
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1469/29/2015free4.50Failure Workshop 2015Steve Swink, Ben Esposito, Adam Saltsman, Will Stallwoodn/ahttp://www.gdcvault.com/play/1021972/FailureMicrotalks
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1459/22/2015no3.00Worlds Collide: Combining Story and Systems in Dragon Age: InquisitionMark Wilson, Kaelin LavalleeYou want a high level, not very deep look at a few systems in dragon age that are interetwined with the storytellinghttp://gdcvault.com/play/1022377/Worlds-Collide-Combining-Story-andNarrative Design, General Design, Systems Design
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1449/8/2015free4.10Making It to Break It: Designing Hack 'n' SlashBrandon DillonYou want a look at the core mechanics of Hack n' Slash and the design philosophy behind ithttp://gdcvault.com/play/1022129/Making-It-to-Break-ItPostmortem, General Design
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1439/1/2015free3.40Witchcraft: The Alchemy of a Crafting-Based EconomyMatthew SteinkeYou want a kinda, but not fully in-depth look at the crafting and item system in The Witcher 3. Some good pointers but it's not a system or implementation that looks particularly amazinghttp://www.gdcvault.com/play/1022800/Witchcraft-The-Alchemy-of-aSystems Design
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1428/25/2015no4.17Designing CounterSpy: A Journey From Games to Pixar to GamesMark HolmesYou want a look at the concepting, art direction and graphic design of Counterspyhttp://gdcvault.com/play/1021910/Designing-CounterSpy-A-Journey-FromArt
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1418/4/2015free3.88Against the Burning Hells: Diablo III's Road to Redemption with Reaper of SoulsJoshua MosqueiraYou want a candid look at what was wrong with Diablo 3 when it shipped, and how they fixed ithttp://gdcvault.com/play/1021776/Against-the-Burning-Hells-DiabloPostmortem, General Design, Project Management
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1407/21/2015no-Roundtable - Romance In GamesHeidi McDonaldSG internalhttps://drive.google.com/drive/folders/0B9EJ11aEvjTRfmNDVDlUc2ptd1FYZ1FlN282Z1lBSjYwZF9TODJNemdyMUphOTdCYXJXSGsInternal
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1397/14/2015no4.25Design by Constraints: Hitman GO Design PostmortemDaniel LutzYou want a good postmortem of the Hitman GO game. Especially interesting since it walks through the challenges of translating the Hitman feel to a mobile experience.http://gdcvault.com/play/1021907/Design-by-Constraints-Hitman-GOPostmortem
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1386/23/2015free3.50A Live Art Demonstration of Creating Worlds through Design ThinkingFeng ZhuYou want a refresher on different methods for coming up with new ideas early in development. Both in the context of design and concept art. There is a slide that I found very useful about advice for starting a freelance business. It's towards the 30 min mark right before he gets started on the live demo.http://www.gdcvault.com/play/1021752/A-Live-Art-Demonstration-ofGeneral Design
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