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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 | 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 | |||||
5 | 359 | 1/10/2023 | free | How Games Can Be Journalism | Nicholas Fortugno | https://www.gdcvault.com/play/1027793/How-Games-Can-Be | ||||||
6 | 358 | 12/6/2022 | free | Respectful Nonbinary Representation & Localization | Benjamin Williams | https://www.gdcvault.com/play/1027733/Respectful-Nonbinary-Representation | ||||||
7 | 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 | ||||||
8 | 356 | 11/15/2022 | free | Fusing Accessibility with Game Design | Brian Fairbanks | https://www.youtube.com/watch?v=SNgIg0o-aCg&list=PLVEo4bPIUOski2wDMqh9L3YNTJAyGHTqa&index=3 | ||||||
9 | 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 | ||||||
10 | 354 | 10/18/2022 | free | Dreamscaper': Killer Combat on an Indie Budget | Ian Cofino | https://www.gdcvault.com/play/1027785/-Dreamscaper-Killer-Combat-on | ||||||
11 | 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 | ||||||
12 | 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 | ||||||
13 | 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 | ||||||
14 | 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 | ||||||
15 | 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 | ||||||
16 | 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 | ||||||
17 | 347 | 7/19/2022 | no | Psychonauts 2' Design Postmortem | Seth Marinello | https://www.gdcvault.com/play/1027887/-Psychonauts-2-Design | ||||||
18 | 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 | |||||
19 | 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 | ||||||
20 | 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 | ||||||
21 | 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 | |||||
22 | 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 | |||||
23 | 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 | ||||||
24 | 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 | ||||||
25 | 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 | ||||||
26 | 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 | ||||||
27 | 337 | 3/15/2022 | no | Designing for Healing: 'UnearthU' | Kara Stone | https://www.gdcvault.com/play/1027397/Designing-for-Healing-UnearthU | ||||||
28 | 336 | 3/8/2022 | free | 2.00 | Animation for VR | Elizabeth Kupfer | https://www.gdcvault.com/play/1027372/Animation-for | |||||
29 | 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 | ||||||
30 | 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 | |||||
31 | 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 | ||||
32 | 332 | 2/12022 | free | Advocacy Microtalks [Part 2, 34:55-END] | Terry Redfield, William Volk | https://www.gdcvault.com/play/1027140/Advocacy | ||||||
33 | 331 | 1/25/2022 | free | Advocacy Microtalks [Part 1, 00:00-34:55] | Tanya DePass, Simay Dinc | https://www.gdcvault.com/play/1027140/Advocacy | ||||||
34 | 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 | |||||
35 | 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 | ||||||
36 | 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 | |||||
37 | 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 | |||||
38 | 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 | |||||
39 | 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 | ||||
40 | 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 | |||||
41 | 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 | |||||
42 | 322 | 9/7/2021 | free | 5.00 | ❤ | Accessibility Best Practices: Mobility Considerations | Karen Stevens | https://www.gdcvault.com/play/1027139/Accessibility-Best-Practices-Mobility | ||||
43 | 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 | |||||
44 | 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 | |||||
45 | 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 | |||
46 | 318 | 7/6/2021 | no | Teamfight Tactics' Design Lessons | David Abecassis | https://www.gdcvault.com/play/1026808/-Teamfight-Tactics-Design | Design | |||||
47 | 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 | |||||
48 | 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 | |||||
49 | 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 | |||||
50 | 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 | |||||
51 | 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 | |||||
52 | 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 | |||||
53 | 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 | |||||
54 | 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 | |||||
55 | 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 | |||||
56 | 308 | 12/15/2020 | free | // Hidden Histories | Brenda Romero | https://www.gdcvault.com/play/1026771/-Hidden | ||||||
57 | 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 | ||||||
58 | 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 | |||||
59 | 305 | 11/3/2020 | free | Designing Social Play for 'Sky: Children of the Light' | John Hughes | https://www.youtube.com/watch?v=lZE7Vv2Opuw | ||||||
60 | 304 | 10/26/2020 | free | Genre and the Adventure Game | Innuendo Studios (YouTube Channel) | https://www.youtube.com/watch?v=tMVl5U3SlS0 | Genre | |||||
61 | 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 | |||||
62 | 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 | |||||
63 | 301 | 9/29/2020 | free | Forgiveness Mechanics: Reading Minds for Responsive Gameplay | Seth Coster | https://www.gdcvault.com/play/1026606/Forgiveness-Mechanics-Reading-Minds-for | ||||||
64 | 300 | 9/22/2020 | free | Designing for Multiple Minds: Crafting the Craft of Player Dynamics | Kimberly Voll, Weszt Hart | https://www.gdcvault.com/play/1026819/Designing-for-Multiple-Minds-Crafting | ||||||
65 | 299 | 9/15/2020 | free | Crafting A Tiny Open World: A Short Hike Postmortem | Adam Robinson-Yu | https://www.gdcvault.com/play/1026613/Independent-Games-Summit-Crafting-A | Postmortem | |||||
66 | 298 | 8/25/2020 | free | Well-Played: Animal Crossing or How We Have Faith in Systems | Nick Fortugno | https://www.youtube.com/watch?v=Rr6loTVYU70 | ||||||
67 | 297 | 8/18/2020 | free | Educational VR Games: Lessons Learned | Jesse Schell | https://www.youtube.com/watch?v=x30qMDUWCkY | ||||||
68 | 296 | 8/10/2020 | free | Custom Tool Time: Make More in Less Time | Brett Taylor | You are interested in learning more about design tools that will make editing more efficient | https://www.gdcvault.com/play/1026696/Custom-Tool-Time-Make-More | |||||
69 | 295 | 8/4/2020 | free | Game Narrative Summit: Kill the Hero, Save the (Narrative) World | Hannah Nicklin | You want to learn about using an ensemble cast in games, rather than having the narrative focus being on the hero | https://www.gdcvault.com/play/1026609/Game-Narrative-Summit-Kill-the | Narrative | ||||
70 | 294 | 7/21/2020 | free | Level Design Summit: VR Lessons Learned in the Level Design of 'Blood & Truth' | Ary Shirazi | You would like to hear about some of the level design techniques used in the VR game 'Blood & Truth' | https://www.gdcvault.com/play/1026711/Level-Design-Summit-VR-Lessons | Level Design, VR | ||||
71 | 293 | 7/14/2020 | free | 2020 Games for Change Festival | ||||||||
72 | 292 | 7/7/2020 | free | Reading the Rules of 'Baba Is You' | Arvi Teikari | You are interested in hearing a design/tech postmortem on some of the rules and mechanics of 'Baba Is You' | https://www.gdcvault.com/play/1026628/Reading-the-Rules-of-Baba | Postmortem | ||||
73 | 291 | 6/30/2020 | free | Representing LGBT+ Characters in Games: Two Case Studies | Torri Schafer | https://www.gdcvault.com/play/1026629/Representing-LGBT-Characters-in-Games | Inclusivity, LGBT+ | |||||
74 | 290 | 6/16/2020 | free | Baked in Accessibility: How Features Were Approached in 'Borderlands 3' | Andrew Bair | You are interested in hearing some lessons learned when adding accessibility features to Borderlands 3 | https://www.gdcvault.com/play/1026602/Baked-in-Accessibility-How-Features | Accessibility | ||||
75 | 289 | 6/9/2020 | free | Game Narrative Summit: Storytelling with Verbs: Integrating Gameplay and Narrative | Kaitlin Tremblay | https://www.gdcvault.com/play/1026610/Game-Narrative-Summit-Storytelling-with | Narrative, General Design | |||||
76 | 288 | 3/10/2020 | no | Level Design Workshop: 'Hitman' Levels as Social Spaces: The Social Anthropology of Level Design | Mette Podenphant Andersen | https://gdcvault.com/play/1025879/Level-Design-Workshop-Hitman-Levels | Level Design | |||||
77 | 287 | 3/3/2020 | free | 2.73 | Games that Change Lives: Social Impact Done Right | Elizabeth Maler | https://gdcvault.com/play/1025704/Games-that-Change-Lives-Social | |||||
78 | 286 | 2/25/2020 | no | 2.05 | Keeping It Real: Authenticity, Anthropology and Artistry in Interactive Narrative | Kathleen Yin, Matthew Lee, Attila Szantner, Michael Angst | From those of us who watched this together, we took the most from Michael Angst talking about "Never Alone" | https://gdcvault.com/play/1025959/Keeping-It-Real-Authenticity-Anthropology | Narrative | |||
79 | 285 | 2/18/2020 | free | 4.11 | I Can't Hear You: Considering Deaf Gamers | Karen Stevens | You want to learn about different accessibility options for people who are hard of hearing, as well as different solutions that games have implemented to help work around these problems | https://gdcvault.com/play/1025716/I-Can-t-Hear-You | Accessibility | |||
80 | 284 | 2/11/2020 | free | 3.18 | Conquering the Creative Challenges in 'Marvel's Spider-Man' | Bryan Intihar | https://gdcvault.com/play/1025761/Conquering-the-Creative-Challenges-in | General Design | ||||
81 | 283 | 2/4/2020 | free | Building Games Around Humor: Lessons from 'The Haunted Island, a Frog Detective Game' | Grace Bruxner | https://gdcvault.com/play/1025651/Building-Games-Around-Humor-Lessons | General Design | |||||
82 | 283 | 1/21/2020 | no | Taking an Axe to 'God of War' Gameplay | Jason McDonald | https://www.gdcvault.com/play/1026023/Taking-an-Axe-to-God | Combat Design | |||||
83 | 282 | 1/14/2020 | no | Lessons for Narrative Design from Modern Tabletop RPG | Kathryn Hymes | https://gdcvault.com/play/1025963/Lessons-for-Narrative-Design-from | Narrative Design, Tabletop RPG | |||||
84 | 281 | 1/7/2020 | no | Level Design Workshop: World Design for Different Player Types | Raylene Deck | https://www.gdcvault.com/play/1025881/Level-Design-Workshop-World-Design | Level Design | |||||
85 | 280 | 12/3/2019 | free | Why Fashion in (Most) Games Sucks, and Why You Should Care | Victoria Tran | https://www.youtube.com/watch?v=Pr7rzcwOz_g | General Design, Art, Character | |||||
86 | 279 | 11/26/2019 | free | Environment Design as Spatial Cinematography: Theory and Practice | Miriam Bellard | https://www.youtube.com/watch?v=L27Qb20AYmc | Environment Design, Level Design, General Design | |||||
87 | 278 | 11/19/2019 | no | Embracing Chaos: Designing for Emergent Gameplay in VR | Chris Wade | https://gdcvault.com/play/1026230/Embracing-Chaos-Designing-for-Emergent | VR Design, General Design | |||||
88 | 277 | 11/12/2019 | free | When the Fun Stops: The Science of Addiction | Andrew Przybylski | https://www.youtube.com/watch?v=vVwu4RDChsY | ||||||
89 | 276 | 11/5/2019 | no | Storytelling in Small Spaces: Practical Narrative Design for Mobile Games | Tracey John | https://gdcvault.com/play/1025964/Storytelling-in-Small-Spaces-Practical | Narrative Design | |||||
90 | 275 | 10/29/2019 | no | Beyond Spreadsheets: Building a Metagame Simulator for Balance and Prototyping | David Morris | https://www.gdcvault.com/play/1026489/Beyond-Spreadsheets-Building-a-Metagame | Prototyping | |||||
91 | 274 | 10/22/2019 | free | Accessible Player Experiences: A New Approach to Data Informed Design for Accessible Games | Christopher Power, Mark Barlet | https://gdcvault.com/play/1025719/Accessible-Player-Experiences-A-New | Accessibility | |||||
92 | 273 | 10/15/2019 | free | A Deep Dive into the 12 Motivations: Findings from 400,000+ Gamers | Nick Yee | https://www.gdcvault.com/play/1025742/A-Deep-Dive-into-the | General Design | |||||
93 | 273 | 10/8/2019 | free | Narrative Innovation Showcase 2019 | Clara Fernandez Vara, Matthew Weise, Tanya X. Short, Mark Backler, Whitney "Strix" Beltran, Dave Gilbert, Allen Turner | https://gdcvault.com/play/1025690/The-Narrative-Innovation-Showcase | Narrative Design, General Design | |||||
94 | 272 | 10/1/2019 | free | Indie Soapbox 2019 | Liz Ryerson, Kelly Wallick, Kara Stone, Dylan Cuthbert, Mr. SWERY, Michelle Silva, Mwaaba Mugala, Alan Hazelden, Catt Small, Chris Bourassa | https://www.gdcvault.com/play/1025698/Indie | Indie Games | |||||
95 | 271 | 9/23/2019 | no | Playtesting 'God of War' | Ed Dearien, Kevin Keeker, Jeet Shroff | https://gdcvault.com/play/1025978/Playtesting-God-of-War | Playtesting | |||||
96 | 270 | 9/17/2019 | free | 3.50 | Dead Cells': What the F*n!? | Sebastien Benard | https://www.gdcvault.com/play/1025788/-Dead-Cells-What-the | |||||
97 | 269 | 9/10/2019 | free | Integrating Live Actors into Non-Location Based Immersive Theater VR Experiences | Tara Ahmadinejad, Julian Ceipek, Samantha Gorman, Tanya Leal Soto | https://gdcvault.com/play/1025650/Integrating-Live-Actors-into-Non | VR Design | |||||
98 | 268 | 9/3/2019 | free | 3.75 | Subnautica Postmortem | Jonas Boetel | https://www.gdcvault.com/play/1025691/-Subnautica | Postmortem | ||||
99 | 267 | 8/27/2019 | no | 4.75 | Creating Captivating and Simple Visuals: The Power of Intentional Design | Dan Cox | You'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-Visuals | Design, Art | |||
100 | 266 | 8/20/2019 | free | 3.50 | Beating the Burnout: Finding Success Under Stress | Raffael Boccamazzo, Kate Edwards, Amir Rao, David Edery, Tommy Refenes | https://www.gdcvault.com/play/1025755/Beating-the-Burnout-Finding-Success |