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All talks were suggestions in response to my original tweet, here ->. Major thanks to everyone who suggested a great GDC talk! https://twitter.com/Silent0siris/status/1080155025089925126?s=20Want to save this doc for yourself? Just go to:
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CategoryTitleLinkDurationYearDescriptionNumber of Recommendations
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???Walk Tall, My Friends: Giving Life to AI-Buddies in 'Final Fantasy XV'https://www.gdcvault.com/play/1025442/Walk-Tall-My-Friends-GivingSlides2018Character design is usually misunderstood as a job limited to character artists or scenario writers. That's not true anymore in next generation open world games, where players spend 99% of the time playing and not watching cutscenes. For this reason, game designers at Square Enix now focus on character storytelling by AI, and how to actualize them for the player, instead of only setting the characters. However, the concept of character storytelling by AI is still new and challenging. Game design, AI architecture design, and emotional experience design call for different expertise, but are all needed to create a living, experience-engaging AI-buddy, especially in a big and complicated open world game such as 'Final Fantasy XV'. In this talk speaker Prasert "Sun" Prasertvithyakarn will share with how he and his team at Square Enix combined these three designs to bring their three AI-buddies Prompto, Gladiolus and Ignis to life, pioneering the field, and searching for new approaches for the next generation to come.1
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AnalyticsData-Driven or Data-Blinded? Uses and Abuses of Analytics in Gameshttps://www.gdcvault.com/play/1025378/Data-Driven-or-Data-BlindedSlides2018In the last decade of data analysis, A/B testing and predictive modeling have transitioned from an afterthought to a given in the game industry. Data can be invaluable in understanding the player and making decisions, but it can just as easily lead the industry astray, or worse, narrow the way the industry thinks. When should you be driven by data, and when should you let your imagination roam free? This session will expose common mistakes and pitfalls, both technical and emotional, as well as provide practical guidance on how to improve the rigorousness of your tests and the quality of your data, and how to make sure you don't lose the forest for the trees.1
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BalancingMetagame Balancehttps://www.gdcvault.com/play/1022155/Metagame0:28:072015Characters, factions, classes, and decks: we embrace asymmetry in competitive games, yet one overpowered option can wreak havoc on a community. Such metagame imbalances need not be evaluated solely through intuition. This talk introduces a principled approach to understanding the strength of asymmetric options, grown from the speaker's work balancing PlayStation All-Stars Battle Royale. The method uses game theory and matchup charts to describe the possible metagames that can form among expert players. Through examples from modern games, this talk shows the value in carefully reasoning about - and even quantifying - metagame balance.1
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BalancingDesign in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3https://www.gdcvault.com/play/1012211/Design-in-Detail-Changing-the1:02:142010Halo's multiplayer is balanced across over 1000 objects, more than 40 of which are unique weapons including the Sniper Rifle, which has over 200 functional fields including one that determines the minimum time between shots. In Halo 3, that time changed from 0.5 seconds to 0.7 seconds, changing less than 0.00001th of the overall game data, an immeasurably tiny balance tweak that should not have been noticeable, let alone significant.

This session will address this design decision in exhaustive detail. Why 0.7 seconds? Why that particular field? What processes and design principles lead to that change? How was it proposed, tested, and evaluated? What were its effects on the game's balance? How were those effects evaluated to the effects of the infinite number of other changes that could have been made? What were the external considerations, such as community reaction or target demographics, that influenced it? And what can be learned from that change to improve our ability to make changes in the future?
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BusinessDeciding What to Make: A Greenlight Process for Commercial Indieshttps://www.youtube.com/watch?v=PYpHbuF08Mk0:26:422016In this 2016 GDC talk, Finji's Adam Saltsman presents some rhetorical but useful questions that can help you hedge your bets when you are making experimental or original games commercially.1
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BusinessYou Suck at Showcasing Your Gamehttps://www.youtube.com/watch?v=gB8CvsOjDvg0:28:192017In this 2017 GDC talk, Those Awesome Guys' Nicolae Berbece teaches you how to present and talk about your game, how to build a booth with cardboard and duct tape, why flyers are horrible, how to optimize the play session to fit the harsh environment of the show floor, how the focus should be on building relationships instead of selling copies and overall, how to take advantage of being at a gaming event as a developer.1
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BusinessAntichamber: An Overnight Success, Seven Years In The Makinghttps://www.youtube.com/watch?v=wOlcB-JxkFw0:52:532015When Antichamber was released at the beginning of 2013, it became an instant critical and financial success, but the journey to getting there was as much of a psychological challenge as the game itself. In this talk, Alexander Bruce looks back at the entire history of the game, as he went from working alone in a bedroom to flying around the world and landing on the IGF stage in 2012.1
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BusinessFailing to Fail: The Spiderweb Software Wayhttps://www.youtube.com/watch?v=stxVBJem3Rs0:59:462018In this GDC 2018 talk, Spiderweb Software's Jeff Vogel presents a retrospective on his company's history and how they've managed to stay in the game-making business since 1994.1
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Camera DesignHow Cameras in Side-Scrollers Workhttps://www.youtube.com/watch?v=pdvCO97jOQk0:52:342015As part of GDC 2015's Indie Summit designer Itay Keren (Mushroom 11, IGF 2014 finalist) explores the camera techniques used from the classic side-scrollers of the 1980s through the indie games of today, demonstrating how camera work should be tailored to the game's unique mechanics and characteristics.2
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Camera Design50 Game Camera Mistakeshttps://www.youtube.com/watch?v=C7307qRmlMI1:00:522014In this GDC 2014 talk, John Nesky, the dynamic camera designer for thatgamecompany's award-winning PSN title Journey, takes attendees on a tour of all the poor camera choices that he and other game developers have made, and most importantly, how to fix them.1
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Design MethodsOne-Page Designshttps://www.youtube.com/watch?v=GXmsxYm0Mk00:57:132017From the Interactive Media & Games Seminar Series; Stone Librande, Lead Designer at Riot Games shows numerous examples of one page designs from Diablo 3, The Simpsons Game, Spore, and SimCity. He also discuss what works and what doesn't and explains how you can use similar techniques to communicate key design ideas to your team.1
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Game DesignMagic: the Gathering: Twenty Years, Twenty Lessons Learnedhttps://www.youtube.com/watch?v=QHHg99hwQGY1:00:462016Magic the Gathering head designer Mark Rosewater shares twenty lessons learned over twenty years of designing one of the world's most popular collectible card games. Watch to learn lessons such as "Restrictions Breed Creativity", "Fighting Human Nature Is a Losing Battle" and "If Everyone Likes Your Game, But No One Loves It, It Will Fail".5
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Game DesignThe Secret of Mario's Jump (and other Versatile Verbs) | Game Maker's Toolkithttps://www.youtube.com/watch?v=7daTGyVZ60I0:12:312017In this video, I look at "versatile verbs" - player actions that can have multiple uses, depending on how you perform them - in a number of excellent games.2
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Game DesignTeaching to Fish - Raph Kosterhttps://www.youtube.com/watch?v=Rr2BHf8wTJs0:57:332015"I ended up doing a bit on game grammar, but focusing more on the fact that given the breadth of the field, it is important that practitioners know what sort of thing they are making, and use the right tools for the job. And that they take their field seriously, study the relevant literature from both games and the countless other disciplines that interact with and impinge upon games." Raph Koster2
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Game DesignBreaking Conventions with The Legend of Zelda: Breath of the Wildhttps://www.youtube.com/watch?v=QyMsF31NdNc1:28:292017In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi,
Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild.
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Game DesignJW - Frick Fillerhttps://www.youtube.com/watch?v=SMKSEBTSFOo0:04:312018How to avoid filler and respect the player's time1
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Game DesignDesigning for Disability | Game Maker's Toolkit (4 Videos)https://www.youtube.com/watch?v=Ufe0i26DGiA&list=PLc38fcMFcV_vvWOhMDriBlVocTZ8mKQzR0:10:002018Video games are for everyone. But disabled people can be left out if developers don’t consider their needs. In this series of videos, I’ll be sharing guidelines and best practices for making games more accessible to a wide range of disabilities. This time, I’m looking at design choices and menu options that will affect those who have motor, mobility, or physical disabilities.1
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Game DesignWe Made #IDARB and You Can Toohttps://www.youtube.com/watch?v=0MJ_oxzJ2zc0:25:462015Part of GDC 2015's 'Micromortems' in the Game Career Seminar, Other Ocean's Frank Cifaldi & Mike Mika describe the online multiplayer "sport that requires a TV" which started as a fun project - until the online community begged them to turn it into a game.1
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Game DesignGCAP 18; Leighton Gray's Opening Keynotehttps://www.youtube.com/watch?v=YTKnBT-jfz80:33:572018Leighton's Opening Keynote on Metamodernism, Games and The Walls We've Built Ourselves was a highlight for many as GCAP 2018's Opening Keynote



Leighton Gray is a writer, illustrator, metamodernism enthusiast, story consultant, and game developer based out of Los Angeles, California.
She was the co-creator, co-writer, and art director of Dream Daddy: A Dad Dating Simulator, part of the 2017 Forbes 30 Under 30 list in Games, and is currently an art director at Fullbright.
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Game DesignOne Falls for Each of Us: The Prototyping of Tragedyhttps://www.youtube.com/watch?v=JiU7Ywl27YA0:41:012010Brenda Brathwaite delivers her talk at the Art History of Games Symposium on February 6, 2010 in the High Museum of Art's Rich Auditorium on the campus of the Woodruff Arts Center, in midtown Atlanta. The symposium was presented by Georgia Tech and the Savannah College of Art and Design.1
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Game DesignLevel Design in a Day: Decisions That Matter - Meaningful Choice in Game and Level Designhttps://www.gdcvault.com/play/1020570/Level-Design-in-a-Day0:57:262014Why is a game "a series of interesting decisions"? What is "orthogonal unit differentiation" and why is it important? Meaningful choice is one of the staples of good and compelling game design, but as a concept it is still poorly understood and has rarely been explored in detail. This is especially true for the discipline of level design. This talk takes a deeper look at choice in games: why it is important, how it ties into the psychological underpinnings of why we play games, and how it connects to other fundamental concepts of game design like the space of possibility, motivation, player agency and the actual level design of a game.1
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Game DesignMaking a Standard (and Trying to Stick to it!): Blizzard Design Philosophieshttps://www.youtube.com/watch?v=FhC0NaB6ock0:58:022010In this GDC 2010 talk, Blizzard's Rob Pardo take a look at some of the key philosophies underlying Blizzard's game design and some of the successes and failures they've experienced along the way.1
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Game DesignNuke Possum Springs: A Night in the Woods Design Postmortemhttps://www.youtube.com/watch?v=Xzhe45Q87800:58:212018In this 2018 GDC talk, Night in the Woods co-creator Scott Benson presents a discussion of the ups, downs, design philosophies, and decisions that went into making 'Night in the Woods'. Experience True stories, real places, outsider perspectives, and cartoon animal people.1
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Game DesignCreativity and Game Design.movhttps://www.youtube.com/watch?v=dAX0trP3hIQ0:58:561989The famous "Whip Speech" delivered at the 1989 Computer Game Developers Conference by Chris Crawford1
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Game DesignShigeru Miyamoto Japanese TV Interview, English Subs [Nov 5th, 2011]https://www.youtube.com/watch?v=adw0svmhIsY0:58:582011Be sure to turn on english subtitles1
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Game DesignGirl Games of the 1990s: A Retrospectivehttps://www.youtube.com/watch?v=sFH2wa22lRM1:00:422018In this 2018 GDC talk, developers Laura Groppe, Brenda Laurel, Jesyca Durchin Schnepp, Sheri Graner Ray and Ernest Adams revisit a whole genre of games that found success in the 1990s, and discuss what it was like to produce those games at that time, what their direction and goals were, what they might have done differently, what effect those games had on the industry today and the state of girls and games today.1
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Game DesignGood Game Design is like a Magic Trickhttps://www.youtube.com/watch?v=2YdJa7v99wM1:03:132018In this 2018 GDC session, Opaque Space's Jennifer Scheurle gives context to techniques that game developers have used for decades to create compelling gameplay, and celebrates them with a detailed collection and how-to of those techniques from the best games and designers all over the world. 1
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Game DesignDynamics: The State of the Arthttps://www.gdcvault.com/play/1014597/Dynamics-The-State-of-the1:03:342011What do games mean? How? Why?1
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Game DesignJonathan Blow: Conflicts in Game Design 2008 talkhttps://www.youtube.com/watch?v=mGTV8qLbBWE1:04:5720082008 MIGS talk abou the inherent conflicts in story-centric game designs.1
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Game DesignIndieCade 2011: Jonathan Blow & Marc Ten Boschhttps://www.youtube.com/watch?v=OGSeLSmOALU1:07:452011Any system of interactivity can of course be explored: If X happens, what are the consequences? What are all the ways in which pattern Y expresses itself, and to what do those expressions lead? By inspecting the structure of a system in this way, we can find the core ideas of the system, and see how those ideas illustrate fundamental truths of our universe. We present a game design aesthetic that values looking for systems that express these truths in the cleanest possible way. We explain how this is different from more-traditional combinatoric design techniques; we show examples from our games and describe a method for applying the aesthetic in general.1
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Game DesignAshraf Ismail of Assassin's Creedhttp://interactive.libsyn.com/ashraf-ismail-of-assassins-creed1:11:422018Ashraf Ismail (Assassin's Creed IV: Black Flag, Assassin's Creed Origins) sits down with Ted to talk about building large scale game systems, respecting cultures and history, the challenges of quest creation, and why it's important that games are worth their price.1
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Game DesignWill Wright’s Dynamics for Designershttps://youtu.be/JBcfiiulw-80:56:572003Will Wright discusses systems and emergent design1
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Game DesignSatoru Iwata- Heart of a Gamerhttps://youtu.be/RMrj8gdUfCU1:00:232005Satoru Iwata speaks about the “heart of a gamer” in this 2005 GDC Keynote1
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Game Feel / JuiceJuice it or lose it - a talk by Martin Jonasson & Petri Purhohttps://www.youtube.com/watch?v=Fy0aCDmgnxg0:15:372012A juicy game feels alive and responds to everything you do
tons of cascading action and response for minimal user input.
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Game Feel / JuiceJan Willem Nijman - Vlambeer - "The art of screenshake"https://www.youtube.com/watch?v=AJdEqssNZ-U0:44:092013INDIGO Classes 2013: Jan Willem Nijman is 50% of indie power house Vlambeer. He talks about 'The Art of Screenshake'. Why is it that one game plays great and another, similar game feels terrible?3
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Game Feel / JuiceGame Feel: Why Your Death Animation Suckshttps://www.youtube.com/watch?v=pmSAG51BybY0:22:372015Talking at GDC Europe 2015, indie dev Nicolae Berbece talks in depth on game feel - the thing that makes you say "This game feels awesome but I don't know why!" This interactive death animation walkthrough goes from the first lines of code, to asset animations and sound effect creation up to screen shake, particles, displacement maps, composition and polish.1
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Game Feel / JuiceBen Brode - PAX DEV 2018 Keynotehttps://www.youtube.com/watch?v=A7ZLJZIXSfc0:38:372018"@bbrode’s points here about “make it crispy” and “don’t get in the way of letting players play as fast as they can” are priceless."1
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Game Feel / JuiceThe Nuance of Juicehttps://youtu.be/qtgWBUIOjK40:39:462016
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Level DesignSuper Mario 3D World's 4 Step Level Design | Game Maker's Toolkithttps://www.youtube.com/watch?v=dBmIkEvEBtA0:05:092015Super Mario 3D World is a game with creativity in abundance. But Nintendo has developed a reusable level design structure that allows for ideas to be properly taught and established, in about five minutes flat. We break down this four-step philosophy, and chart its history from Super Mario Galaxy to Captain Toad: Treasure Tracker.2
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Level DesignBoss Keys Series | Game Maker's Toolkit (18 Videos)https://www.youtube.com/watch?v=ouO1R6vFDBo&list=PLc38fcMFcV_ul4D6OChdWhsNsYY3NA5B20:10:002016I'm working on a video about the dungeon design in The Legend of Zelda series. Boss Keys is a series of videos on each Zelda game I play as part of my research, to chart the history of level design in this much-loved franchise.2
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Level DesignSequelitis - Mega Man Classic vs. Mega Man Xhttps://www.youtube.com/watch?v=8FpigqfcvlM0:19:522011Mega Man was a game that was so simple and yet so ahead of its time. It defined an entire genre and continues to be considered one of the best titles in video gaming history. But, does its spin-off sequel, Mega Man X fair so well?2
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Level DesignMiyamoto on World 1-1: How Nintendo made Mario's most iconic levelhttps://www.youtube.com/watch?v=zRGRJRUWafY0:08:182015Eurogamer had the chance to quiz both Shigeru Miyamoto and Takashi Tezuka about their history with Nintendo and the Mario franchise. This included an incredible walkthrough of World 1-1, arguably the most iconic video game level.1
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Level DesignDonkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved | Game Maker's Toolkithttps://www.youtube.com/watch?v=JqHcE6B4OP40:12:332017Donkey Kong Country: Tropical Freeze is platforming level design at its best. By taking Nintendo’s level design philosophy to the next level, Retro Studios made a handful of incredible stages that all modern platformers should be judged against.1
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Level DesignLevel Design Workshop: A Narrative Approach to Level Designhttps://www.youtube.com/watch?v=FhKjv7CPUqw0:28:212017In this 2017 GDC talk, Ubisoft's Jolie Menzel explains why a shared understanding of narrative gives a level designer a guide for everything from the pace of their level to an understanding for which assets should be placed where to tell a convincing story using physical space. 1
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Level DesignAn Approach to Holistic Level Designhttps://www.youtube.com/watch?v=CpOoTAVeEcU0:49:372017In this GDC 2017 talk, Arkane Studios' Steve Lee advocates for a holistic approach to level design where level designers not only think about many aspects of the player's experience (primarily gameplay, presentation and story), but focus specifically on how all of these things work together.1
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Level DesignThe Importance of Nothing: Using Negative Space in Level Designhttps://www.youtube.com/watch?v=GZ99gAb4T0o0:51:122014This 2014 session from Epic's Jim Brown covers the role of negative space in design theory, and show its applications to both game and level design. The principles of negative space design can impact almost every aspect of a game's development and affect the way that players consume our games.1
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Level DesignGCAP 2017: Why Ladders are Awesome: A Game Design lesson in Spatial Designhttps://www.youtube.com/watch?v=jkx7v6EdCcs0:55:392017Game Designers love ladders! Why? It is one of many tools in our toolbelt that we use when we need to ensure players look into a certain direction.

Jennifer Scheurle's talk aims to talk about all kinds of small and large spatial design tricks to enhance your level design and narrative design in your games from different genres. This is particularly true in first-person games as well as VR games and having control over your experience allows for more precise and conscious design.

She covers some examples from popular games on the market that have mastered this principle as well as use an in-depth VR example of her own from Earthlight VR.

This talk is mainly useful for game and level designers, but also narrative designers and writers can benefit from learning about the small tricks that you can harness to deliver the experience you’re aiming to achieve. This talk contains some basic psychology and neuroscience.
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Level DesignLevel Design Workshop: Blockmesh and Lighting Tipshttps://www.youtube.com/watch?v=09r1B9cVEQY0:56:342018In this 2018 GDC talk, Naughty Dog's David Shaver and NYU professor Robert Yang share techniques that developers like Respawn and Naughty Dog use to establish natural level flow via blockmesh design, environment art, FX, audio and scripting, and delve into one of the most important yet often overlooked means of understanding levels: light. 1
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Level DesignMass Effect 2's Iterative Level Design Processhttps://www.youtube.com/watch?v=WClXGuRQCjA0:58:142009Mass Effect 2's level design took players from ominous space prisons to the belly of an insectoid starship. Learn how Bioware's Cory Andrusko and Dusty Everman led the process of creating these levels in this 2009 GDC talk. 1
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Level DesignTen Principles for Good Level Designhttps://www.youtube.com/watch?v=iNEe3KhMvXM1:00:472013In this 2013 GDC session, Square Enix Montreal's Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels, which distills the art and science of level design down to a concentrated set of fundamental principles for innovation, engagement, and immersion.1
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MonetizationThe Tower Of Want | Ethan Levyhttps://www.youtube.com/watch?v=tBG2G-9vl-M0:24:582015For developers with top grossing aspirations, events are the key to unlocking a game's full monetization potential. In this talk, Levy explains how to design a "Tower of Want" when approaching event design. This method helps focus an event's design to ensure it is built with long-term veteran engagement as well as monetization at its core. 1
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Narrative DesignHow To Make Your Game Just Completely Hilarious: The Stanley Parablehttps://www.youtube.com/watch?v=pLbmZT70rtA0:29:052015One of the funniest and plain silliest talks at GDC 2015 - but no less rewarding for that - The Stanley Parable co-creator William Pugh tries, in his own words, to "desperately attempt to deconstruct The Stanley Parable to find an excuse for its success. Be amazed as he lists pre-prepared top tips for making your game funny. Leave in awe at his complementary speaker pass."1
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Narrative DesignBuilding the Story-driven Experience of Deus Ex: Human Revolutionhttps://www.gdcvault.com/play/1015027/Building-the-Story-driven-Experience0:52:422011For four years, the creative team behind Deus Ex: Human Revolution strove to create an immersive, story-driven game that never prevents players from creating their own path through it. Keeping track of branching possibilities, and ensuring that story and gameplay coherently merge in an experience that's different every time you play, required that the team rethink their approach to story-based game development. In this Post Mortem presentation, Lead Writer and Narrative Designer Mary DeMarle takes an in-depth look at the process her team eventually used, a process loving referred to as "The Blueprint."1
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Narrative DesignGCAP 2018: Sherlock it Uphttps://www.youtube.com/watch?v=neTnZGeP3aI0:52:452018Sherlock it Up: Building the gaps in your story

Speaker; Saf Davidson (Freelancer)

Our brains can’t help but construct stories from their experiences. But how big can the gaps between pieces of information be for someone to fail to make an unconscious connection? These information gaps are integral to constructing a well-refined story, but are particularly important for game storytelling. Knowing how to utilize the gaps in information is vital for understanding how to set up an environmental story with the fewest assets, the amount of exposition to provide at the start of a game, or how much needs to be said during an expensive cutscene. Saf will break down how players interact with given information and how to use information gaps within the context of game storytelling. This talk will navigate the spaces between narrative data points, exploring how little information a game can give before the narrative falls apart and how developers can stretch the gaps between information to encourage deeper interaction with their players.
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Narrative DesignKen Levine On 'Narrative Lego'https://www.youtube.com/watch?v=p40p0AVUH701:01:212014By breaking narrative down to its smallest yet non-abstract elements and finding ways to combine and recombine them, one could potentially build a nearly infinite array of narrative opportunities out of these small building blocks. In this GDC 2014 talk, BioShock co-creator Ken Levine explains how it's time to start exploring 'narrative Legos'.1
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Narrative DesignThe Nature of Order in Game Narrativehttps://www.youtube.com/watch?v=E-qnXNUSUMA1:02:432018In this 2018 GDC talk, Schell Games' Jesse Schell explores common elements in well-received game narratives in order to help your next game have a story that will stick with players long after they finish. 1
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Narrative DesignIGDA Toronto 2013 Keynote: Neil Druckmann (Stereo Audio)https://www.youtube.com/watch?v=RjwuPeqZt0s1:19:362013In writing The Last of Us Naughty Dog set out to raise the bar of character-driven videogame narratives. Neil Druckmann, Creative Director and Writer of The Last of Us, will deconstruct several iterations of the story, explaining why the narrative needed to constantly evolve over the course of production. 1
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Narrative DesignForget Protagonists: Writing NPCs with Agency for 80 Days and Beyondhttps://www.youtube.com/watch?v=FLtATD6CF0E0:26:012016In this 2016 GDC session, 80 Days writer Meg Jayanth explores best practices around writing three-dimensional, engaging NPCs to enliven game narratives.1
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ProductionClassic Game Postmortem: Ultima Onlinehttps://www.youtube.com/watch?v=lnnsDi7Sxq00:59:462018In this 2018 GDC session, Raph Koster, Starr Long, Richard Garriott de Cayeux & Rich Vogel talk about the things that went wrong and right during the development and operation of Ultima Online. 1
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ProductionGame Studio Management: You Can Do It!https://www.youtube.com/watch?v=h4JuD5k9rg41:56:092017Jesse Schell, of Schell Games, talks about his approach to studio management, giving concrete information to help you identify how you, too, can manage a studio.1
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Quest DesignPaweł Sasko: Life, Love and Quest Design. Anatomy of Quests in The Witcher 3: Wild Hunthttps://www.youtube.com/watch?v=g5TH9KakBDw0:57:552017An overview of quest design in The Witcher 3: Wild Hunt1
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Sound DesignDOOM: Behind the Musichttps://www.youtube.com/watch?v=U4FNBMZsqrY1:10:562017In this 2017 session, Doom composer Mick Gordon provides a detailed look into the compositional process, production techniques and creative philosophies behind the hell-raising soundtrack to the 4th installment of the seminal first-person shooter franchise, Doom.2
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Sound DesignOverwatch - The Elusive Goal: Play by Soundhttps://www.gdcvault.com/play/1023317/Overwatch-The-Elusive-Goal-Play?linkId=1000000045129511:01:162016Early in production we were given a clear, but challenging goal by our game director, "Play by Sound". Overwatch is a competitive Player vs Player shooter and split second reactions make the difference between life and death. Having 12 players in a match, all with unique weapons and abilities made this an extremely challenging bar to hit. To do so we relied on a number of systems that effected all aspects of the Music, SFX and Dialog in Overwatch.
Come see the Overwatch Sound Team discuss the choices made on an aesthetic and technical level to help achieve this goal and how we used Audio to help reinforce the game-design in Overwatch.
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ThemesMike Hill - The Power of Metaphor Pt 1/3 - Nolan, Jung and The Dark Knighthttps://www.youtube.com/watch?v=rXU7xzYhiiQ0:14:302018Part 1 of a lecture given at CAMP Festival 2018, an event co-produced by FITC. Analysis of the psychological principles embedded in Christopher Nolan's Dark Knight and the mythological aspects of Batman and The Joker.1
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UIGCAP 2017: The UI Artist's Survival Kithttps://www.youtube.com/watch?v=0tpefYItFso0:47:092017Mobile game UI is vital to a good user experience, but creating it can be a minefield of different devices and resolutions, shifting creative vision and hundreds of constantly-changing image assets. How do you ensure your design looks good on both an iPhone and an iPad? How do you work across 20 screens at once without ending up with 20 files or a thousand layers on one canvas? How do you keep all of your mockups up to date when your UI assets keep being redesigned?

Through trial and error, games artist Wren Brier has devised a workflow for herself that helps keep projects under control and allows for fast and easy iteration and implementation. In this talk she will lead you through her UI creation process and show you how she makes use of six Photoshop tools -- from newer additions like Artboards and Generate Image Assets to surprising tricks involving the old and familiar Proof Setup.

Learn ways to make your UI creation process better and faster through examples and video demonstrations. Join Wren and equip yourself with the tools to survive your next project!
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Visual DesignTechnical Artist Bootcamp: The VFX of Diablohttps://www.youtube.com/watch?v=YPy2hytwDLM0:47:432013In this 2013 GDC session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise. 1
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