awesome-gametalks
by hzoo
A curated list of gaming talks (development, design, etc)
AI summary
Game Talks
A curated list of talks on game development and design, covering topics such as game design, user interface, narrative, level design, and more.
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What's in the list
124 links in 8 sections, with live GitHub stats.activeno commit in 2y
GDC Talks
- Overwatch - The Elusive Goal: Play by Sound
[2016] : Scott Lawlor, Tomas Neumann (Blizzard)
- How to Make Your Game Just Completely Hilarious: The Stanley Parable
[2015] : William Pugh (Roberts & Co Bunsen Outlet Limited)
- Classic Game Postmortem: Loom
[2015] : Brian Moriarty (WPI)
- Hearthstone: How to Create an Immersive User Interface
[2015] : Derek Sakamoto (Blizzard)
- Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
[2015] : Itay Keren (Untame)
- A Live Art Demonstration of Creating Worlds through Design Thinking
[2015] : Feng Zhu (Feng Zhu Design)
- Hearthstone: 10 Bits of Design Wisdom
[2014] : Eric Dodds (Blizzard)
- Level Design in a Day: Decisions That Matter - Meaningful Choice in Game and Level Design
[2014] : Matthias Worch (2K Games)
- There and Dad Again - The Octodad: Dadliest Catch Postmortem
[2014] : John Murphy, Phil Tibitoski (Young Horses)
- TwitchPlayedPokemon: An Analysis of the Experimental Interactive Phenomenon
[2014] : Alex Leavitt (USC)
- Narrative Legos
[2014] : Ken Levine (Irrational Games)
- Antichamber: An Overnight Success, Seven Years in the Making
[2014] : Alexander Bruce
- Antichamber: Three Years of Hardcore Iteration
[2014] : Alexander Bruce
- A Study in Transparency: How Board Games Matter
[2014] : Soren Johnson (Mohawk Games)
- Hearts and Minds
[2014] : Frank Lantz (NYU Game Center)
- Interpreting Feedback and Maintaining Your Vision
[2014] : Andy Nguyen (Pocketwatch Games)
- Why Is Gone Home a Game?
[2014] : Steve Gaynor (The Fullbright Company)
- Jiro Dreams of Game Design
[2014] : Brenda Romero (UC Santa Cruz)
- Preserving a Sense of Discovery in the Age of Spoilers
[2014] : James Crawford (Twinbeard Studios)
- Animation Bootcamp: An Indie Approach to Procedural Animation
[2014] : David Rosen (Wolfire Games)
- Super Time Force: Solving the Time Travel Paradox
[2014, Europe] : Kenneth Yeung (Capy Games)
- Enhancing Sportsmanship in Online Games
[2014] : Jeffrey Lin (Riot Games)
- The Art of The Witness
[2014] : Luis Antonio (Thekla Inc)
- Building the Content that Drives the Counter-Strike: Global Offensive Economy
[2014] : Bronwen Grimes (Valve)
- Classic Game Postmortem: Myst
[2013] : Robyn Miller (Zoo Break Gun Club)
- #1ReasonToBe
[2013, Europe] : Annakaisa Kultima, Auriea Harvey, Brenda Romero, Zuraida Buter, Henrike aka Riker Lode, Siobhan Reddy, Leigh Alexander (Panel)
- Obsessive-Compulsive Development: Retro/Grade Postmortem
[2013] : Matt Gilgenbach (24 Caret Games)
- The Western Games That Conquered China
[2013] : Henry Fong (Yodo1)
- Designing Journey
[2013] : Jenova Chen (thatgamecompany)
- AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
[2013] : Daniel Brewer, Alex Cheng, Richard Dumas, Aleissia Laidacker (Panel)
- Building the Touchy-Feely World of Tearaway
[2013] : Rex Crowle (Media Molecule)
- A Theory of Fun 10 Years Later
[2012] : Raph Koster (Playdom)
- Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way
[2012] : Richard Lemarchand (Naughty Dog)
- Classic Game Postmortem: Harvest Moon
[2012] : Yasuhiro Wada (Toy Box, Inc.)
- The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to Games
[2012] : Jason VandenBerghe (Ubisoft)
- Creating a Sequel to a Game That Doesn't Need One
[2012] : Chet Faliszek, Erik Wolpaw (Valve)
- How I Got My Mom to Play Through Plants vs. Zombies
[2012] : George Fan (PopCap)
- Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty Across the HALO Franchise
[2011] : Jaime Griesemer (Bungie)
- Dynamics: The State of the Art
[2011] : Clint Hocking (LucasArts)
- Life and Death and Middle Pair: Go, Poker and the Sublime
[2011] : Frank Lantz (Zynga)
- The Road Ahead
[2011] : Cliff Bleszinski (Epic Games)
- Truth in Game Design
[2011] : Jonathan Blow (Number None, Inc.)
- Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3
[2010] : Jaime Griesemer (Bungie)
- Everything You Know is Wrong
[2010, Keynote] : by Sid Meier (Firaxis Games)
- Everything I Learned About Level Design I Learned from Disneyland
[2009] : Scott Rogers (THQ)
- Helping Your Players Feel Smart: Puzzles as User Interface
[2009] : Randy Smith (Tiger Style)
- Indie Prototyping
[2007] : Jonathan Blow (Number None, Inc.)
- Innovation in Indie Games
[2007] : Kyle Gabler, Jenova Chen, Jon Mak, Jon Blow (Panel)
- It's Great to be Back! Fast Code, Game Programming, and Other Thoughts from 20 (Minus Two) Years in the Trenches
[2000] : Michael Abrash (Rad Game Tools)
GDC Talks / TED Talks
- Physical Therapy Is Boring — Play A Game Instead
[2015, TED] : Cosmin Mihaiu
- Play This Game To Come Up With Original ideas
[2015, TEDxTokyo] : Shimpei Takahashi
- Massively Multi-Player… Thumb-Wrestling?
[2013, TEDGlobal] : Jane McGonigal (Institute for the Future)
- The Game That Can Give You 10 Extra Years Of Life
[2012, TEDGlobal] : Jane McGonigal
- Your Brain On Video Games
[2012, TEDxCHUV] : Daphne Bavelier (University of Geneva)
- Gaming For Understanding
[2012, TEDxPhoenix] : Brenda Romero (Loot Drop)
- How Games Make Kids Smarter:
[2011, TEDxKids@Brussels] Gabe Zichermann (Author)
- 7 Ways Games Reward The Brain
[2010, TEDGlobal] : Tom Chatfield
- The Game Layer On Top Of The World
[2010, TEDxBoston] : Seth Priebatsch
- Meet Milo, The Virtual Boy
[2010, TEDGlobal] : Peter Molyneux
- Gaming Can Make A Better World
[2010, TED] : Jane McGonigal (Institute for the Future)
- The Art of Puzzles
[2009, EG] Scott Kim (Discover Magazine)
- Play is More than Just Fun
[2009, Serious Play] : Stuart Brown (National Institute for Play)
- Games for Girls
[1998, TED] : Brenda Laurel (California College of the Arts)
- Spore, Birth of a Game
[2007, TED] :Will Wright (Maxis)
- Are Games Better than Liife?
[2006, TED] : David Perry (Gaikai)
Other Talks
- John D. Carmack at UT Dallas
[2015, University of Texas] : John D. Carmack (Oculus)
- Making of Monument Valley in Unity
[2014, Nordic Game] : Peter Pashley (ustwo)
- On Trying to Make Idea-Rich Games
[2014, PRACTICE 2014] : Jonathan Blow (Number None, Inc.)
- Attempting Deep Work, Surviving Long Projects
[2014, Indievelopment] : Jonathan Blow (Number None, Inc.)
- A Fireside Chat with Rich Hilleman
[2014, University of Virginia] : Rich Hilleman (EA)
- Innovation in Game Design
[2014, Tallinn University] : Richard Bartle
- Desigining a Legacy Game
[2013, PRACTICE 2013] : Rob Daviau (IronWall Games)
- From Shodan, to Big Daddy, to Elizabeth: The Evolution of AI Companions
[2013, BAFTA] : Ken Levine (Irrational Games)
- Game Design: The Medium is the Message
[2013, Creative Mornings] : Jonathan Blow (Number None, Inc.)
- Great Level Design and the Artistic Expression of Mathematics
[2013, Game Connection Europe] : Hamish Todd
- Sir, You Are Being Proceudrally Generated
[2013, Unite Nordic] : Tom Betts, James Carey (Big Robot)
- The Art of Screenshake
[2013, INDIGO] : Jan Willem Nijman (Vlambeer)
- Game Design Tools (I Wish I learned About Sooner)
[2013, IGDA Seattle] : Daniel Cook (Spry Fox)
- Facilitating Stories in Journey
[2013, Georgia Tech] : John Nesky (thatgamecompany)
- Mastering Game Mechanics
[2013, PAX East] : Brandon DeCoster, Scott Rubin (GeekNights)
- Music Design in Games
[2012, G.A.N.G Summit] : Rich Vreeland (Disasterpeace)
- Functional Theory for Game Design
[2012, NY Film Academy] : Keith Burgun (Dinofarm Games)
- How to Give Yourself a Job in the Games Industry
[2012, Eurogamer Expo] : Chet Faliszek (Valve)
- Juice It Or Lose It
[2012 - Nordic Game Indie Night] : Martin Jonasson, Petri Purho (Indie)
- Sensible Nonsense
[2012, Indie Connect] : Rami Ismail, Jan Willem Nijman (Vlambeer)
- Lecture Series
[2012, George Mason University] : Todd Howard (Bethesda)
- Lecture Series: Portal 2
[2011, NYU Game Center] : Erik Wolpaw (Valve)
- Getting Gamification Right
[2011, Google Tech Talks] : Sebastian Deterding (PLAIT Lab)
- G4LI Keynote
[2011, Games for Change] : Gabe Newell (Valve)
- Make Games, Not War
[2011, Games for Change] : Jesse Schell (Schell Games)
- Programming Aesthetics Learned From Making Independent Games
[2011, Berkeley] : Jonathan Blow (Number None, Inc.)
- Designing the Universe
[2011, IndieCade] : Jonathan Blow, Marc Ten Boch
- Video Games and the Human Condition
[2010, Rice Univerisity] : Jonathan Blow (Number None, Inc.)
- Fundamental Conflicts in Contemporary Game Design
[2008, MIGS] : Jonathan Blow (Number None, Inc.)
- Designing a Pandemic: Lessons Learned
[2008, Google Tech Talks] : Matt Leacock
- How and Why
[2007, Freeplay] : Jonathan Blow (Number None, Inc.)
- Design Reboot
[2007, MIGS] : Jonathan Blow (Number None, Inc.)
- Lessons from Game Design
[2003, Computer History Museum] : Will Wright (Maxis)
Panels
- How to Become a Game Designer (or How to Consider It) Panel
[2014, PlayStation Experience] Doug Holder, Quentin Cobb (Naughty Dog), Parker Hamilton (SuckerPunch), Ramone Russell (Sony San Diego), Massimo Giuarni (Ovosonico)
Conferences
- 2014 D.I.C.E Europe
[2014, DICE Europe]
- 2014 D.I.C.E. Summit
[2014, DICE]
- Steam Dev Days
[2014, Steam Dev Days]
- Game Development Micro-Talks
[2014, Unknown Worlds Post Mortems]
- Oculus Connect: Developer Sessions
[2014, Oculus Connect]
- 2013 D.I.C.E Europe
[2013, DICE Europe]
- 2013 D.I.C.E. Summit
[2013, DICE]
- Indiecade Official Channel
[2013 - Now, IndieCade]
- PRACTICE 2013
[2013, PRACTICE]
- Game Engine Architecture Club
[2012 - Now, DigiPen Game Engine Architecture]
- POLYGAMELAB Official Channel
[2012 - Now, NYU Poly Game Lab]
- dicesummit
[2012, DICE]
- dicesummit
[2011, DICE]
- dicesummit
[2010, DICE]
Lists
Podcasts / Dedicated Podcasts
- A life well wasted
: Robert Ashley
- Another Castle
: Charles J Pratt (Game Design Advance)
- Brainy Gamer
: Michael Abbott
- The Game Design Round Table
: Jon Shafer (Firaxis), Dirk Knemeyer (The New Science, Tomorrow)
- IndieGamePod
Interviews with developers about their games
- Infinite Ammo Podcast
: Alec Holowka
- Ludology
: Ryan Sturm, Geoff Engelstein
- Podclass
: (Digipen)
Podcasts / Talks
- Discussing Monument Valley
[Episode 93, Collective Podcast] : Ken Wong (UsTwo Games)
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