awesome-gametalks

speech_balloon A curated list of gaming talks (development, design, etc)

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Awesome Game Talks / 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)

Awesome Game Talks / 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)

Awesome Game Talks / 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)

Awesome Game Talks / 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)

Awesome Game Talks / 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]

Awesome Game Talks / Lists

https://twitter.com/GameDevTalks/

Podcasts / Dedicated Podcasts

A life well wasted : Robert Ashley
Another Castle : Charles J Pratt (Game Design Advance)
Brainy Gamer : Michael Abbott
Game Developers Radio :
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)

Backlinks from these awesome lists: