awesome-gametalks
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.
A curated list of gaming talks (development, design, etc)
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Linked from 9 awesome lists
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) | ||