Rewards in Video Games

Rewards in Video Games

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In this 2017 GDC session, Blizzard Entertainment's Travis Day share ssome of the hard learned lessons about how reward systems can guide or harm player experience in games like World of Warcraft and Diablo 3. Register for GDC: Join the GDC mailing list: Follow GDC on Twitter: GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Diablo: A Classic Game Postmortem

Diablo developer David Brevik returns to the GDC stage to give a classic post-mortem on Blizzard's action RPG hit Diablo in this 2016 talk. Brevik shares key ta

Rules of the Game: Five Techniques from Quite Inventive Designers

In this 2016 GDC microtalk session, designers Michael de Plater, Liz England, George Fan, Lee Perry, Richard Rouse III and Emily Short share key personal design

So You're Ready to Pitch to a Publisher? You're Not

In this 2019 GDC talk, Finji's Rebekah Saltsman explains how Finji builds and uses pitch documents, key art and game play videos to help developers improve thei

The Loner: Why Some People Play MMOs Alone

In this classic GDC 2011 talk, BioWare Austin's Damion Schubert discusses the rationale for solo playstyles in MMORPGs, the need to cater to this playstyle from

S***'s on Fire! A Cautionary Tale in Community Crisis Management

In this 2017 GDC talk, EA's Emma Siu explores the importance of wise handling of difficult circumstances in community management, how it can and does inspire tr

Let's Be Realistic: A Deep Dive into How Games Are Selling on Steam

In this 2018 GDC session, No More Robots' Mike Rose helps developers get realistic about how well PC games are truly selling by using deep sales data and an und

Magic: the Gathering: Twenty Years, Twenty Lessons Learned

Magic the Gathering head designer Mark Rosewater shares twenty lessons learned over twenty years of designing one of the world's most popular collectible card g

30 Things I Hate About Your Game Pitch

In this 2017 GDC talk, Game On The Rails' Brian Upton describes thirty annoying or counterproductive things that you should avoid when you're pitching your game

All Systems No: Learning from the Doomed Launch of Brigador

In this 2017 GDC session, Stellar Jockeys' Hugh Monahan dissects the development and release of Brigador from both marketing and design perspectivesm, to help y

8 Bit & '8 Bitish' Graphics-Outside the Box

In this GDC 2016 talk, Terrible Toybox's Mark Ferrari discusses and demonstrate some of his techniques for drawing 8 bit game graphics, including his celebrated

How to Survive in Gamedev for Eleven Years Without a Hit

In this 2016 GDC Talk, Grey Alien Games' Jake Birkett explains how to survive as an independent game developer without having a single hit game. GDC talks cov

You Don't Need a F-ing Publisher

In this GDC 2016 talk, Devolver Digital's Nigel Lowrie argues that you don't really need a publisher to ship video games---until you really do, that is. Lowrie

Offworld Trading Company: An RTS Without Guns

In this 2017 GDC talk, Mohawk Games' Soren Johnson dives into strategy game history to explain how he and his team developed Offworld Trading Company, a strateg

Reinventing God of War

Alert for photosensitive viewers: Cory's presentation includes white flashes on slide transitions. The first one occurs approximately 6 minutes into this talk.

Failing to Fail: The Spiderweb Software Way

In 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 busi

The 2017 Experimental Gameplay Workshop

In this 2017 GDC workshop, Matt Boch, Jonas Bohatsch, Josef Wiesner, Pauline Marliere, Hamish Todd, John Polson, Isaac Cohen, Josh Lee, Jenn Sandercock, Steven

What Do We Mean When We Say Indiepocalypse?

The Indiepocalypse. Is this a real thing? What does it mean? In this GDC 2016 panel, developers Randy Smith, Rebekah Saltsman, Armin Ibrisagic, Jeff Vogel and J

Making the World Give a Damn About Your Game in 2018

In this 2018 GDC talk, No More Robots' Mike Rose discusses what currently works (and what doesn't) when attempting to sell a game in 2018. Register for GDC: ht

FTL Postmortem: Designing Without a Pitch

The creation of FTL: Faster Than Light began with the desire to experience what it would feel like to be the captain of a starship. Many games have focused on s

Made Out Of Meat: Health Systems In Video Games

In this GDC 2016 talk, Catacomb Kids creator Tyriq Plummer explores both the resilience and fragility of the human body, and examines how our physical shortcomi
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