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Gdc

The GDC 2018 Micro Postmortems

In this 2018 GDC sesion, game developers Brandon Sheffield, Audrey Moon and Dan Boutros chronicle the ups and downs of the development of their vastly ...

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Storytelling Tools to Boost Your Indie Game's Narrative and Gameplay

In this 2017 GDC talk, NHTV University professor Mata Haggis shares his practical tips for creating compelling drama in your indie game and how those tips can .

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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 ...

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Ten Principles for Good Level Design

In 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 .

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Know Your Market: Making Indie Games That Sell

In this 2018 GDC talk, Infinite Monkeys Entertainment's Erik Johnson analyzes trends in the Steam marketplace and explores how his game, 'Life Goes On', ...

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Classic Game Postmortem: Fallout

In this classic 2012 GDC Postmortem, Fallout producer/programmer/designer Timothy Cain delivers a talk on how he helped create a franchise that set a new ...

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Classic Game Postmortem: Ultima Online

In 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 ...

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Board Game Design Day: White, Brown, and Pink: The Flavors of Tabletop Game Randomness

In this 2018 GDC talk, Mars International's Geoff Engelstein examines the different types of game randomness, when each type is useful, and how to generate ...

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The GDC 2015 Live 2D Animation Demo

In this 2015 animation bootcamp session, Skullgirls Animator Mariel Cartwright presents a live 2D traditional animation demo that demonstrates the way the ...

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Classic Game Postmortem: Sonic the Hedgehog

In this 2018 GDC session, Naoto Ohshima & Hirokazu Yasuhara, two of the minds behind the original Sonic the Hedgehog, discuss their perspectives on the ...

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Portal 2 - Post Mortem (GDC)

The game almost didn't have Chell, GlaDOS or portals. Seriously. See the revealing interview during GDC as the peeps that created Portal 2 explain what their ..

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Practical Creativity

In this 2014 GDC Next session, MMO designer Raph Koster explains what science tells us about creativity, and offers practical straightforward steps that any ...

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Don't Break the Chain: Maintaining Productivity on Your 19th Game

In this 2018 GDC talk, developer Jason Rohrer presents tested techniques he's used over the past 12 years, working alone, to ship 18 games. Register for GDC: ..

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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 ...

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Making Fluid and Powerful Animations For Skullgirls

How do you get the clearest, most fluid animation in a 2D game and make it work with responsive gameplay? This talk from GDC 2014's Animation Bootcamp ...

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Darkest Dungeon: A Design Postmortem

In this 2016 GDC postmortem, Red Hook Studios' Tyler Sigman covers what went right from a design perspective and what didn't during the development of ...

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Math for Game Programmers: Building a Better Jump

In this 2016 GDC talk, Minor Key Games' Kyle Pittman shows how to construct natural-feeling jump trajectories from designer-friendly input like desired height .

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Technical Artist Bootcamp: The VFX of Diablo

In this 2013 GDC session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise. Register for GDC:

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How to Make and Self-Publish a Game in 12 Months

This GDC 2015 talk goes over the path SomaSim's Matthew Viglione took when he decided to make and self-publish his own game in the span of a year. GDC ...

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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: ...

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