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GDC Talks

 [2014] Hearthstone: 10 Bits of Design Wisdom: Eric Dodds (Blizzard)


 [2014] Level Design in a Day: Decisions That Matter - Meaningful Choice in
Game and Level Design: Matthias Worch (2K Games)
 [2014] There and Dad Again - The Octodad: Dadliest Catch Postmortem: John
Murphy, Phil Tibitoski (Young Horses)
 [2014] TwitchPlayedPokemon: An Analysis of the Experimental Interactive
Phenomenon: Alex Leavitt (USC)
 [2014] Narrative Legos: Ken Levine (Irrational Games)
 [2014] Antichamber: An Overnight Success, Seven Years in the Making:
Alexander Bruce
 [2014] Antichamber: Three Years of Hardcore Iteration: Alexander Bruce
 [2014] A Study in Transparency: How Board Games Matter: Soren Johnson
(Mohawk Games)
 [2014] Hearts and Minds: Frank Lantz (NYU Game Center)
 [2014] Interpreting Feedback and Maintaining Your Vision: Andy Nguyen
(Pocketwatch Games)
 [2014] Why Is Gone Home a Game?: Steve Gaynor (The Fullbright Company)
 [2014] Jiro Dreams of Game Design: Brenda Romero (UC Santa Cruz)
 [2014] Preserving a Sense of Discovery in the Age of Spoilers: James Crawford
(Twinbeard Studios)
 [2014] Animation Bootcamp: An Indie Approach to Procedural Animation: David
Rosen (Wolfire Games)
 [2014, Europe] Super Time Force: Solving the Time Travel Paradox: Kenneth
Yeung (Capy Games)
 [2014] Enhancing Sportsmanship in Online Games: Jeffrey Lin (Riot Games)
 [2014] The Art of The Witness: Luis Antonio (Thekla Inc)
 [2013, Europe] #1ReasonToBe: Annakaisa Kultima, Auriea Harvey, Brenda
Romero, Zuraida Buter, Henrike aka Riker Lode, Siobhan Reddy, Leigh
Alexander (Panel)
 [2013] Obsessive-Compulsive Development: Retro/Grade Postmortem: Matt
Gilgenbach (24 Caret Games)
 [2013] The Western Games That Conquered China: Henry Fong (Yodo1)
 [2013] Designing Journey: Jenova Chen (thatgamecompany)
 [2013] AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and
Warframe: Daniel Brewer, Alex Cheng, Richard Dumas, Aleissia Laidacker
(Panel)
 [2012] A Theory of Fun 10 Years Later: Raph Koster (Playdom)
 [2012] Attention, Not Immersion: Making Your Games Better with Psychology
and Playtesting, the Uncharted Way: Richard Lemarchand (Naughty Dog)
 [2012] Classic Game Postmortem: Harvest Moon: Yasuhiro Wada (Toy Box, Inc.)
 [2012] The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains
to Games: Jason VandenBerghe (Ubisoft)
 [2012] Creating a Sequel to a Game That Doesn't Need One: Chet Faliszek, Erik
Wolpaw (Valve)
 [2012] How I Got My Mom to Play Through Plants vs. Zombies: George Fan
(PopCap)
 [2011] Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on
Legendary Difficulty Across the HALO Franchise: Jaime Griesemer (Bungie)
 [2011] Dynamics: The State of the Art: Clint Hocking (LucasArts)
 [2011] Life and Death and Middle Pair: Go, Poker and the Sublime: Frank Lantz
(Zynga)
 [2011] The Road Ahead: Cliff Bleszinski (Epic Games)
 [2011] Truth in Game Design: Jonathan Blow (Number None, Inc.)
 [2010] Design in Detail: Changing the Time Between Shots for the Sniper Rifle
from 0.5 to 0.7 Seconds for Halo 3: Jaime Griesemer (Bungie)
 [2010, Keynote] Everything You Know is Wrong: by Sid Meier (Firaxis Games)
 [2009] Everything I Learned About Level Design I Learned from Disneyland:
Scott Rogers (THQ)
 [2009] Helping Your Players Feel Smart: Puzzles as User Interface: Randy Smith
(Tiger Style)
 [2007] Indie Prototyping: Jonathan Blow (Number None, Inc.)
 [2007] Innovation in Indie Games: Kyle Gabler, Jenova Chen, Jon Mak, Jon Blow
(Panel)

Other Talks
 [2014, Indievelopment] Attempting Deep Work, Surviving Long Projects:
Jonathan Blow (Number None, Inc.)
 [2014, University of Virginia] A Fireside Chat with Rich Hilleman: Rich Hilleman
(EA)
 [2014, Tallinn University] Innovation in Game Design: Richard Bartle
 [2013, PRACTICE 2013] Desigining a Legacy Game: Rob Daviau (IronWall
Games)
 [2013, BAFTA] From Shodan, to Big Daddy, to Elizabeth: The Evolution of AI
Companions: Ken Levine (Irrational Games)
 [2013, Creative Mornings] Game Design: The Medium is the Message: Jonathan
Blow (Number None, Inc.)
 [2013, Game Connection Europe] Great Level Design and the Artistic Expression
of Mathematics: Hamish Todd
 [2013, Unite Nordic] Sir, You Are Being Proceudrally Generated: Tom Betts,
James Carey (Big Robot)
 [2013, INDIGO] The Art of Screenshake: Jan Willem Nijman (Vlambeer)
 [2013, IGDA Seattle] Game Design Tools (I Wish I learned About Sooner): Daniel
Cook (Spry Fox)
 [2013, Georgia Tech] Facilitating Stories in Journey: John Nesky
(thatgamecompany)
 [2013, PAX East] Mastering Game Mechanics: Brandon DeCoster, Scott Rubin
(GeekNights)
 [2012, G.A.N.G Summit] Music Design in Games: Rich Vreeland (Disasterpeace)
 [2012, NY Film Academy] Functional Theory for Game Design: Keith Burgun
(Dinofarm Games)
 [2012, Eurogamer Expo] How to Give Yourself a Job in the Games Industry: Chet
Faliszek (Valve)
 [2012 - Nordic Game Indie Night] Juice It Or Lose It: Martin Jonasson, Petri
Purho (Indie)
 [2012, Indie Connect] Sensible Nonsense: Rami Ismail, Jan Willem Nijman
(Vlambeer)
 [2012, George Mason University] Lecture Series: Todd Howard (Bethesda)
 [2011, NYU Game Center] Lecture Series: Portal 2: Erik Wolpaw (Valve)
 [2011, Google Tech Talks] Getting Gamification Right: Sebastian Deterding
(PLAIT Lab)
 [2011, Games for Change] G4LI Keynote: Gabe Newell (Valve)
 [2011, Games for Change] Make Games, Not War: Jesse Schell (Schell Games)
 [2011, Berkeley] Programming Aesthetics Learned From Making Independent
Games: Jonathan Blow (Number None, Inc.)
 [2011, IndieCade] Designing the Universe: Jonathan Blow, Marc Ten Boch
 [2010, Rice Univerisity] Video Games and the Human Condition: Jonathan Blow
(Number None, Inc.)
 [2008, MIGS] Fundamental Conflicts in Contemporary Game Design: Jonathan
Blow (Number None, Inc.)
 [2008, Google Tech Talks] Designing a Pandemic: Lessons Learned: Matt
Leacock
 [2007, Freeplay] How and Why: Jonathan Blow (Number None, Inc.)
 [2007, MIGS] Design Reboot: Jonathan Blow (Number None, Inc.)
 [2003, Computer History Museum] Lessons from Game Design: Will Wright
(Maxis)

Conferences
 [2014, DICE Europe] Youtube
 [2014, DICE] Youtube
 [2014, Steam Dev Days] Youtube
 [2014, Unknown Worlds Post Mortems] Youtube
 [2014, Oculus Connect] Youtube
 [2013, DICE Europe] Youtube
 [2013, DICE] Youtube
o A View on the Next Steps: Gabe Newell (Valve)
o Theories Behind Journey: Jenova Chen (thatgamecompany)
o The Secret Mechanisms: Jesse Schell (Schell Games)
o Storytelling Across Platforms: Who Benefits Most, The Audience or the
Player?: JJ Abrams, Gabe Newell
 [2013 - Now, IndieCade] Youtube
 [2013, PRACTICE] Vimeo
 [2012 - Now, DigiPen Game Engine Architecture] Youtube
 [2012 - Now, NYU Poly Game Lab] Youtube
 [2012, DICE] dicesummit
 [2011, DICE] dicesummit
 [2010, DICE] dicesummit
o [2010, DICE] Design Outside the Box: Jesse Schell (Schell Games)
 [2007, UT, Warren Spector Lectures] Youtube

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