Professional Documents
Culture Documents
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