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Just go to:
original tweet, here ->. Major thanks to everyone com/Silent0siris/status/1080155025089925126? File
who suggested a great GDC talk! s=20 -> Make a Copy...
Category Title Link Duration Year Description Number of Recommendations
Character design is usually misunderstood as a job limited to character artists or
scenario writers. That's not true anymore in next generation open world games, where
players spend 99% of the time playing and not watching cutscenes. For this reason,
game designers at Square Enix now focus on character storytelling by AI, and how to
actualize them for the player, instead of only setting the characters. However, the
concept of character storytelling by AI is still new and challenging. Game design, AI
Walk Tall, My Friends: Giving Life to AI-Buddies in https://www.gdcvault.com/play/1025442/Walk-Tall-
??? Slides 2018 architecture design, and emotional experience design call for different expertise, but 1
'Final Fantasy XV' My-Friends-Giving
are all needed to create a living, experience-engaging AI-buddy, especially in a big
and complicated open world game such as 'Final Fantasy XV'. In this talk speaker
Prasert "Sun" Prasertvithyakarn will share with how he and his team at Square Enix
combined these three designs to bring their three AI-buddies Prompto, Gladiolus and
Ignis to life, pioneering the field, and searching for new approaches for the next
generation to come.
In the last decade of data analysis, A/B testing and predictive modeling have
transitioned from an afterthought to a given in the game industry. Data can be
invaluable in understanding the player and making decisions, but it can just as easily
lead the industry astray, or worse, narrow the way the industry thinks. When should
Data-Driven or Data-Blinded? Uses and Abuses https://www.gdcvault.com/play/1025378/Data-
Analytics Slides 2018 you be driven by data, and when should you let your imagination roam free? This 1
of Analytics in Games Driven-or-Data-Blinded
session will expose common mistakes and pitfalls, both technical and emotional, as
well as provide practical guidance on how to improve the rigorousness of your tests
and the quality of your data, and how to make sure you don't lose the forest for the
trees.
Characters, factions, classes, and decks: we embrace asymmetry in competitive
games, yet one overpowered option can wreak havoc on a community. Such
metagame imbalances need not be evaluated solely through intuition. This talk
introduces a principled approach to understanding the strength of asymmetric options,
https://www.gdcvault.
Balancing Metagame Balance 0:28:07 2015 grown from the speaker's work balancing PlayStation All-Stars Battle Royale. The 1
com/play/1022155/Metagame
method uses game theory and matchup charts to describe the possible metagames
that can form among expert players. Through examples from modern games, this talk
shows the value in carefully reasoning about - and even quantifying - metagame
balance.
Halo's multiplayer is balanced across over 1000 objects, more than 40 of which are
unique weapons including the Sniper Rifle, which has over 200 functional fields
including one that determines the minimum time between shots. In Halo 3, that time
changed from 0.5 seconds to 0.7 seconds, changing less than 0.00001th of the overall
game data, an immeasurably tiny balance tweak that should not have been
noticeable, let alone significant.
Design in Detail: Changing the Time Between
https://www.gdcvault.com/play/1012211/Design-in-
Balancing Shots for the Sniper Rifle from 0.5 to 0.7 1:02:14 2010 1
Detail-Changing-the This session will address this design decision in exhaustive detail. Why 0.7 seconds?
Seconds for Halo 3
Why that particular field? What processes and design principles lead to that change?
How was it proposed, tested, and evaluated? What were its effects on the game's
balance? How were those effects evaluated to the effects of the infinite number of
other changes that could have been made? What were the external considerations,
such as community reaction or target demographics, that influenced it? And what can
be learned from that change to improve our ability to make changes in the future?
In this 2016 GDC talk, Finji's Adam Saltsman presents some rhetorical but useful
Deciding What to Make: A Greenlight Process for
Business https://www.youtube.com/watch?v=PYpHbuF08Mk 0:26:42 2016 questions that can help you hedge your bets when you are making experimental or 1
Commercial Indies
original games commercially.
In this 2017 GDC talk, Those Awesome Guys' Nicolae Berbece teaches you how to
present and talk about your game, how to build a booth with cardboard and duct tape,
Business You Suck at Showcasing Your Game https://www.youtube.com/watch?v=gB8CvsOjDvg 0:28:19 2017 why flyers are horrible, how to optimize the play session to fit the harsh environment 1
of the show floor, how the focus should be on building relationships instead of selling
copies and overall, how to take advantage of being at a gaming event as a developer.
When Antichamber was released at the beginning of 2013, it became an instant
critical and financial success, but the journey to getting there was as much of a
Antichamber: An Overnight Success, Seven
Business https://www.youtube.com/watch?v=wOlcB-JxkFw 0:52:53 2015 psychological challenge as the game itself. In this talk, Alexander Bruce looks back at 1
Years In The Making
the entire history of the game, as he went from working alone in a bedroom to flying
around the world and landing on the IGF stage in 2012.
In this GDC 2018 talk, Spiderweb Software's Jeff Vogel presents a retrospective on
Business Failing to Fail: The Spiderweb Software Way https://www.youtube.com/watch?v=stxVBJem3Rs 0:59:46 2018 his company's history and how they've managed to stay in the game-making business 1
since 1994.
As part of GDC 2015's Indie Summit designer Itay Keren (Mushroom 11, IGF 2014
finalist) explores the camera techniques used from the classic side-scrollers of the
Camera Design How Cameras in Side-Scrollers Work https://www.youtube.com/watch?v=pdvCO97jOQk 0:52:34 2015 2
1980s through the indie games of today, demonstrating how camera work should be
tailored to the game's unique mechanics and characteristics.
In this GDC 2014 talk, John Nesky, the dynamic camera designer for
thatgamecompany's award-winning PSN title Journey, takes attendees on a tour of all
Camera Design https://www.youtube.com/watch?v=C7307qRmlMI 1:00:52 2014 1
the poor camera choices that he and other game developers have made, and most
50 Game Camera Mistakes importantly, how to fix them.
From the Interactive Media & Games Seminar Series; Stone Librande, Lead Designer
at Riot Games shows numerous examples of one page designs from Diablo 3, The
https://www.youtube.com/watch?
Design Methods One-Page Designs 0:57:13 2017 Simpsons Game, Spore, and SimCity. He also discuss what works and what doesn't 1
v=GXmsxYm0Mk0
and explains how you can use similar techniques to communicate key design ideas to
your team.
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 games.
Magic: the Gathering: Twenty Years, Twenty https://www.youtube.com/watch?
Game Design 1:00:46 2016 Watch to learn lessons such as "Restrictions Breed Creativity", "Fighting Human 5
Lessons Learned v=QHHg99hwQGY
Nature Is a Losing Battle" and "If Everyone Likes Your Game, But No One Loves It, It
Will Fail".
The Secret of Mario's Jump (and other Versatile In this video, I look at "versatile verbs" - player actions that can have multiple uses,
Game Design https://www.youtube.com/watch?v=7daTGyVZ60I 0:12:31 2017 2
Verbs) | Game Maker's Toolkit depending on how you perform them - in a number of excellent games.
"I ended up doing a bit on game grammar, but focusing more on the fact that given the
breadth of the field, it is important that practitioners know what sort of thing they are
Game Design Teaching to Fish - Raph Koster https://www.youtube.com/watch?v=Rr2BHf8wTJs 0:57:33 2015 making, and use the right tools for the job. And that they take their field seriously, 2
study the relevant literature from both games and the countless other disciplines that
interact with and impinge upon games." Raph Koster
In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi,
Breaking Conventions with The Legend of Zelda: Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the
Game Design https://www.youtube.com/watch?v=QyMsF31NdNc 1:28:29 2017 2
Breath of the Wild convention-breaking mechanics were implemented in The Legend of Zelda: Breath of
the Wild.
https://www.youtube.com/watch?
Game Design JW - Frick Filler 0:04:31 2018 How to avoid filler and respect the player's time 1
v=SMKSEBTSFOo
Video games are for everyone. But disabled people can be left out if developers don’t
https://www.youtube.com/watch? consider their needs. In this series of videos, I’ll be sharing guidelines and best
Designing for Disability | Game Maker's Toolkit
Game Design v=Ufe0i26DGiA&list=PLc38fcMFcV_vvWOhMDriBl 0:10:00 2018 practices for making games more accessible to a wide range of disabilities. This time, 1
(4 Videos)
VocTZ8mKQzR I’m looking at design choices and menu options that will affect those who have motor,
mobility, or physical disabilities.
Part of GDC 2015's 'Micromortems' in the Game Career Seminar, Other Ocean's
Frank Cifaldi & Mike Mika describe the online multiplayer "sport that requires a TV"
Game Design We Made #IDARB and You Can Too https://www.youtube.com/watch?v=0MJ_oxzJ2zc 0:25:46 2015 1
which started as a fun project - until the online community begged them to turn it into a
game.
Leighton's Opening Keynote on Metamodernism, Games and The Walls We've Built
Ourselves was a highlight for many as GCAP 2018's Opening Keynote

Game Design GCAP 18; Leighton Gray's Opening Keynote https://www.youtube.com/watch?v=YTKnBT-jfz8 0:33:57 2018 1
Leighton Gray is a writer, illustrator, metamodernism enthusiast, story consultant, and
game developer based out of Los Angeles, California.
She was the co-creator, co-writer, and art director of Dream Daddy: A Dad Dating
Simulator, part of the 2017 Forbes 30 Under 30 list in Games, and is currently an art
director at Fullbright.
Brenda Brathwaite delivers her talk at the Art History of Games Symposium on
One Falls for Each of Us: The Prototyping of February 6, 2010 in the High Museum of Art's Rich Auditorium on the campus of the
Game Design https://www.youtube.com/watch?v=JiU7Ywl27YA 0:41:01 2010 1
Tragedy Woodruff Arts Center, in midtown Atlanta. The symposium was presented by Georgia
Tech and the Savannah College of Art and Design.
Why is a game "a series of interesting decisions"? What is "orthogonal unit
differentiation" and why is it important? Meaningful choice is one of the staples of
good and compelling game design, but as a concept it is still poorly understood and
Level Design in a Day: Decisions That Matter - https://www.gdcvault.com/play/1020570/Level- has rarely been explored in detail. This is especially true for the discipline of level
Game Design 0:57:26 2014 1
Meaningful Choice in Game and Level Design Design-in-a-Day design. This talk takes a deeper look at choice in games: why it is important, how it
ties into the psychological underpinnings of why we play games, and how it connects
to other fundamental concepts of game design like the space of possibility, motivation,
player agency and the actual level design of a game.
In this GDC 2010 talk, Blizzard's Rob Pardo take a look at some of the key
Making a Standard (and Trying to Stick to it!):
Game Design https://www.youtube.com/watch?v=FhC0NaB6ock 0:58:02 2010 philosophies underlying Blizzard's game design and some of the successes and 1
Blizzard Design Philosophies
failures they've experienced along the way.
In this 2018 GDC talk, Night in the Woods co-creator Scott Benson presents a
Nuke Possum Springs: A Night in the Woods discussion of the ups, downs, design philosophies, and decisions that went into
Game Design https://www.youtube.com/watch?v=Xzhe45Q8780 0:58:21 2018 1
Design Postmortem making 'Night in the Woods'. Experience True stories, real places, outsider
perspectives, and cartoon animal people.
The famous "Whip Speech" delivered at the 1989 Computer Game Developers
Game Design Creativity and Game Design.mov https://www.youtube.com/watch?v=dAX0trP3hIQ 0:58:56 1989 1
Conference by Chris Crawford
Shigeru Miyamoto Japanese TV Interview,
Game Design https://www.youtube.com/watch?v=adw0svmhIsY 0:58:58 2011 Be sure to turn on english subtitles 1
English Subs [Nov 5th, 2011]
In this 2018 GDC talk, developers Laura Groppe, Brenda Laurel, Jesyca Durchin
Schnepp, Sheri Graner Ray and Ernest Adams revisit a whole genre of games that
found success in the 1990s, and discuss what it was like to produce those games at
Game Design Girl Games of the 1990s: A Retrospective https://www.youtube.com/watch?v=sFH2wa22lRM 1:00:42 2018 1
that time, what their direction and goals were, what they might have done differently,
what effect those games had on the industry today and the state of girls and games
today.
In this 2018 GDC session, Opaque Space's Jennifer Scheurle gives context to
techniques that game developers have used for decades to create compelling
Game Design Good Game Design is like a Magic Trick https://www.youtube.com/watch?v=2YdJa7v99wM 1:03:13 2018 1
gameplay, and celebrates them with a detailed collection and how-to of those
techniques from the best games and designers all over the world.
https://www.gdcvault.
Game Design Dynamics: The State of the Art 1:03:34 2011 What do games mean? How? Why? 1
com/play/1014597/Dynamics-The-State-of-the
Jonathan Blow: Conflicts in Game Design 2008 https://www.youtube.com/watch?
Game Design 1:04:57 2008 2008 MIGS talk abou the inherent conflicts in story-centric game designs. 1
talk v=mGTV8qLbBWE
Any system of interactivity can of course be explored: If X happens, what are the
consequences? What are all the ways in which pattern Y expresses itself, and to what
do those expressions lead? By inspecting the structure of a system in this way, we
IndieCade 2011: Jonathan Blow & Marc Ten https://www.youtube.com/watch? can find the core ideas of the system, and see how those ideas illustrate fundamental
Game Design 1:07:45 2011 1
Bosch v=OGSeLSmOALU truths of our universe. We present a game design aesthetic that values looking for
systems that express these truths in the cleanest possible way. We explain how this is
different from more-traditional combinatoric design techniques; we show examples
from our games and describe a method for applying the aesthetic in general.
Ashraf Ismail (Assassin's Creed IV: Black Flag, Assassin's Creed Origins) sits down
http://interactive.libsyn.com/ashraf-ismail-of- with Ted to talk about building large scale game systems, respecting cultures and
Game Design Ashraf Ismail of Assassin's Creed 1:11:42 2018 1
assassins-creed history, the challenges of quest creation, and why it's important that games are worth
their price.
Juice it or lose it - a talk by Martin Jonasson & A juicy game feels alive and responds to everything you do
Game Feel / Juice https://www.youtube.com/watch?v=Fy0aCDmgnxg 0:15:37 2012 3
Petri Purho tons of cascading action and response for minimal user input.
INDIGO Classes 2013: Jan Willem Nijman is 50% of indie power house Vlambeer. He
Jan Willem Nijman - Vlambeer - "The art of
Game Feel / Juice https://www.youtube.com/watch?v=AJdEqssNZ-U 0:44:09 2013 talks about 'The Art of Screenshake'. Why is it that one game plays great and another, 3
screenshake"
similar game feels terrible?
Talking at GDC Europe 2015, indie dev Nicolae Berbece talks in depth on game feel -
the thing that makes you say "This game feels awesome but I don't know why!" This
https://www.youtube.com/watch?
Game Feel / Juice Game Feel: Why Your Death Animation Sucks 0:22:37 2015 interactive death animation walkthrough goes from the first lines of code, to asset 1
v=pmSAG51BybY
animations and sound effect creation up to screen shake, particles, displacement
maps, composition and polish.
"@bbrode’s points here about “make it crispy” and “don’t get in the way of letting
Game Feel / Juice Ben Brode - PAX DEV 2018 Keynote https://www.youtube.com/watch?v=A7ZLJZIXSfc 0:38:37 2018 1
players play as fast as they can” are priceless."
Game Feel / Juice The Nuance of Juice https://youtu.be/qtgWBUIOjK4 0:39:46 2016
Super Mario 3D World is a game with creativity in abundance. But Nintendo has
Super Mario 3D World's 4 Step Level Design | developed a reusable level design structure that allows for ideas to be properly taught
Level Design https://www.youtube.com/watch?v=dBmIkEvEBtA 0:05:09 2015 2
Game Maker's Toolkit and established, in about five minutes flat. We break down this four-step philosophy,
and chart its history from Super Mario Galaxy to Captain Toad: Treasure Tracker.
https://www.youtube.com/watch? I'm working on a video about the dungeon design in The Legend of Zelda series. Boss
Boss Keys Series | Game Maker's Toolkit (18
Level Design v=ouO1R6vFDBo&list=PLc38fcMFcV_ul4D6OChd 0:10:00 2016 Keys is a series of videos on each Zelda game I play as part of my research, to chart 2
Videos)
WhsNsYY3NA5B2 the history of level design in this much-loved franchise.
Mega Man was a game that was so simple and yet so ahead of its time. It defined an
Level Design Sequelitis - Mega Man Classic vs. Mega Man X https://www.youtube.com/watch?v=8FpigqfcvlM 0:19:52 2011 entire genre and continues to be considered one of the best titles in video gaming 2
history. But, does its spin-off sequel, Mega Man X fair so well?
Eurogamer had the chance to quiz both Shigeru Miyamoto and Takashi Tezuka about
Miyamoto on World 1-1: How Nintendo made https://www.youtube.com/watch?
Level Design 0:08:18 2015 their history with Nintendo and the Mario franchise. This included an incredible 1
Mario's most iconic level v=zRGRJRUWafY
walkthrough of World 1-1, arguably the most iconic video game level.
Donkey Kong Country: Tropical Freeze is platforming level design at its best. By
Donkey Kong Country: Tropical Freeze - Mario's
Level Design https://www.youtube.com/watch?v=JqHcE6B4OP4 0:12:33 2017 taking Nintendo’s level design philosophy to the next level, Retro Studios made a 1
Level Design, Evolved | Game Maker's Toolkit
handful of incredible stages that all modern platformers should be judged against.
In this 2017 GDC talk, Ubisoft's Jolie Menzel explains why a shared understanding of
Level Design Workshop: A Narrative Approach to narrative gives a level designer a guide for everything from the pace of their level to
Level Design https://www.youtube.com/watch?v=FhKjv7CPUqw 0:28:21 2017 1
Level Design an understanding for which assets should be placed where to tell a convincing story
using physical space.
In this GDC 2017 talk, Arkane Studios' Steve Lee advocates for a holistic approach to
https://www.youtube.com/watch? level design where level designers not only think about many aspects of the player's
Level Design An Approach to Holistic Level Design 0:49:37 2017 1
v=CpOoTAVeEcU experience (primarily gameplay, presentation and story), but focus specifically on how
all of these things work together.
This 2014 session from Epic's Jim Brown covers the role of negative space in design
The Importance of Nothing: Using Negative theory, and show its applications to both game and level design. The principles of
Level Design https://www.youtube.com/watch?v=GZ99gAb4T0o 0:51:12 2014 1
Space in Level Design negative space design can impact almost every aspect of a game's development and
affect the way that players consume our games.
Game Designers love ladders! Why? It is one of many tools in our toolbelt that we use
when we need to ensure players look into a certain direction.

Jennifer Scheurle's talk aims to talk about all kinds of small and large spatial design
tricks to enhance your level design and narrative design in your games from different
genres. This is particularly true in first-person games as well as VR games and having
control over your experience allows for more precise and conscious design.
GCAP 2017: Why Ladders are Awesome: A Game
Level Design https://www.youtube.com/watch?v=jkx7v6EdCcs 0:55:39 2017 1
Design lesson in Spatial Design
She covers some examples from popular games on the market that have mastered
this principle as well as use an in-depth VR example of her own from Earthlight VR.

This talk is mainly useful for game and level designers, but also narrative designers
and writers can benefit from learning about the small tricks that you can harness to
deliver the experience you’re aiming to achieve. This talk contains some basic
psychology and neuroscience.
In this 2018 GDC talk, Naughty Dog's David Shaver and NYU professor Robert Yang
share techniques that developers like Respawn and Naughty Dog use to establish
Level Design Workshop: Blockmesh and
Level Design https://www.youtube.com/watch?v=09r1B9cVEQY 0:56:34 2018 natural level flow via blockmesh design, environment art, FX, audio and scripting, and 1
Lighting Tips
delve into one of the most important yet often overlooked means of understanding
levels: light.
Mass Effect 2's level design took players from ominous space prisons to the belly of
https://www.youtube.com/watch?
Level Design Mass Effect 2's Iterative Level Design Process 0:58:14 2009 an insectoid starship. Learn how Bioware's Cory Andrusko and Dusty Everman led the 1
v=WClXGuRQCjA
process of creating these levels in this 2009 GDC talk.
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 science
Level Design Ten Principles for Good Level Design https://www.youtube.com/watch?v=iNEe3KhMvXM 1:00:47 2013 1
of level design down to a concentrated set of fundamental principles for innovation,
engagement, and immersion.
For developers with top grossing aspirations, events are the key to unlocking a game's
full monetization potential. In this talk, Levy explains how to design a "Tower of Want"
Monetization The Tower Of Want | Ethan Levy https://www.youtube.com/watch?v=tBG2G-9vl-M 0:24:58 2015 1
when approaching event design. This method helps focus an event's design to ensure
it is built with long-term veteran engagement as well as monetization at its core.
One of the funniest and plain silliest talks at GDC 2015 - but no less rewarding for that
- The Stanley Parable co-creator William Pugh tries, in his own words, to "desperately
How To Make Your Game Just Completely
Narrative Design https://www.youtube.com/watch?v=pLbmZT70rtA 0:29:05 2015 attempt to deconstruct The Stanley Parable to find an excuse for its success. Be 1
Hilarious: The Stanley Parable
amazed as he lists pre-prepared top tips for making your game funny. Leave in awe at
his complementary speaker pass."
For four years, the creative team behind Deus Ex: Human Revolution strove to create
an immersive, story-driven game that never prevents players from creating their own
path through it. Keeping track of branching possibilities, and ensuring that story and
Building the Story-driven Experience of Deus Ex: https://www.gdcvault.com/play/1015027/Building- gameplay coherently merge in an experience that's different every time you play,
Narrative Design 0:52:42 2011 1
Human Revolution the-Story-driven-Experience required that the team rethink their approach to story-based game development. In
this Post Mortem presentation, Lead Writer and Narrative Designer Mary DeMarle
takes an in-depth look at the process her team eventually used, a process loving
referred to as "The Blueprint."
Sherlock it Up: Building the gaps in your story

Speaker; Saf Davidson (Freelancer)

Our brains can’t help but construct stories from their experiences. But how big can the
gaps between pieces of information be for someone to fail to make an unconscious
connection? These information gaps are integral to constructing a well-refined story,
but are particularly important for game storytelling. Knowing how to utilize the gaps in
Narrative Design GCAP 2018: Sherlock it Up https://www.youtube.com/watch?v=neTnZGeP3aI 0:52:45 2018 1
information is vital for understanding how to set up an environmental story with the
fewest assets, the amount of exposition to provide at the start of a game, or how much
needs to be said during an expensive cutscene. Saf will break down how players
interact with given information and how to use information gaps within the context of
game storytelling. This talk will navigate the spaces between narrative data points,
exploring how little information a game can give before the narrative falls apart and
how developers can stretch the gaps between information to encourage deeper
interaction with their players.
By breaking narrative down to its smallest yet non-abstract elements and finding ways
to combine and recombine them, one could potentially build a nearly infinite array of
Narrative Design Ken Levine On 'Narrative Lego' https://www.youtube.com/watch?v=p40p0AVUH70 1:01:21 2014 narrative opportunities out of these small building blocks. In this GDC 2014 talk, 1
BioShock co-creator Ken Levine explains how it's time to start exploring 'narrative
Legos'.
In this 2018 GDC talk, Schell Games' Jesse Schell explores common elements in
https://www.youtube.com/watch?v=E-
Narrative Design The Nature of Order in Game Narrative 1:02:43 2018 well-received game narratives in order to help your next game have a story that will 1
qnXNUSUMA
stick with players long after they finish.
In writing The Last of Us Naughty Dog set out to raise the bar of character-driven
IGDA Toronto 2013 Keynote: Neil Druckmann videogame narratives. Neil Druckmann, Creative Director and Writer of The Last of
Narrative Design https://www.youtube.com/watch?v=RjwuPeqZt0s 1:19:36 2013 1
(Stereo Audio) Us, will deconstruct several iterations of the story, explaining why the narrative
needed to constantly evolve over the course of production.
Forget Protagonists: Writing NPCs with Agency In this 2016 GDC session, 80 Days writer Meg Jayanth explores best practices around
Narrative Design https://www.youtube.com/watch?v=FLtATD6CF0E 0:26:01 2016 1
for 80 Days and Beyond writing three-dimensional, engaging NPCs to enliven game narratives.
In this 2018 GDC session, Raph Koster, Starr Long, Richard Garriott de Cayeux &
Production Classic Game Postmortem: Ultima Online https://www.youtube.com/watch?v=lnnsDi7Sxq0 0:59:46 2018 Rich Vogel talk about the things that went wrong and right during the development 1
and operation of Ultima Online.
Jesse Schell, of Schell Games, talks about his approach to studio management,
Production Game Studio Management: You Can Do It! https://www.youtube.com/watch?v=h4JuD5k9rg4 1:56:09 2017 1
giving concrete information to help you identify how you, too, can manage a studio.
Paweł Sasko: Life, Love and Quest Design.
Quest Design https://www.youtube.com/watch?v=g5TH9KakBDw 0:57:55 2017 An overview of quest design in The Witcher 3: Wild Hunt 1
Anatomy of Quests in The Witcher 3: Wild Hunt
In this 2017 session, Doom composer Mick Gordon provides a detailed look into the
compositional process, production techniques and creative philosophies behind the
Sound Design DOOM: Behind the Music https://www.youtube.com/watch?v=U4FNBMZsqrY 1:10:56 2017 2
hell-raising soundtrack to the 4th installment of the seminal first-person shooter
franchise, Doom.
Early in production we were given a clear, but challenging goal by our game director,
"Play by Sound". Overwatch is a competitive Player vs Player shooter and split
second reactions make the difference between life and death. Having 12 players in a
https://www.gdcvault. match, all with unique weapons and abilities made this an extremely challenging bar
Sound Design Overwatch - The Elusive Goal: Play by Sound com/play/1023317/Overwatch-The-Elusive-Goal- 1:01:16 2016 to hit. To do so we relied on a number of systems that effected all aspects of the 1
Play?linkId=100000004512951 Music, SFX and Dialog in Overwatch.
Come see the Overwatch Sound Team discuss the choices made on an aesthetic and
technical level to help achieve this goal and how we used Audio to help reinforce the
game-design in Overwatch.
Part 1 of a lecture given at CAMP Festival 2018, an event co-produced by FITC.
Mike Hill - The Power of Metaphor Pt 1/3 - Nolan,
Themes https://www.youtube.com/watch?v=rXU7xzYhiiQ 0:14:30 2018 Analysis of the psychological principles embedded in Christopher Nolan's Dark Knight 1
Jung and The Dark Knight
and the mythological aspects of Batman and The Joker.
Mobile game UI is vital to a good user experience, but creating it can be a minefield of
different devices and resolutions, shifting creative vision and hundreds of constantly-
changing image assets. How do you ensure your design looks good on both an
iPhone and an iPad? How do you work across 20 screens at once without ending up
with 20 files or a thousand layers on one canvas? How do you keep all of your
mockups up to date when your UI assets keep being redesigned?

Through trial and error, games artist Wren Brier has devised a workflow for herself
UI GCAP 2017: The UI Artist's Survival Kit https://www.youtube.com/watch?v=0tpefYItFso 0:47:09 2017 that helps keep projects under control and allows for fast and easy iteration and 1
implementation. In this talk she will lead you through her UI creation process and
show you how she makes use of six Photoshop tools -- from newer additions like
Artboards and Generate Image Assets to surprising tricks involving the old and
familiar Proof Setup.

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In this 2013 GDC session, Blizzard Entertainment's Julian Love discusses the
Visual Design Technical Artist Bootcamp: The VFX of Diablo https://www.youtube.com/watch?v=YPy2hytwDLM 0:47:43 2013 1
implementation of visual effects in Blizzard's Diablo franchise.

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