Game Talks
124 items from hzoo/awesome-gametalks ★1,188
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A Live Art Demonstration of Creating Worlds through Design Thinking gdcvault.com
Feng Zhu (Feng Zhu Design)
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There and Dad Again - The Octodad: Dadliest Catch Postmortem gdcvault.com
John Murphy, Phil Tibitoski (Young Horses)
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TwitchPlayedPokemon: An Analysis of the Experimental Interactive Phenomenon gdcvault.com
Alex Leavitt (USC)
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Building the Content that Drives the Counter-Strike: Global Offensive Economy gdcvault.com
Bronwen Grimes (Valve)
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#1ReasonToBe gdcvault.com
Annakaisa Kultima, Auriea Harvey, Brenda Romero, Zuraida Buter, Henrike aka Riker Lode, Siobhan Reddy, Leigh Alexander (Panel)
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Hearts and Minds gdcvault.com
Frank Lantz (NYU Game Center)
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Antichamber: An Overnight Success, Seven Years in the Making gdcvault.com
Alexander Bruce
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Hearthstone: 10 Bits of Design Wisdom gdcvault.com
Eric Dodds (Blizzard)
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Super Time Force: Solving the Time Travel Paradox gdcvault.com
Kenneth Yeung (Capy Games)
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Antichamber: Three Years of Hardcore Iteration gdcvault.com
Alexander Bruce
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Animation Bootcamp: An Indie Approach to Procedural Animation gdcvault.com
David Rosen (Wolfire Games)
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Level Design in a Day: Decisions That Matter - Meaningful Choice in Game and Level Design gdcvault.com
Matthias Worch (2K Games)
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The Art of The Witness gdcvault.com
Luis Antonio (Thekla Inc)
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Jiro Dreams of Game Design gdcvault.com
Brenda Romero (UC Santa Cruz)
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Interpreting Feedback and Maintaining Your Vision gdcvault.com
Andy Nguyen (Pocketwatch Games)
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Narrative Legos gdcvault.com
Ken Levine (Irrational Games)
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A Study in Transparency: How Board Games Matter gdcvault.com
Soren Johnson (Mohawk Games)
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Enhancing Sportsmanship in Online Games gdcvault.com
Jeffrey Lin (Riot Games)
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Why Is Gone Home a Game? gdcvault.com
Steve Gaynor (The Fullbright Company)
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AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe gdcvault.com
Daniel Brewer, Alex Cheng, Richard Dumas, Aleissia Laidacker (Panel)
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Classic Game Postmortem: Myst gdcvault.com
Robyn Miller (Zoo Break Gun Club)
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The Western Games That Conquered China gdcvault.com
Henry Fong (Yodo1)
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Obsessive-Compulsive Development: Retro/Grade Postmortem gdcvault.com
Matt Gilgenbach (24 Caret Games)
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Building the Touchy-Feely World of Tearaway gdcvault.com
Rex Crowle (Media Molecule)
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Designing Journey gdcvault.com
Jenova Chen (thatgamecompany)
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It's Great to be Back! Fast Code, Game Programming, and Other Thoughts from 20 (Minus Two) Years in the Trenches gdcvault.com
Michael Abrash (Rad Game Tools)
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A Theory of Fun 10 Years Later gdcvault.com
Raph Koster (Playdom)
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Classic Game Postmortem: Harvest Moon gdcvault.com
Yasuhiro Wada (Toy Box, Inc.)
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Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way gdcvault.com
Richard Lemarchand (Naughty Dog)
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The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to Games gdcvault.com
Jason VandenBerghe (Ubisoft)
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How I Got My Mom to Play Through Plants vs. Zombies gdcvault.com
George Fan (PopCap)
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Truth in Game Design gdcvault.com
Jonathan Blow (Number None, Inc.)
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Jaime Griesemer (Bungie)
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Dynamics: The State of the Art gdcvault.com
Clint Hocking (LucasArts)
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Life and Death and Middle Pair: Go, Poker and the Sublime gdcvault.com
Frank Lantz (Zynga)
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Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 gdcvault.com
Jaime Griesemer (Bungie)
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Game Developers Radio gamedevradio.com
Joseph Burchett
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Another Castle gamedesignadvance.com
Charles J Pratt (Game Design Advance)
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Podclass digipen.edu
(Digipen)
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dicesummit dicesummit.org
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dicesummit dicesummit.org
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dicesummit dicesummit.org
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Brainy Gamer brainygamer.com
Michael Abbott
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A life well wasted alifewellwasted.com
Robert Ashley