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Game Dev Talks/Lectures

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Yeah he's been doing a few lately and they've been really interesting - I think I got turned on to it by Nick Breckon getting very excited on Twitter.

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BigJKO linked this in the Amateur Game Making thread and I liked it 

 

 

In that talk they also mention this book, which sounds like it could be really interesting http://www.amazon.com/Game-Feel-Designers-Sensation-Kaufmann/dp/0123743281

 

Also I guess Practice at NYU is coming up in a couple weeks? It's pretty tempting to pick up a ticket and just go now that I have an abundance of free time, but $400 is kinda a lot and I don't have anywhere cheap to stay nearby.

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I enjoyed this talk by Rami Ismail: 

 

 

 

 

and this isn't Game Dev but it's Game Journalism and it's good ( Though the slides are one behind >.< ): 

 

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I found out a couple days ago that a designer named George Phillies makes his course lectures available on youtube.  I've only watched the designing board wargames one so far, but it was great.

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I just discovered Handmade Hero exists! A live streamed making of a fully featured video game. Streaming on weekdays for a couple of hours. Entire back catalogue of streams you can find here: http://handmadehero.org

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I found this youtube channel thanks to a Polygon article earlier today.  I haven't watched all the videos yet, but they are presented nicely and have some really cool insight into some popular games' design philosophies.

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Interesting talk on puzzle design.

 

Also have been loving this series of reviews on the 3d Mario games that's been making the rounds.

Really insightful stuff and a must watch for any platformer lovers/designers

 

 

Also, looks like the GDC Vault is offering much more free talks for this year, and sooner, than in previous years.

http://www.gdcvault.com/free/gdc-15

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I really enjoy that Unity posts most (maybe all?) of the talks from the Unite conferences on their Youtube channel: https://www.youtube.com/user/Unity3D

 

Lots of the content is pretty Unity-specific but there's still some good stuff there that could be generalized to other platforms.

 

A few that I've found interesting so far:

Generating Procedural Dungeons in Galak-Z: 

Building a new universe in Kerbal Space Program: 

Nurturing Large Projects: How We Structured Hardware: Shipbreakers: 

 

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Thanks for linking the Mario game reviews! "Insightful" is exactly the right word, it's a very objective critique with a lot of straight-forward knowledge on how gameplay systems interact.

I must've watched the guy's whole Youtube channel in a day, he also went from beginning to end with Metal Gear Solid.

I'm loving video essays right now!

 

I'll dive into the other content on this page soon too, thanks a lot thumbs!

 

EDIT-- Actually, what's funny about these reviews is that I've found myself becoming more attracted to people talking about games in completely boring voices and flat delivery. It's silly that that's a good indicator for me. It's because I'm looking for an introvert's perspective on all this stuff as I think it'll be more valuable to me academically.

I'm sure if anyone with any camera or stage presence would watch this, they'd just laugh.

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Don't think this has been posted before: https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdHD50gs8MNXF1GCf08efg/pub 

 

'Scroll Back: The Theory and Practice of Cameras in Side-Scrollers'

 

Some preeeetty comprehensive research on 2D cameras in games. Check it out!

 

 

I think the link is broken  :unsure:

 

Edit: This link seems to work:

https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdHD50gs8MNXF1GCf08efg/pub?embedded=true

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That article is incredible, by the way. I think I have a new found appreciation for 2D camera systems now.

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There was a talk about lighting your levels and I think it was done by Lee Petty, but I can't find it.

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With X-COM 2 just being announced, I looked up this hour-long chat between the designers of Massive Challice at Double-Fine, and the designer of X-COM Enemy Unknown at Firaxis:

 

 

Recorded in the early stages of Massive Challice's development, of course.

Just a fun podcast!

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As an addition to the earlier article on camera systems, here's a quick breakdown of the camera system in 4 player local multiplayer game Push Me Pull You. It's pretty useful; it didn't occur to me that ring buffers could be used to smooth out camera movement. (I also may have had to look up what a ring buffer is)

 

http://pmpygame.com/post/118198964272/our-camera

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This isn't directly about game development, but I think it's influenced my thinking on what project to do next and how to scope it. "How I Won The Lottery" is a...I guess partly a jab at other peoples talks about how they became wildly successful, and partly a theory on how to scope projects? I thought it was interesting and he announced his new company today which reminded me of it.

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I guess this is probably the right place to put this. I have done a couple of videos which are blowing up my twitter at the moment about how:

 

-I Reckon The Geometry Tools In Modern Level Editors Are Bad

-I Reckon The Tendency Toward Modular Mesh Based Level Design Has Been Greatly Detrimental To Level Design In Games Over The Last Decade Or So

 

respectively.

 

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