Game Design
181 videos · Game design · Game art & UI
1:25:348 Bit & '8 Bitish' Graphics-Outside the Box
15:38Juice it or lose it - a talk by Martin Jonasson & Petri Purho
1:17:43'Diablo': A Classic Game Postmortem
44:10Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013
1:00:12Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
19:49Let’s go whaling: Tricks for monetising mobile game players with free-to-play
1:44:09Jonathan Blow: Video Games and the Human Condition
1:42:01MyHouse.WAD - Inside Doom's Most Terrifying Mod
2:01:18GET LAMP: The Text Adventure Documentary
31:00Exploring the Tech and Design of Noita
1:00:57DOOM: Behind the Music
11:27CGA Graphics - Not as bad as you thought!
1:23:16Learn Low Poly Modeling in Blender 2.9 / 2.8
12:02Nintendo - Putting Play First
23:20Dwarf Fortress Creator Explains its Complexity & Origins | Noclip Interview
1:00:271,500 Slot Machines Walk into a Bar: Adventures in Quantity Over Quality
48:27Jonathan Blow: Game design: the medium is the message
15:30Giving Personality to Procedural Animations using Math
59:47Classic Game Postmortem: Ultima Online
19:34Pac-Man Ghost AI Explained
39:52Ross's Game Dungeon: Deus Ex
1:02:15Classic Game Postmortem: Sid Meier's Civilization
23:24How Myst Almost Couldn't Run on CD-ROM | War Stories | Ars Technica
7:39Propaganda Games: Sesame Credit - The True Danger of Gamification - Extra Credits
1:04:25Practical Creativity
1:00:47'Magic: the Gathering': 20 Years, 20 Lessons Learned
1:00:23The Prototype that was Banned from Halfbrick
1:26:29Will Wright - Maxis - Interfacing to Microworlds - 1996-4-26
5:294D Toys: a box of four-dimensional toys, and how objects bounce and roll in 4D
58:57'Doom:' A Classic Game Postmortem
59:03Classic Game Postmortem: Fallout
22:58How I designed Fruit Ninja
25:51This Problem Changes Your Perspective On Game Dev
16:38Games, Schools, and Worlds Designed for Violence
20:38What Games Are Like For Someone Who Doesn't Play Games
1:47:54Unforeseen Consequences: A Half-Life Documentary
1:42:11Lessons in Game Design, lecture by Will Wright
59:34PRACTICE 2018: Joseph White
21:46Surface-Stable Fractal Dithering Explained
14:32I Made Chess 2.0
43:17Halcyon Dreams: The Legacy of Dragon's Lair
27:29Herbert Wolverson - Procedural Map Generation Techniques
57:43Classic Game Postmortem: Alone in the Dark
4:28Designing a 4D World: The Technology behind Miegakure [Hide&Reveal]
44:27A Brief History of Graphics
34:13The Addictive Cost Of Predatory Videogame Monetization (The Jimquisition)
35:10The Glitch that Broke Link's Cel Shading
1:00:52RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods
1:00:29Playing to Lose: AI and "Civilization" (Soren Johnson)
53:52Building Worlds in No Man's Sky Using Math(s)
8:23Why video game doors are so hard to get right
20:49War Stories: Jordan Mechner on Making Prince of Persia (ArsTechnica)
1:48Piano stairs - TheFunTheory.com - Rolighetsteorin.se
3:32How to walk through walls using the 4th Dimension [Miegakure: a 4D game]
59:12Designing Path of Exile to Be Played Forever. Chris Wilson at GDC 2019
1:17:21Sid Meier's Psychology of Game Design
56:22Putting the Fun in Functional: Applying Game Mechanics to Functional Software
22:12How mobile games are designed to SCAM you.
17:34Why Does Celeste Feel So Good to Play?
4:07Super Mario World Camera Logic Review
6:58The Skinner Box - How Games Condition People to Play More - Extra Credits
58:59GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
35:49The Origin Story Behind Counter-Strike's Most Iconic Map - Noclip Documentary
2:01:12MARK FERRARI interview (The Making of Monkey Island - Behind The Scenes)
5:38:11The Secrets of Monkey Island - An Evening With Ron Gilbert
49:57Meaningful Play: Getting Gamification Right
55:12Magic TV: Extra - Dr. Richard Garfield on "Luck Versus Skill" (Magic Cruise 2012)
6:36Half-Life 2's Invisible Tutorial
1:07:46IndieCade 2011: Jonathan Blow & Marc Ten Bosch
5:43Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design
49:45AdvX 2018 - Jon Ingold - Sparkling Dialogue: A Masterclass
41:02The Witness - A Great Game That You Shouldn't Play
14:05TUN: Un-Ruining the MMO
2:44:28Talk: Video Games and the Future of Education
5:38How classic Sierra game graphics worked (and an attempt to upscale them)
1:06:05Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht
59:20Rendering Tiny Glades With Entirely Too Much Ray Marching
1:05:45Classic Game Postmortem - Another World
26:13Animation Bootcamp: An Indie Approach to Procedural Animation
31:34Math for Game Programmers: Juicing Your Cameras With Math
3:58Marble Marcher - A Fractal Physics Game
17:54Another World - The Making Of with Eric Chahi
10:12Area 5150 by CRTC & Hornet (Party Version) / IBM PC+CGA Demo, Hardware Capture
12:39Crafting a Better Shader for Pixel Art Upscaling
37:41EPC2018 | Wave Function Collapse in Bad North | Oskar Stalberg
8:15The most overused game graphic you never noticed | Texture Archaeology
23:20How Mind Control Saved Oddworld: Abe's Oddysee | War Stories | Ars Technica
1:18:25The Story of Super Mario World
8:17Pixel Pioneers: A Brief History of Graphics, Part One
0:51Hyperbolica: A Non-Euclidean Adventure [Old Trailer]
42:53Ross's Game Dungeon: Deus Ex - Human Revolution
5:21The Timeless Beauty of Pre Rendered Graphics
49:41Reinventing Minecraft world generation by Henrik Kniberg
6:17GRAND THEFT AUTO 1996 Making Of - GTA - | Retro Gaming | BBC Archive
28:28DOOM Documentary: Part 1 - To Hell & Back
1:41:22The Making of GoldenEye 007 (N64) | Documentary
51:45Classic Game Post Mortem: Prince of Persia
1:01:04Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage
3:53:11Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]
11:39Errant Signal: Social Spaces & Payload Races
20:01SimCity 30 Years Later: A Retrospective
37:04The Story of RollerCoaster Tycoon | Noclip Greatest Hits
1:07:26Procedurally Crafting Manhattan for Marvel's Spider-Man
4:41Pixel Art Animation. Reinvented - Astortion Devlog
16:53Dark Patterns: Are Your Games Playing You?
1:28:30Breaking Conventions with The Legend of Zelda: Breath of the Wild
31:30Practical Procedural Generation for Everyone
11:25"Devs Play" S01E05 - Doom (Part 1 - Intro) 60fps [1/10]
12:55Making Games Better for the Deaf and Hard of Hearing | Designing for Disability
19:53Sequelitis - Mega Man Classic vs. Mega Man X
1:47:06Myst Co-Creator Rand Miller: Extended Interview | Ars Technica
1:04:58Jonathan Blow: Conflicts in Game Design 2008 talk
17:32Valve's "Secret Weapon"
1:01:25Classic Game Postmortem: Deus Ex
23:18How One Gameplay Decision Changed Diablo Forever | War Stories | Ars Technica
28:48Dwarf Fortress: What Happens When It Becomes A Game? The Zach and Tarn Adams Interviews
5:55How the inventor of Mario designs a game
8:19Miyamoto on World 1-1: How Nintendo made Mario's most iconic level
1:27:58Aesthetics of Far Cry 2.
37:47Rockstar's Game Design is Outdated
1:11:28HandmadeCon 2015 - Ron Gilbert
58:57Creativity and Game Design.mov
48:02Jonathan Blow - Truth In Game Design
51:59One Page Design Philosophy - One Of The Most Important Videos For Game Developers
52:00Cursed Problems in Game Design
19:31What Makes a Good Detective Game?
47:59The Witness Documentary
52:54Antichamber: An Overnight Success, Seven Years In The Making
1:08:07Classic Postmortem: GoldenEye 007
22:29How the Nemesis System Creates Stories
9:18Jonathan Blow on Rigged RNG in Games ("Sid Meiering")
1:04:53Peter Molyneux Explains the Design of Black and White
46:07GDC Founder Chris Crawford's Dragon Speech
9:21Improving Games for Those with Cognitive Disabilities | Designing for Disability
16:46How Accessible Were 2021's Games?
30:43Procedurally Generating History in Caves of Qud
12:15How Sid Meier Almost Made Civilization a Real-Time Strategy Game | War Stories | Ars Technica
16:12Day in the Life of a Japanese Game Designer
1:13:48Shigeru Miyamoto's 1999 GDC Keynote
42:41Richard Garfield - "Luck in Games" talk at ITU Copenhagen
21:27Can we Improve Tutorials for Complex Games?
13:56Making Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability
17:23Development Secrets of the Original Kirby [Grab Bag]
10:30Dithering on the Sega Genesis with Composite Video
44:23The Immoral Design of Diablo Immortal
1:00:53Classic Game Postmortem - Populous
8:44MMO Economies - Hyperinflation, Reserve Currencies & You! - Extra Credits
31:07Crafting A Tiny Open World: A Short Hike Postmortem
10:03The Making of The Legend of Zelda: Breath of the Wild Video – The Beginning
59:13Horizon Zero Dawn: A Game Design Postmortem
9:44How Games are HACKING Color Theory
5:02Behind the Scenes - Prince of Persia (1989) [Making of]
7:30Jonathan Blow: How Mainstream Devs Are Getting It Wrong
1:20:36Jonathan Blow: How and Why
1:07:38How To Design Deep Games with Jonathan Blow (Braid, The Witness)
59:25Into the Breach Design Postmortem
33:01Tarn Adams - Villains in Dwarf Fortress
49:27Konsoll 2021: Oskar Stålberg - The Story of Townscaper
31:37I Tried Creating a Game Using Real-World Geographic Data
2:01:18Half-Life 2: 20th Anniversary Documentary
50:00Killing the Walk Monster
1:00:28The Flash Games Postmortem
2:00:39Lemmings: Can You Dig It? (Full 2 Hour Documentary - 30th Anniversary Feature Retrospective)
18:18I Tried Turning Games Into Text
18:43How The Wind Waker Redefined Cel Shading
1:02:02Classic Game Postmortem: Oregon Trail
31:57ORGANIC TOWNS FROM SQUARE TILES - a talk by OSKAR STÅLBERG at INDIECADE EUROPE 2019
26:56The Implementation of Rewind in Braid
15:33Why I use Wave Function Collapse to create levels for my game
55:32D.I.C.E. Summit 2002 - Mark Cerny
46:29Chris Crawford's "The Dragon Speech" (STFR)
25:09The Next Major RTS Will Fail. This Is Why.
1:17:43Diablo: Original Game Development
14:49How do blind people play (computer)games 1/3
6:48.io Games and The Rise of Fake Multiplayer
34:53An Urban Planner Plays Sim City
1:17The Making of Prince of Persia Trailer - 2012 e-book
1:59Papers, Please - Trailer
27:10The Story of the Power Glove
11:18I Made a 1D Game 🎮
50:57