Video: Great design lessons and bugs from the making of Loop Hero |
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Friday, March 26, 2021 - 05:49 |
Video: Harmonizing the creative and business goals of Dead by Daylight |
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Tuesday, June 9, 2020 - 13:28 |
Video: High-performance animation transitions in Gears of War |
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Thursday, June 25, 2020 - 04:18 |
Video: How 343 uses machine learning for optimal matchmaking |
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Tuesday, May 5, 2020 - 14:30 |
Video: How a game changes based on the music you compose for it |
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Wednesday, March 18, 2020 - 12:20 |
Video: How a newbie solo dev landed their game on Xbox Game Pass |
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Tuesday, September 8, 2020 - 14:47 |
Video: How architecture can influence your game's worldbuilding |
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Wednesday, February 3, 2021 - 14:53 |
Video: How company leaders can tackle systemic inequality in the game industry |
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Thursday, September 24, 2020 - 04:52 |
Video: How Criterion Games improved its studio leadership |
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Friday, October 16, 2020 - 12:46 |
Video: How embedded QA can improve games accessibility |
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Friday, December 11, 2020 - 12:40 |
Video: How game companies can do better philanthropy |
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Tuesday, September 29, 2020 - 13:20 |
Video: How Gearbox baked accessibility features into Borderlands 3 |
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Thursday, April 2, 2020 - 14:22 |
Video: How internal game jams can help art teams. |
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Tuesday, October 27, 2020 - 05:50 |
Video: How Jagex has evolved to change with the times over 16 years |
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Tuesday, October 27, 2020 - 12:53 |
Video: How King's attempt to implement Pixar's brain trust model went wrong |
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Monday, August 3, 2020 - 05:20 |
Video: How NetEase applied reinforcement learning to build game AI |
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Friday, May 8, 2020 - 09:14 |
Video: How Pendragon went from side project to full Arthurian adventure |
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Thursday, September 24, 2020 - 06:52 |
Video: How procedural environmental destruction works in Control |
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Wednesday, September 2, 2020 - 05:11 |
Video: How sound tells the story of Night in the Woods |
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Tuesday, March 24, 2020 - 12:41 |
Video: How Star Renegades borrowed the Nemesis system for a turn-based RPG |
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Friday, October 2, 2020 - 08:36 |
Video: How Supercell designed the Clash of Clans Battle Pass |
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Wednesday, May 6, 2020 - 14:52 |
Video: How the Duolingo team balances profits and ethical design |
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Friday, September 25, 2020 - 08:57 |
Video: How to consider player skill growth in esports-friendly games |
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Tuesday, May 19, 2020 - 04:35 |
Video: How to prioritize your dev efforts in an era of rising costs |
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Thursday, July 9, 2020 - 08:05 |
Video: How to run your own career fair on a tiny budget |
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Wednesday, May 20, 2020 - 02:44 |
Video: How to sell your game without feeling sleazy |
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Tuesday, April 14, 2020 - 13:52 |
Video: How Ubisoft handled NPC voice design for The Division 2 |
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Wednesday, May 20, 2020 - 13:48 |
Video: ILMxLab's perspective on pioneering immersive entertainment |
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Friday, July 24, 2020 - 13:33 |
Video: Improving player behavior at Blizzard Entertainment |
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Monday, March 29, 2021 - 09:07 |
Video: Improving the AI of Mafia III |
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Monday, February 22, 2021 - 06:36 |
Video: Improving your odds in programming job interviews |
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Thursday, January 7, 2021 - 06:45 |
Video: Inside the AI systems of Final Fantasy XV |
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Thursday, February 20, 2020 - 13:51 |
Video: Inside the physical animation of Star Wars Jedi: Fallen Order |
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Wednesday, September 9, 2020 - 13:52 |
Video: Integrating a costume designer to Control's character pipeline |
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Tuesday, March 2, 2021 - 10:28 |
Video: Leadership on animation teams at Blizzard |
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Tuesday, January 19, 2021 - 09:57 |
Video: Learn how to better use emotion in game design |
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Thursday, September 17, 2020 - 13:22 |
Video: Learning from 2 case studies of LGBTQ+ representation in games |
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Friday, April 3, 2020 - 14:16 |
Video: Less stressful game development via DevOps |
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Monday, April 20, 2020 - 12:05 |
Video: Lessons from Sony Interactive Entertainment's localization process |
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Thursday, December 3, 2020 - 12:31 |
Video: Lessons from Warframe's community management |
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Monday, March 1, 2021 - 05:21 |
Video: Lessons learned about matchmaking for engagement in Halo 5 |
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Thursday, April 9, 2020 - 12:53 |
Video: Lessons learned creating merchandise for Alto's Adventure |
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Tuesday, July 21, 2020 - 13:17 |
Video: Level design for non-linear story discovery in Tacoma |
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Monday, July 20, 2020 - 14:11 |
Video: Maintaining your mental health while working in games |
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Friday, October 2, 2020 - 13:38 |
Video: Making better games by understanding human error |
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Thursday, March 19, 2020 - 11:31 |
Video: Making Marketing Mistakes with Innersloth's Victoria Tran |
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Friday, April 9, 2021 - 08:05 |
Video: Making the designer-writer collaboration work in game dev |
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Thursday, September 3, 2020 - 06:17 |
Video: Making your game look beautiful on the Oculus Quest |
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Monday, April 27, 2020 - 14:11 |
Video: Matching the world to the player with procedural regeneration |
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Tuesday, August 18, 2020 - 06:51 |
Video: Mystery Steam Reviews, but scary because Resident Evil has given birth |
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Thursday, November 5, 2020 - 12:15 |
Video: Narrative nuances in mobile game design |
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Thursday, March 25, 2021 - 10:45 |
Video: Next-level creature sound design |
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Monday, January 18, 2021 - 05:49 |
Video: Obsidian's tools for authoring branching dialogue |
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Thursday, May 6, 2021 - 12:45 |
Video: Optimizing collision detection in Titanfall |
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Wednesday, August 12, 2020 - 14:15 |
Video: Optimizing game server performance for The Division 2 |
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Friday, May 1, 2020 - 05:07 |
Video: Overcoming creative block on Super Crush KO |
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Wednesday, April 8, 2020 - 13:22 |
Video: Playtesting Overwatch |
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Friday, August 14, 2020 - 13:25 |
Video: Preventing online harassment in games by studying social media's failures |
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Monday, September 21, 2020 - 11:38 |
Video: Procedural level design in XCOM 2 |
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Monday, March 2, 2020 - 04:55 |
Video: Putting production at the heart of the team |
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Wednesday, January 27, 2021 - 11:56 |
Video: Quad mesh simplification in the Frostbite engine |
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Tuesday, August 18, 2020 - 14:52 |
Video: Redesigning combat for the new God of War |
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Wednesday, April 28, 2021 - 07:11 |
Video: Refactoring Assassin's Creed Origins' NPC mission system |
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Monday, March 16, 2020 - 17:50 |
Video: Republic Commando speedrun with dev commentary from Harley Baldwin |
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Friday, August 21, 2020 - 07:08 |
Video: Rewarding exploration with collectibles in level design |
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Tuesday, May 18, 2021 - 04:36 |
Video: Robin Hunicke's Q& A about working together, apart, in dynamic times |
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Monday, August 31, 2020 - 11:01 |
Video: Shader and surface-driven GPU particle FX techniques |
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Thursday, January 21, 2021 - 13:10 |
Video: Shading the world of Anthem |
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Tuesday, March 16, 2021 - 09:00 |
Video: Simple and powerful animation compression |
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Friday, December 11, 2020 - 04:38 |
Video: Simulating the wind of God of War |
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Wednesday, June 2, 2021 - 13:33 |
Video: Speedrunning Skyrim with Skyrim dev Jonah Lobe |
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Friday, August 14, 2020 - 09:25 |
Video: Storytelling lessons learned in 14 years at BioWare |
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Monday, March 23, 2020 - 13:59 |
Video: Storytelling with verbs to better integrate narrative and gameplay |
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Tuesday, March 31, 2020 - 13:03 |
Video: Strategies for small developers launching their first game |
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Monday, September 14, 2020 - 13:12 |
Video: System design advice for mobile free-to-play games |
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Wednesday, July 15, 2020 - 14:40 |
Video: Telling location-based stories in games |
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Thursday, December 17, 2020 - 04:28 |
Video: The AI of Assassin's Creed Origins |
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Monday, February 8, 2021 - 12:31 |
Video: The AI powering Spidey's foes in Marvel's Spider-Man |
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Thursday, May 20, 2021 - 04:45 |
Video: The appeal of 'legacy' board games |
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Thursday, January 14, 2021 - 06:23 |
Video: The art of FAITH: horror at 192x160 pixels |
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Thursday, April 22, 2021 - 14:46 |
Video: The basics of recording video game dialogue |
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Monday, February 1, 2021 - 05:33 |
Video: The basics of VFX particles |
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Friday, February 12, 2021 - 04:50 |
Video: The benefits of Paradox's long-term DLC model |
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Friday, March 20, 2020 - 11:24 |
Video: The business of fair play |
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Thursday, October 1, 2020 - 14:30 |
Video: The combat animations of Middle-earth: Shadow of War |
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Tuesday, February 9, 2021 - 14:35 |
Video: The cost of doing nothing about trolls |
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Sunday, December 6, 2020 - 18:55 |
Video: The data-driven game design of Rainbow Six Siege |
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Wednesday, October 7, 2020 - 07:03 |
Video: The developers of Ghostrunner discuss the making a cyberpunk platformer |
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Friday, October 23, 2020 - 11:26 |
Video: The distributed art direction of What Remains of Edith Finch |
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Thursday, June 18, 2020 - 13:10 |
Video: The efficient art direction of Tooth and Tail |
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Monday, December 7, 2020 - 14:00 |
Video: The interlocking aesthetic and design of Pode |
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Monday, March 29, 2021 - 14:08 |
Video: The Kine game dev postmortem |
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Friday, April 24, 2020 - 06:17 |
Video: The lighting technology of Detroit: Become Human |
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Monday, October 26, 2020 - 05:42 |
Video: The mechanics of explosive growth in Roblox |
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Thursday, July 2, 2020 - 13:25 |
Video: The origin story of Void Bastards' striking art style |
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Wednesday, April 22, 2020 - 04:38 |
Video: The origins of Starlink: Battle for Atlas |
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Thursday, October 22, 2020 - 08:21 |
Video: The physics powering Just Cause 4's many vehicles |
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Friday, May 21, 2021 - 14:50 |
Video: The secrets to creating an indie game franchise |
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Tuesday, July 14, 2020 - 10:30 |
Video: The Sounds of Year Walk and DEVICE 6 |
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Monday, January 25, 2021 - 13:39 |
Video: The story behind competitive speedcubing |
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Tuesday, February 23, 2021 - 13:46 |