Curation of talks that I found useful and worth to watch
- A Live Art Demonstration of Creating Worlds through Design Thinking
- Animation Style and Process for Broken Age
- GuiltyGearXrd's Art Style - The X Factor Between 2D and 3D
- Making Fluid and Powerful Animations For Skullgirls
- Maximizing Artistic Critique - Improving Communication for Everyone Involved in Critical Feedback
- The Animation Process Of Ori & The Blind Forest
- The Art of Reanimating Plants vs. Zombies 2
- Board Game Design Day - Board Game Design and the Psychology of Loss Aversion
- Breaking Conventions with The Legend of Zelda - Breath of the Wild
- Building Games That Can Be Understood at a Glance
- Clash of Clans - Designing Games That People Will Play For Years
- Doubling Day 7 Retention _ Layton HAWKES
- Hearthstone - 10 Bits Of Design Wisdom
- Idle Games - The Mechanics and Monetization of Self-Playing Games-Lu
- Level Design Workshop - Designing Celeste
- Dynamics - The State of the Art
- Ten principles for good level design
- Making a Standard (and Trying to Stick to it!) - Blizzard Design Philosophies
- Nier's Taro Yoko 'Making Weird Games For Weird People'
- Platinum Games - Action Without Borders
- Poly Bridge and Social Media - A Love Story
- Returners and Retention - How to Win Back Lapsed Players
- Magic: the Gathering: Twenty Years, Twenty Lessons Learned
- Cultist Simulator: Designing an Experimental Game for Commercial Success
- Designing Games for Game Designers
- One Page Designs
- Of Choice and Breaking New Ground - Designing Mark of The Ninja
- Prototyping Your Monetization: Evaluating Monetization Potential Early
- Jamie Gilbertson & David Petry - Designing and Implementing an Engaging PvP Multiplayer Experience
- Combat Design of 'God of War: Ragnarök' - Rob Meyer
- Designing 'MARVEL SNAP'- Ben Brode
- Creating Strong Video Game Characters
- Dynamic Storytelling in The Novelist
- Mata Haggis – Non-verbal Storytelling Tools for Narrative Designers [Game Happens! 2016]
- Writing 'Nothing' - Storytelling with Unsaid Words and Unreliable Narrators
- Storytelling Tools to Boost Your Indie Game's Narrative and Gameplay
- The Future of Storytelling - How Medium Shapes Story-BjrO
- Konsoll 2018: Charlene Putney - Delightful Dilemmas: Writing For Choice-Based Narratives
- Stop Shouting! Collaboration Through Candid Conversation
- The Art of Pre-Production
- You Suck at Showcasing Your Game
- SIEGE 2013: You're Responsible
- Why Dark Souls Is The 'Ikea' Of Games
- Being glue - Tanya Reilly
- Get Over Yourself: Making Someone Else's Game
- Low Level Emotional Programming
- Game UX Summit ’17 _ Alex Neonakis Naughty Dog _ How UX Can Spearhead your Accessibility Push
- Game UX Summit ’17 _ David Candland Bungie _ We’ll fix it in UI
- Hearthstone - How to Create an Immersive User Interface
- Juice it or lose it - a talk by Martin Jonasson & Petri Purho
- The Gamer's Brain - How Neuroscience and UX Can Impact Design
- Game Feel - Why Your Death Animation Sucks
- Level Design Workshop blockmesh and lighting
- CppCon 2014: Chandler Carruth "Efficiency with Algorithms, Performance with Data Structures"
- CppCon 2014: Mike Acton "Data-Oriented Design and C++"
- The Animation Pipeline of Mario + Rabbids Kingdom Battle
- code::dive conference 2014 - Scott Meyers: Cpu Caches and Why You Care
- Bret Victor - The Future of Programming
- Bret Victor - Inventing on Principle
- Bret Victor - Stop Drawing Dead Fish
- Dialogue Systems in Double Fine Games
- A Mental Model of CPU Performance
- HandmadeCon 2015 - Mike Acton
- How to Open a Black Box (originally from MIT GAMBIT)
- Immediate-Mode Graphical User Interfaces - 2005
- Jonathan Blow - How to program independent games - CSUA Speech
- Jonathan Blow on Deep Work - The Shape of a Problem Doesn't Start Anywhere
- Look Ma, No Jutter! Optimizing Performance Across Oculus Mobile - Unite LA
- Math for Game Programmers - Fast and Funky 1D Nonlinear Transformations
- Practical Procedural Generation for Everyone
- Reboot Develop 2017 - Jonathan Blow, Thekla Inc. _ Making Game Programming Less Terrible
- The Terminator Gene (30 minute version)
- The Thirty Million Line Problem
- Crash Course in Online Features for Programmers
- Solving the Right Problems for Engine Programmers - Mike Acton (TGC 2017)
- Pitfalls of Object Oriented Programming, Revisited - Tony Albrecht (TGC 2017)
- Holistic Optimisation - Tony Albrecht (TGC 2017)
- Advice for Writing Small Programs in C
- Stanford Seminar - PCG: A Family of Better Random Number Generators
- Automated Testing: Using AI Controlled Players to Test 'The Division'
- How King Uses AI in 'Candy Crush'
- 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
- Jason Gregory - Dogged Determination (Naughty Doc Tech Culture)
- Elan Ruskin - AI-driven Dynamic Dialog through Fuzzy Pattern Matching
- Elan Ruskin - Forensic Debugging: How to Autopsy, Repair, and Reanimate a Release-built Game
- Fabian Giesen - Let's Talk About Queues
- Mark Cerny - Method
- Andreas Fredriksson - Context is Everything
- Sebastian Aaltonen - REAC 2023 DAY 1 Modern Mobile Rendering @ HypeHype
- Christer Ericson: Game Development Memory Optimization