游戏演讲
Awesome Game Talks ¶
[2005] Heart of a Gamer:岩田聪(任天堂)
> 在我的名片上,我是公司总裁. 在我看来,我是一名游戏开发者. 但在我心里,我是一个游戏玩家.
查看 contribution guidelines 和别 awesome 东西!
> GDC现在有一个频道:https://www.youtube.com/c/gdconf
If you want just a list of free GDC talks: GDC¶
GDC Talks¶
- [2016] Overwatch - The Elusive Goal: Play by Sound:Scott Lawlor,Tomas Neumann(暴雪)
- [2015] How to Make Your Game Just Completely Hilarious: The Stanley Parable: William Pugh (Roberts & Co Bunsen Outlet Limited)
- [2015] Classic Game Postmortem: Loom:布赖恩·莫里亚蒂 (WPI)
- [2015] Hearthstone: How to Create an Immersive User Interface:德里克坂本(暴雪)
- [2015] Scroll Back: The Theory and Practice of Cameras in Side-Scrollers: 克伦神父 (Untame)
- [2015] A Live Art Demonstration of Creating Worlds through Design Thinking: Feng Zhu (Feng Zhu Design)
- [2014] Hearthstone: 10 Bits of Design Wisdom:埃里克·多兹(暴雪)
- [2014] Level Design in a Day: Decisions That Matter - Meaningful Choice in Game and Level Design:Matthias Worch(2K 游戏)
- [2014] There and Dad Again - The Octodad: Dadliest Catch Postmortem: John Murphy, Phil Tibitoski (Young Horses)
- [2014] TwitchPlayedPokemon: An Analysis of the Experimental Interactive Phenomenon:亚历克斯莱维特(南加州大学)
- [2014] Narrative Legos:肯莱文(非理性游戏)
- [2014] Antichamber: An Overnight Success, Seven Years in the Making: 亚历山大·布鲁斯
- [2014] Antichamber: Three Years of Hardcore Iteration: 亚历山大·布鲁斯
- [2014] A Study in Transparency: How Board Games Matter:索伦约翰逊(莫霍克游戏)
- [2014] Hearts and Minds:Frank Lantz(纽约大学游戏中心)
- [2014] Interpreting Feedback and Maintaining Your Vision:Andy Nguyen(怀表游戏)
- [2014] Why Is Gone Home a Game?: Steve Gaynor(富布赖特公司)
- [2014] Jiro Dreams of Game Design:布伦达·罗梅罗(加州大学圣克鲁兹分校)
- [2014] Preserving a Sense of Discovery in the Age of Spoilers:詹姆斯·克劳福德(Twinbeard Studios)
- [2014] Animation Bootcamp: An Indie Approach to Procedural Animation:大卫罗森(狼火游戏)
- [2014, 欧洲] Super Time Force: Solving the Time Travel Paradox:Kenneth Yeung(Capy Games)
- [2014] Enhancing Sportsmanship in Online Games:杰弗里·林(防暴游戏)
- [2014] The Art of The Witness:路易斯·安东尼奥(Thekla Inc)
- [2014] Building the Content that Drives the Counter-Strike: Global Offensive Economy:Bronwen Grimes(阀门)
- [2013] Classic Game Postmortem: Myst: 罗宾·米勒 (Zoo Break Gun Club)
- [2013, 欧洲] #1ReasonToBe: Annakaisa Kultima, Auriea Harvey, Brenda Romero, Zuraida Buter, Henrike aka Riker Lode, Siobhan Reddy, Leigh Alexander (面板)
- [2013] Obsessive-Compulsive Development: Retro/Grade Postmortem: Matt Gilgenbach (24 Caret Games)
- [2013] The Western Games That Conquered China: Henry Fong (Yodo1)
- [2013] Designing Journey: Jenova Chen (thatgamecompany)
- [2013] AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe: Daniel Brewer, Alex Cheng, Richard Dumas, Aleissia Laidacker (面板)
- [2013] Building the Touchy-Feely World of Tearaway:雷克斯克劳尔(媒体分子)
- [2012] A Theory of Fun 10 Years Later:拉夫·科斯特(Playdom)
- [2012] Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way:理查德·勒马尔尚(顽皮狗)
- [2012] Classic Game Postmortem: Harvest Moon: 和田康弘 (Toy Box, Inc.)
- [2012] The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to Games:杰森·范登伯格(育碧)
- [2012] Creating a Sequel to a Game That Doesn't Need One: Chet Faliszek, Erik Wolpaw (Valve)
- [2012] How I Got My Mom to Play Through Plants vs. Zombies:乔治·范(PopCap)
- [2011] Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty Across the HALO Franchise:杰米·格里瑟默 (Bungie)
- [2011] Dynamics: The State of the Art:克林特霍金(LucasArts)
- [2011] Life and Death and Middle Pair: Go, Poker and the Sublime:弗兰克·兰茨(Zynga)
- [2011] The Road Ahead:Cliff Bleszinski(Epic Games)
- [2011] Truth in Game Design: Jonathan Blow (Number None, Inc.)
- [2010] Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3:杰米·格里瑟默 (Bungie)
- [2010, 主题演讲] Everything You Know is Wrong:Sid Meier(Firaxis Games)
- [2009] Everything I Learned About Level Design I Learned from Disneyland:斯科特罗杰斯(THQ)
- [2009] Helping Your Players Feel Smart: Puzzles as User Interface:兰迪史密斯(老虎风格)
- [2007] Indie Prototyping: Jonathan Blow (Number None, Inc.)
- [2007] Innovation in Indie Games: Kyle Gabler, Jenova Chen, Jon Mak, Jon Blow(面板)
- [2000] It's Great to be Back! Fast Code, Game Programming, and Other Thoughts from 20 (Minus Two) Years in the Trenches:Michael Abrash(Rad 游戏工具)
TED Talks¶
http://www.ted.com/topics/gaming
- [2015 年,TED]Physical Therapy Is Boring — Play A Game Instead: Cosmin 米哈尤
- [2015, TEDxTokyo] Play This Game To Come Up With Original ideas: 高桥新平
- [2013, TED 全球] Massively Multi-Player… Thumb-Wrestling?: Jane McGonigal(未来研究所)
- [2012, TED 全球] The Game That Can Give You 10 Extra Years Of Life:简麦格尼格尔
- [2012, TEDxCHUV] Your Brain On Video Games: Daphne Bavelier (日内瓦大学)
- [2012, TEDxPhoenix] Gaming For Understanding:布伦达·罗梅罗(战利品掉落)
- [2011, TEDxKids@Brussels] How Games Make Kids Smarter: 加布·齐切曼 (作者)
- [2010, TED 全球] 7 Ways Games Reward The Brain:汤姆·查特菲尔德
- [2010, TEDxBoston] The Game Layer On Top Of The World:赛斯·普里巴奇
- [2010, TED 全球] Meet Milo, The Virtual Boy: 彼得·莫利纽克斯
- [2010,TED] Gaming Can Make A Better World: Jane McGonigal(未来研究所)
- [2009, EG] The Art of Puzzles 斯科特·金(探索杂志)
- [2009, 严肃游戏] Play is More than Just Fun: Stuart Brown(国家游戏学院)
- [1998, TED] Games for Girls: Brenda Laurel(加州艺术学院)
- [2007 年,TED] Spore, Birth of a Game:Will Wright (Maxis)
- [2006 年,TED] Are Games Better than Liife?: 大卫·佩里 (Gaikai)
Other Talks¶
- [2015, 德克萨斯大学] John D. Carmack at UT Dallas:约翰·D·卡马克 (Oculus)
- [2014, 北欧游戏] Making of Monument Valley in Unity: Peter Pashley (ustwo)
- [2014, 实践 2014] On Trying to Make Idea-Rich Games: Jonathan Blow (Number None, Inc.)
- [2014, 独立开发] Attempting Deep Work, Surviving Long Projects: Jonathan Blow (Number None, Inc.)
- [2014, 弗吉尼亚大学] A Fireside Chat with Rich Hilleman:里奇·希勒曼 (EA)
- [2014, 塔林大学] Innovation in Game Design:理查德巴特尔
- [2013, 实践 2013] Desigining a Legacy Game:Rob Daviau(IronWall Games)
- [2013, 英国电影学院] From Shodan, to Big Daddy, to Elizabeth: The Evolution of AI Companions:肯莱文(非理性游戏)
- [2013, Creative Mornings] Game Design: The Medium is the Message: Jonathan Blow (Number None, Inc.)
- [2013, Game Connection 欧洲] Great Level Design and the Artistic Expression of Mathematics: 哈米什托德
- [2013, 联合北欧] Sir, You Are Being Proceudrally Generated: Tom Betts, James Carey (大机器人)
- [2013, 靛蓝] The Art of Screenshake: Jan Willem Nijman (Vlambeer)
- [2013, IGDA 西雅图] Game Design Tools (I Wish I learned About Sooner):丹尼尔·库克(Spry Fox)
- [2013, 佐治亚理工学院] Facilitating Stories in Journey:约翰内斯基(thatgamecompany)
- [2013, PAX 东方] Mastering Game Mechanics:布兰登·德考斯特、斯科特·鲁宾 (GeekNights)
- [2012, GANG 峰会] Music Design in Games:Rich Vreeland(灾难和平组织)
- [2012, 纽约电影学院] Functional Theory for Game Design:Keith Burgun(Dinofarm Games)
- [2012, Eurogamer Expo] How to Give Yourself a Job in the Games Industry:Chet Faliszek(阀门)
- [2012 - 北欧游戏独立之夜] Juice It Or Lose It: Martin Jonasson, Petri Purho (Indie)
- [2012, Indie Connect] Sensible Nonsense: Rami Ismail, Jan Willem Nijman (Vlambeer)
- [2012, 乔治梅森大学] Lecture Series:托德霍华德(贝塞斯达)
- [2011, 纽约大学游戏中心] Lecture Series: Portal 2:Erik Wolpaw(阀门)
- [2011 年,谷歌技术讲座] Getting Gamification Right:塞巴斯蒂安·德特丁(PLAIT 实验室)
- [2011, 变革游戏] G4LI Keynote:Gabe Newell(阀门)
- [2011, 变革游戏] Make Games, Not War:杰西·谢尔(Schell Games)
- [2011, 伯克利] Programming Aesthetics Learned From Making Independent Games: Jonathan Blow (Number None, Inc.)
- [2011, IndieCade] Designing the Universe:乔纳森布洛,马克十博赫
- [2010, 莱斯大学] Video Games and the Human Condition: Jonathan Blow (Number None, Inc.)
- [2008, MIGS] Fundamental Conflicts in Contemporary Game Design: Jonathan Blow (Number None, Inc.)
- [2008 年,谷歌技术讲座] Designing a Pandemic: Lessons Learned:马特·利科克
- [2007, 自由发挥] How and Why: Jonathan Blow (Number None, Inc.)
- [2007, MIGS] Design Reboot: Jonathan Blow (Number None, Inc.)
- [2003,计算机历史博物馆] Lessons from Game Design:威尔赖特(Maxis)
Panels¶
- [2014, PlayStation 体验] How to Become a Game Designer (or How to Consider It) Panel Doug Holder、Quentin Cobb(顽皮狗)、Parker Hamilton(SuckerPunch)、Ramone Russell(索尼圣地亚哥)、Massimo Giuarni(Ovosonico)
Conferences¶
- [2014, DICE 欧洲] 2014 D.I.C.E Europe
- [2014, 骰子] 2014 D.I.C.E. Summit
- [2014 年,Steam 开发日] Steam Dev Days
- [2014, Unknown Worlds Post Mortems] Game Development Micro-Talks
- [2014 年,Oculus Connect] Oculus Connect: Developer Sessions
- [2013, DICE 欧洲] 2013 D.I.C.E Europe
- [2013, 骰子] 2013 D.I.C.E. Summit
- [2013 - 现在,IndieCade] Indiecade Official Channel
- [2013, 实践] PRACTICE 2013
- [2012 - 现在,DigiPen 游戏引擎架构] Game Engine Architecture Club
- [2012年至今,NYU Poly Game Lab] POLYGAMELAB Official Channel
- [2012, 骰子] dicesummit
- [2011, 骰子] dicesummit
- [2010, 骰子] dicesummit
Lists¶
Podcasts¶
Dedicated Podcasts¶
- A life well wasted:罗伯特·阿什利
- Another Castle:Charles J Pratt(游戏设计高级)
- Brainy Gamer:迈克尔·阿博特
- Game Developers Radio: Joseph Burchett
- The Game Design Round Table:Jon Shafer(Firaxis),Dirk Knemeyer(新科学,明天).
- IndieGamePod 采访开发者关于他们的游戏.
- Infinite Ammo Podcast: 亚历克霍洛卡
- Ludology:瑞恩·斯特姆,杰夫·恩格尔斯坦
- Podclass:(数字笔)
Talks¶
- [第 93 集,集体播客] Discussing Monument Valley:Ken Wong(UsTwo Games)