10 can't-miss video postmortems from the GDC Vault
Every year a ton of smart people speak at the various Game Developers Conference events around the world, and most of those presentations are recorded and uploaded to the GDC Vault for safekeeping.
Here at Gamasutra we've been working since 2013 to spotlight notable talks that are made freely available to watch on the Vault, and we've built up a pretty significant archive of Vault highlights.
As part of our ongoing effort to curate this stuff, we've taken the liberty of collecting below some of the most memorable postmortems ever delivered at GDC.
It's a feast of free viewing, as the developers behind great games -- big and small, old and new -- deliver candid and informative looks back at their work.
In this video Yu Suzuki (pictured), the influential Japanese game designer famously known for his work at Sega, delivers a Classic Game Postmortem talk about his Dreamcast cult classic Shenmue at GDC 2014.
This GDC 2014 postmortem featuring six of Lucasfilm Games' earliest employees asks the questions: "What mix of creative and business forces shaped this studio?" and "Could it be duplicated today?"
At GDC Next 2014, Young Horses cofounders Phil Tibitoski and John Murphy discussed the methods they used to create a successful [joke] game, work better as a team, and learn to love again.
Brjann Sigurgeirsson reveals how he and the team at Image & Form stumbled through the process of making SteamWorld Dig a multi-platform hit in this GDC Europe 2014 talk.
Game industry veteran Charles Cecil speaks about his work writing and directing Broken Sword: Shadow of the Templars, the award-winning 1996 adventure that raised the bar for storytelling in games.
Industry veteran and Raw Thrills cofounder Eugene Jarvis delves into the design of his seminal arcade game during this upbeat classic game postmortem of Robotron: 2084 at GDC 2014.
Speaking at GDC 2013, developer Zach Barth digs into the differences between SpaceChem and other puzzle games, sharing sales data and advice on how to make your own design-based puzzle games.
GungHo Online CEO Kazuki Morishita took the stage at GDC 2014 to give a polite, measured look back at how the game was designed to entice players while generating sustainable profit.
What does it really mean to make a "sci-fi" game? Santa Ragione's Pietro Righi Riva explores the question while giving a postmortem talk about his game MirrorMoon EP during GDC Europe 2014.
Infocom co-founder Dave Lebling explains how he created Zork and blazed a trail for interactive fiction game development in a postmortem talk at GDC 2014.
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