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Video: Brian Moriarty's 'Apology for Roger Ebert'
Beyond Zork and
Loom creator and Worcester Polytechnic Institute professor Brian Moriarty delivers a defense of Roger Ebert's industry-stirring sentiment that "video games can never be art," given in this newly free video lecture from GDC 2011.
02.26.13 |
News |
GDC Vault |
41
 
Video: Bungie looks back at the original Halo
Developers from Bungie's seminal
Halo discuss how experimentation and communication were key to creating the game, in this lecture from the 2003 Game Developers Conference.
02.17.13 |
News |
GDC Vault Staff |
3
 
Video: Designing puzzles that make players feel smart
Tiger Style's Randy Smith discuses how puzzles with good user-centered design empower players and and keep them feeling smart, in this free lecture given at the 2009 Game Developers Conference.
02.10.13 |
News |
GDC Vault Staff |
9
 
Video: How to function as a depressed, solo game developer
Award winning solo developer Michael Todd shares how he handles depression, turning it instead into inspiration aimed towards highly rewarding projects, in this free lecture from GDC 2011.
02.03.13 |
News |
GDC Vault Staff |
11
 
Video: Jon Blow on 'The Truth in Game Design'
Observation can be better than predetermination for game design, explains outspoken
Braid developer Jon Blow in this free video from his lecture at GDC Europe 2011.
01.30.13 |
News |
GDC Vault Staff |
1
 
Video: Crafting the 2.5 million words of Guild Wars 2
In this free video, ArenaNet's Bobby Stein and Angel Leigh McCoy share lessons learned in crafting
Guild Wars 2's narrative and discuss new techniques in generating post-release content.
01.17.13 |
News |
GDC Vault Staff
Video: The making of 1984's Marble Madness
Marble Madness designer Mark Cerny delivers a fascinating postmortem of his classic arcade game, with never-before-revealed details on the development process and features that were cut from the original design.
01.15.13 |
News |
GDC Vault Staff |
5
 
Video: The making of Elite
Elite co-creator David Braben shares the motivation behind and genesis of the genre-defining space flight sim, which stood against industry demands for another arcade-patterned game.
01.08.13 |
News |
GDC Vault Staff |
5
 
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