View
Tube
search
Sign in
Sign up
Subscriptions
GDC
Design Talks
234,146 views
475 items
Last updated on Feb 26, 2024
public playlist
GDC
29:38
Art of 'Thirsty Suitors'
GDC
56:49
Player as Performer: Setting the Stage for Your Audience
GDC
1:03:25
'God of War Ragnarök': Building the UI for a AAA Sequel
GDC
1:02:27
From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite
GDC
57:11
Creating Narrative VFX in 'Temtem'
GDC
31:14
The Best and Most 'Stealable' Mechanics from Tabletop RPGs
GDC
1:05:24
An 'IMMORTALITY' Project: Creating the Ultimate Interactive Movie
GDC
28:27
To the Beat Y'all: What Designers Can Learn From Hip Hop
GDC
53:39
How 'Fortnite' Designers Made Their Own Tools
GDC
58:44
Moving Mountains: Speedy Level Creation as a Desperate Indie Dev
GDC
55:55
The Secret Lives of NPCs: 'Wayward Strand'
GDC
30:04
The Design of HoloVista: Crafting Mechanics for Immersive Storytelling
GDC
52:41
Benefits of Missing Out: What 'Cyberpunk 2077' Taught Us About Non-Linear Level Design
GDC
55:29
GDC 2023 Main Stage: The Future of Play
GDC
1:02:43
10 Key Quest Design Lessons from 'The Witcher 3' and 'Cyberpunk 2077'
GDC
1:02:43
Case Study: Creating Realistic Facial Motion for 'The Quarry'
GDC
1:00:45
Designing 'MARVEL SNAP'
GDC
53:57
The Many Dimensions of Kirby
GDC
29:38
Finding Harmony in Anime Style and Physically Based Rendering
GDC
38:32
How Great Key Art Can Lead to Doubling Marketing Numbers
GDC
1:00:48
Designing the Museum Flashback: 'The Last of Us Part II'
GDC
56:03
The Art Direction of 'Psychonauts 2'
GDC
1:04:35
The Design Direction of 'I Expect You To Die 2'
GDC
47:17
Creating Resonance with Thematic Tabletop Game Design
GDC
59:41
How Hollywood Cinematography Is Employed to Support Games' Cinematic Visualization
GDC
1:00:42
Building Machines for a Better Future in 'Horizon'
GDC
36:25
Gamifying Creativity in 'Chicory: A Colorful Tale'
GDC
28:34
Restoring the Forest: Capturing the Themes of 'Kena' Through VFX
GDC
58:10
The Animated World of 'Ratchet and Clank: Rift Apart'
GDC
51:20
Exploration in 'Ghost of Tsushima': Letting the Island Guide You
GDC
32:22
How to Encourage Social and Emotional Learning In-Game in a Data and Research Driven Manner
GDC
30:04
The Facial Animation Pipeline of 'Marvel's Guardians of the Galaxy'
GDC
58:09
Avoid an Identity Crisis as a Technical Designer
GDC
31:12
Designing the Settlements in the World of 'Horizon Forbidden West'
GDC
27:23
Can We Do It with Particles?: VFX Learnings from 'Returnal'
GDC
25:45
Emotional Neural Style Transfer: Expressing Character AI Emotion through Paintings
GDC
50:11
Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'
GDC
58:59
The Burden of Proof: Narrative Deduction Mechanics for Detective Games
GDC
1:01:32
Dreamscaper: Killer Combat on an Indie Budget
GDC
59:27
Simulating Tropical Weather in 'Far Cry 6'
GDC
33:15
Ghost in the Empathy Machine: Exploring Player-Character Connection in Life is Strange: True Colors
GDC
58:54
Hair Art in Games: Aesthetics Difference between Eastern and Western
GDC
28:37
Designing for Inclusivity in 'The Sims'
GDC
53:00
Environment Design as Visual Storytelling: Theory and Practice
GDC
20:48
Creating Narrative Context for Store Cosmetics
GDC
55:42
Sparking Curiosity-Driven Exploration Through Narrative in 'Outer Wilds'
GDC
42:17
The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline
GDC
26:09
Procedural Grass in 'Ghost of Tsushima'
GDC
22:05
Help Game Designers Analyze Data: How to Develop an Online Pivot Table Tool
GDC
59:06
Great Level Design is a Studio-Wide Effort
GDC
26:27
Stop Getting Lost: Make Cognitive Maps, Not Levels
GDC
54:34
How to (Not) Create Textures for VFX
GDC
30:44
'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology
GDC
26:58
'Space Station 13': Behind One of the Largest Open Source Games
GDC
32:56
Building Narrative Games with Yarn Spinner
GDC
1:02:18
How a Time Loop Influenced 'Deathloop's' Narrative Design
GDC
1:01:50
Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'
GDC
33:07
'Real World Level Design' & 'Playgrounds and Level Design'
GDC
22:17
Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'
GDC
35:02
Growing as a VFX Artist
GDC
1:02:40
The Subtle Art of Not Making VFX
GDC
28:57
Games that Care: Lessons from Teaching Grief-Based Game Design
GDC
1:03:08
'Ori and the Will of the Wisps': Narrative Design and Visual Storytelling
GDC
26:42
'Genshin Impact': Crafting an Anime-Style Open World
GDC
24:33
The VFX Process Behind 'Battleborn'
GDC
28:49
LUTious Color: Grading for Games
GDC
39:16
Beyond Gamification: Embodied Cognition for VR Games
GDC
31:43
Designing 'Six Ages', a Storytelling Strategy Game
GDC
50:37
Making the Believable Horses of 'Red Dead Redemption II'
GDC
1:01:23
Interactive Wind and Vegetation in 'God of War'
GDC
27:04
Costume in Games: Integrating a Costume Designer into the Character Pipeline
GDC
58:23
One More Run: The Making of 'Spelunky 2'
GDC
51:28
An Explosive New Spider-Man: Creating VFX for Miles Morales
GDC
40:26
Take 'Control' of Animation
GDC
58:45
MORTIS 101: 'FAITH's' Horror Design Toolkit
GDC
53:41
Paint It Black: The Art of 'Sea of Solitude'
GDC
1:04:00
Real-Time Cloth Solutions on 'Marvel's Spider-Man'
GDC
28:08
Design by the Numbers: Using Data for Good
GDC
31:38
Cutting Apart The Diegetic Interface of 'Hardspace: Shipbreaker'
GDC
30:18
Let's make a PICO-8 Game in 30 Minutes!
GDC
27:41
Building a Mixing Sandbox for 'Just Cause 4'
GDC
25:06
Honoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'
GDC
57:08
Classic Game Postmortem: 'Star Wars Galaxies'
GDC
59:52
Evolving Combat in 'God of War' for a New Perspective
GDC
55:15
Maximizing Animation and Cinematic Content Workflows for 'Just Cause 4'
GDC
51:28
'Death Stranding': An AI Postmortem
GDC
29:19
Ghost in the Machine: Authorial Voice in System Design, 'Frostpunk' & Beyond
GDC
1:00:28
Sexy Microtalks: Making with Emotion
GDC
30:00
Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'
GDC
29:42
'Moss': Design Before Sound
GDC
53:11
A Recipe for Mixed Reality in 'Mario Kart Live'
GDC
54:01
Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'
GDC
55:54
Making 'Tetris Effect'-ive
GDC
30:13
30 Minute Steam Page Makeovers
GDC
31:28
I Can't Hear You: Considering Deaf Gamers
GDC
29:02
The Dao of VFX Animation
GDC
30:00
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Last of Us: Part II'
GDC
22:58
Disintegrating Meshes with Particles in 'God of War'
GDC
35:14
Marvel's Spider-Man Miles Morales: The Creative Journey
GDC
32:35
A Dark Mind: The AI of ""The Dark"" in BELOW