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GDC

Design Talks

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