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Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

potatojohn

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Who cares. Most game designers, programmers and journalists are deluded morons.

When they get something right it's despite what they think and believe, not because of it.

Certainly none of the Codex's favorites are good because its authors attented conferences.
 

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Arcane
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Codex 2014
Reimagining a Classic: The Design Challenges of Deus Ex: Human Revolution - Francois Lapikas (Eidos Montreal / Square-Enix):
http://gdcvault.com/play/1015489/Reimagining-a-Classic-The-Design

Building the Story-driven Experience of Deus Ex: HumanRevolution - Mary De Marle (Eidos Montreal):
http://gdcvault.com/play/1015027/Building-the-Story-driven-Experience

Narrative Design Between the Lines: Game Development Conversation Standards - John Gonzalez (Obsidian Entertainment):
http://gdcvault.com/play/1013775/Narrative-Design-Between-the-Lines

RPG Development: Inspiration and Perspiration - Yoshifumi Hashimoto (Marvelous AQL Inc.):
http://gdcvault.com/play/1018097/RPG-Development-Inspiration-and

The Witcher 2: Between Dreams and Deadlines: AAA RPG Design and Pre-Production - Maciej Szczesnik (CD Project RED):
http://gdcvault.com/play/1016470/The-Witcher-2-Between-Dreams

Emergent Stories in Crusader Kings II - Henrik Fahraeus (Paradox Development Studio):
http://gdcvault.com/play/1020882/Emergent-Stories-in-Crusader-Kings
(This is from GDC Europe 2014 btw.)
 

taxalot

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Codex 2013 PC RPG Website of the Year, 2015
The ones I am the most interested in are the post mortem. The Brian Moriarty one about Loom is all kinds of awesome and it made met get the urge to replay this game ASAP. I felt like I was too young to understand how brilliant it was when I originally played it (and actually failed to complete, which makes me realize how much I actually suck at video games)
 

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Arcane
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Codex 2014
Some interesting recent YouTube uploads:



When Antichamber was released at the beginning of 2013, it became an instant critical and financial success, but the journey to getting there was as much of a psychological challenge as the game itself. In this talk, Alexander Bruce looks back at the entire history of the game, as he went from working alone in a bedroom to flying around the world and landing on the IGF stage in 2012.

This is more about development history than the game itself.



While the quality of photo-realistic real-time graphics in games is advancing daily to near feature-film quality, Arc System Works' RED team took a completely different approach with Guilty Gear Xrd in pursuit of an impressive art style that would stand out even in this competitive environment. The team's mission was to rebuild a classic 2D fighting game within a modern full-3D graphical framework, while maintaining all of its old-school 2D charms. In this GDC 2015 talk, technical artist Junya C Motomura will discuss the art and programming R&D, as well as all the artistic decisions, that lead to the award-winning results.

Technical jargons.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Star Control series postmortem by Fred Ford and Paul Reiche III:



Also Broken Sword with Charles Cecil:

 

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Arcane
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Codex 2014
:necro:

2016 GDC videos are now available on GDC Vault site. As usual most of the videos are behind a paywall, but there are some interesting-looking videos among the free ones.

"It's Just Emulation!" - The Challenge of Selling Old Games by Frank Cifaldi
http://gdcvault.com/play/1023470/-It-s-Just-Emulation

'Dragon Age Inquisition': Trespasser - Building to an Emotional Theme by John Epler (BioWare)
http://gdcvault.com/play/1023428/-Dragon-Age-Inquisition-Trespasser

A Torch in the Dark: Using Creative Direction to Light 'The Darkest Dungeon by Chris Bourassa (Red Hook Studios)
http://gdcvault.com/play/1023424/A-Torch-in-the-Dark

Choice, Consequence and Complicity by Alexis Kennedy (Failbetter Games)
http://gdcvault.com/play/1023346/Choice-Consequence-and

Classic Game Postmortem: Diablo by David Brevik (Gazillion Entertainment)
http://gdcvault.com/play/1023469/Classic-Game-Postmortem

History and Game Design by Chris King (Paradox Interactive)
http://gdcvault.com/play/1023446/History-and-Game

SOMA - Crafting Existential Dread by Thomas Grip (Frictional Games)
http://gdcvault.com/play/1023399/SOMA-Crafting-Existential

Twenty Years, Twenty Lessons by Mark Rosewater (Wizards of the Coast)
http://gdcvault.com/play/1023186/Twenty-Years-Twenty (This is a talk about Magic.)

Oh yeah, not to mention the Sawyer's talk: http://www.rpgcodex.net/forums/inde...expansion-thread.100006/page-154#post-4469639
 

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