522 тысяч подписчиков
2 тысяч видео
Accessibility on a Shoestring
No Time, No Budget, No Problem: Finishing The First Tree
The 'Flappy Bird' That Laid the Golden Egg: Success in Hyper-Casual
Is Your Game Cross-Platform Ready?
Visual Effects Bootcamp: Bringing Feature Film Effects to Real-Time VR: Part 1
Physics Animation in Uncharted 4: A Thief's End
Animation Bootcamp: An Indie Approach to Procedural Animation
Freeform Animation Rigging: Evolving the Animation Pipeline
Inertialization: High-Performance Animation Transitions in Gears of War
Shader Sauce: How to Use Shaders to Create Stylized VFX
Building a Unified Cross-Project UI Framework
Designing 'MARVEL SNAP'
2D Animation for Games: A Primer
RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods
From Red to Rukey: Building and Animating Characters in 'Transistor' and 'Pyre'
Do You Copy? Dialog System and Tools in Firewatch
The Illusion of Motion: Making Magic with Textures in the Vertex Shader
World Design for Different Player Types
Extreme SIMD: Optimized Collision Detection in Titanfall
Free Range AI: Creating Compelling Characters for Open World Games
No Man's Sky: How I Learned to Love Procedural Art
The Importance of Nothing: Using Negative Space in Level Design
Making Fluid and Powerful Animations For 'Skullgirls'
Creating a Tools Pipeline for Horizon: Zero Dawn
High Resolution Pixel Art and Animation
Portal 2: Creating a Sequel to a Game That Doesn't Need One
Great Level Design is a Studio-Wide Effort
8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
Modernizing Rendering at Supercell
'Pillars of Eternity' and Proper Attribute Tuning
Hitchhiker's Guide to Rapid Prototypes!
Take 'Control' of Animation
GDC19 Flash Forward: The Choice VR: Volumetric Documentary Filmmaking
Procedural Grass in 'Ghost of Tsushima'
2021 Game Developers Choice Awards Trailer
How to (Not) Create Textures for VFX
Keep it Together: Encouraging Cooperative Behavior During Co-op Play
Beyond Games as a Service with Live Ops
Balancing Cards in Clash Royale
Moving Mountains: Speedy Level Creation as a Desperate Indie Dev
Blowing from the West: Simulating Wind in 'Ghost of Tsushima'
Satoru Iwata Game Developers Choice Awards Tribute
Board Game Design Day: Balancing Mechanics for Your Card Game's Unique Power Curve
Social Media Influencers and Non-Traditional Marketing: Legal Pitfalls and Loopholes
Alternative Paths in Indie Dev
Ambisonics and the Great Outdoors
The Animated World of 'Ratchet and Clank: Rift Apart'
A Course About Game Balance
Animating the Main Villain in Marvel's Spider-Man (or "What, I'm Rigging HOW Many Legs?!")
Getting the Most Out of an Entry-Level Games Job
GDC 2017 Flash Forward: Data Binding Architectures for Rapid UI Creation in Unity