game programming
1:02:49Reboot Develop 2017 - Jonathan Blow, Thekla Inc. / Making Game Programming Less Terrible
112K views • 9 years ago
Reboot Develop
Jonathan Blow's Reboot Develop 2017 talk on making game programming less terrible, discussing software bloat, slowness and the design goals behind his own programming language.
44:59Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit
106K views • 15 years ago
Google for Developers
Google I/O 2011 session by Ray Cromwell and Philip Rogers on writing 2D and 3D games with HTML5 and GWT. It covers porting game libraries and physics engines, sharing code with Android, and publishing to the Chrome Web Store, and showcases the ForPlay library.
1:55:24Ideas about a new programming language for games.
530K views • 12 years ago
Jonathan Blow
Jonathan Blow's first talk on designing a new programming language for games, which became Jai. He explains the problems with C++ and why Go, Rust and D do not fit game development.
37:34Zach Oakes - Making Games at Runtime with Clojure
31K views • 11 years ago
ClojureTV
Zach Oakes explains why Clojure suits making games at runtime, so designers can experience their work as they build it. He combines abstract discussion with live demonstrations, drawing on his play-clj library and Nightmod tool.
23:06Bob Nystrom - Is There More to Game Architecture than ECS?
301K views • 8 years ago
Roguelike Celebration
Bob Nystrom, author of Game Programming Patterns, gives a Roguelike Celebration 2018 talk questioning whether entity component systems are the only way to structure a game. He walks through alternative architectures drawn from roguelike development.
46:22"Clojure in Unity 3D: Functional Video Game Development" by Ramsey Nasser and Tims Gardner
24K views • 12 years ago
Strange Loop Conference
A Strange Loop talk presenting an open-source library that integrates Clojure into the Unity 3D game engine. It covers REPL-based live coding, macros, DSLs and persistent data structures for game development.
58:24#Gamelab2018 - Jon Blow's Design decisions on creating Jai a new language for game programmers
210K views • 8 years ago
Gamelab Conference
Jonathan Blow talks at Gamelab 2018 about the design decisions behind Jai, the programming language he is building for game programmers. He covers low-friction development, quality of life and the effects of compile times.
1:15:51Jonathan Blow - How to program independent games - CSUA Speech
190K views • 13 years ago
Alexandre Franco
Jonathan Blow speaks at UC Berkeley's CSUA about how to program independent games. He argues for keeping code simple, avoiding unnecessary work, and shipping.
29:59John Carmack's keynote at Quakecon 2013 part 4
139K views • 13 years ago
Kostiantyn Kostin
Part 4 of John Carmack's QuakeCon 2013 keynote, covering OpenGL, functional programming, Haskell, Lisp and Scheme, typing, multithreading, events and garbage collection.
Topic match · Game programming & engines
1:00:34Pitfall: A Classic Game Postmortem
63K views • 10 years ago
GDC Festival of Gaming
David Crane's 2011 GDC postmortem of Pitfall, the classic Atari 2600 game. He explains how he created the game under the severe hardware limits of the console.
1:04:33CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11"
53K views • 12 years ago
CppCon
CppCon 2014 talk by Jeff Preshing on how Ubisoft Montreal developed games for multicore hardware, before and after C++11 concurrency support. It goes into atomics and lock-free programming in practice.
2:49:19John Carmack Keynote - Quakecon 2013
101K views • 13 years ago
IGN
John Carmack's roughly three-hour QuakeCon 2013 keynote, delivered from a few bullet points. Topics include his Haskell experiments with functional programming and static typing, game state, and cloud gaming.
Topic match · Game programming & engines
1:22:13HandmadeCon 2016 - History of Software Texture Mapping in Games
15K views • 9 years ago
Molly Rocket
A HandmadeCon 2016 panel where Chris Hecker, John Miles, Sean Barrett and Chris Green give an oral history of software texture mapping in 90s games.
51:11Game Development with SDL 2.0 (Steam Dev Days 2014)
235K views • 12 years ago
Steamworks Development
Ryan Gordon (Icculus) gives a high-level overview of SDL 2.0 at Steam Dev Days 2014. He covers its features and how it eases building, porting and maintaining games, including Linux ports.
1:49:07I Shot You First: Networking the Gameplay of Halo: Reach
58K views • 8 years ago
GDC Festival of Gaming
Bungie's David Aldridge explains the networking programming behind Halo: Reach in a 2011 GDC session. It covers how gameplay stays in sync online, including forecasting and state reconciliation.
57:43Classic Game Postmortem: Alone in the Dark
27K views • 8 years ago
GDC Festival of Gaming
Frederick Raynal gives a GDC postmortem of Alone in the Dark, the game that helped create the survival horror genre. He covers how the team built it and shows some of the old tools used.
1:13:00Jonathan Blow - Jai Demo and Design Explanation (KEYNOTE) - Updated
241K views • 1 year ago
LambdaConf
Jonathan Blow's LambdaConf 2025 keynote demonstrates the Jai programming language and explains its design. It includes demos of metaprogramming and tools that visualize programs.
Topic match · Game programming & engines
42:30RustConf 2018 - Closing Keynote - Using Rust For Game Development by Catherine West
152K views • 8 years ago
Rust Programming Language
Catherine West's RustConf 2018 closing keynote on building a game in Rust and organizing a large codebase. It builds up an entity component system and generational indices step by step.
1:04:04Overwatch Gameplay Architecture and Netcode
196K views • 7 years ago
GDC Festival of Gaming
Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they keep the game responsive and fair.
56:03The Early Days of id Software
165K views • 10 years ago
GDC Festival of Gaming
John Romero's 2016 GDC Europe talk recounts the early days of id Software and the programming principles behind Doom and Quake, including fast iteration and keeping the game bootable.
Topic match · Game programming & engines
20:11Containers and Steam: Putting games under pressure | FOSDEM 2020
13K views • 6 years ago
Collabora
FOSDEM 2020 talk from Collabora on pressure-vessel, an experimental mechanism that puts Steam games in containers on Linux. It covers using namespaces to give games their own runtime library stack independent of the host.
12:04How we fit an NES game into 40 Kilobytes
3.7M views • 8 years ago
Morphcat Games
Morphcat Games explains how they fit Micro Mages, a full-featured NES game, into 40 kilobytes. It covers compression of sprites and level layouts and other space-saving tricks.
1:00:12Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
76K views • 15 years ago
GameSpot
David Crane, designer of Pitfall for the Atari 2600, gives a GDC 2011 postmortem on the game's design challenges. He covers how he fit a large world into the console's tiny memory. The session ends with Q&A.
Topic match · Game programming & engines
59:24RacketCon 2013: Dan Liebgold - Racket on the Playstation 3? It's Not What you Think!
19K views • 13 years ago
Racket
Dan Liebgold of Naughty Dog gives a RacketCon 2013 keynote on using Racket in PlayStation 3 game development. He explains the Racket-based DSLs used for game data and scripting, which replaced the studio's earlier GOAL-based toolchain.
Topic match · Game programming & engines
26:56The Implementation of Rewind in Braid
141K views • 9 years ago
GDC Festival of Gaming
Jonathan Blow's GDC talk explains how the time-rewind mechanic in Braid was designed and implemented, including the technical hurdles such as memory limits and state history. It covers both design and engineering concerns.
Topic match · Game programming & engines
27:10IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood
39K views • 11 years ago
Logo “ND” Surströmming
Brian Bucklew of Freehold Games discusses design decisions behind Caves of Qud and Sproggiwood at IRDC 2015. The talk centers on data-driven, event-driven engine design.
Topic match · Game programming & engines
44:25Alen Ladavac - Taking CI and automated testing seriously - WebCamp Zagreb 2018
940 views • 8 years ago
WebCamp Zagreb
Alen Ladavac of Croteam talks about continuous integration and automated testing pipelines in games, with case studies from The Talos Principle and Serious Sam.
Topic match · Game programming & engines
1:28:30Breaking Conventions with The Legend of Zelda: Breath of the Wild
565K views • 9 years ago
GDC Festival of Gaming
A 2017 GDC session in which Nintendo's Breath of the Wild team walks through how the game's convention-breaking systems were built. It covers the 'chemistry engine' of material interactions and shows the early 2D prototype footage.
Topic match · Game programming & engines
36:19Hareraiser (The Worst Game Ever) - Stuart Ashen - Norwich Gaming Festival 2017
1M views • 9 years ago
Norwich Games Festival
Stuart Ashen presents a talk at the 2017 Norwich Gaming Festival on Hareraiser, a notoriously bad video game tied to the Masquerade treasure hunt. He explores why it may be the worst game ever made.
59:20Rendering Tiny Glades With Entirely Too Much Ray Marching
108K views • 1 year ago
Graphics Programming Conference
A Graphics Programming Conference talk on how the game Tiny Glade renders meadows, trees and player-built castles. It covers real-time global illumination, tilt-shift depth of field, stable shadows with continuous time of day, ray marching and GPU-driven rendering on old hardware.
Topic match · Game programming & engines
1:01:07The Ultimate Game Boy Talk (33c3)
241K views • 9 years ago
media.ccc.de
Michael Steil's 33c3 talk explains essentially everything about the Game Boy: CPU, video hardware, peripherals, and the tricks used by games and demos. It revives the era of counting clock cycles around hardware limits.
2:27:34Casey Muratori – The Big OOPs: Anatomy of a Thirty-five-year Mistake – BSC 2025
926K views • 1 year ago
Better Software Conference
Casey Muratori's two-hour talk tracing the history of object-oriented programming back to the 1960s and examining how its ideas, and later entity component systems, came about. It is followed by a Q&A.
Topic match · Game programming & engines
31:00Exploring the Tech and Design of Noita
288K views • 6 years ago
GDC Festival of Gaming
In this 2019 GDC session, Petri Purho of Nolla Games explains the technical side of Noita's physics engine, including scaling a falling-sand simulation to large continuous worlds and adding destructible rigid bodies. It also shows how the emergent physics drives the gameplay.
Topic match · Game programming & engines
54:53Miguel de Icaza: Swift Godot: Fixing the Multi-million dollar mistake #GodotCon2023
27K views • 3 years ago
Godot Engine
Miguel de Icaza's GodotCon 2023 talk on Swift bindings for Godot. He argues that garbage-collector pauses in C# are a persistent problem and that Swift's reference counting avoids them.
Topic match · Game programming & engines
48:27Jonathan Blow: Game design: the medium is the message
119K views • 13 years ago
CreativeMornings HQ
Jonathan Blow's CreativeMornings talk arguing that business models shape game design, drawing an analogy between 1970s TV and HBO and between free-to-play and premium games. He calls for games that inspire awe rather than chase constraints.
1:44:09Jonathan Blow: Video Games and the Human Condition
158K views • 15 years ago
rubbermuck
Jonathan Blow's 2010 Rice University talk argues that game designers refine their techniques in ways that can manipulate players, as with A/B-tested social games. He discusses the ethical responsibility of designers and what games can offer beyond addiction.
1:02:15Classic Game Postmortem: Sid Meier's Civilization
225K views • 9 years ago
GDC Festival of Gaming
A 2017 GDC postmortem in which Sid Meier and Bruce Shelley tell how Civilization came together from board game design and sim game experience. They cover its development history and design decisions, including fairness and luck.
43:16Pure Functional Programming in Excel • Felienne Hermans • GOTO 2016
26K views • 10 years ago
GOTO Conferences
Felienne Hermans argues that Excel is the world's most popular programming language and shows how spreadsheets work as a pure functional language. She implements a few mathematical problems in spreadsheet formulas to illustrate why they are so powerful and approachable.
1:05:45Classic Game Postmortem - Another World
25K views • 7 years ago
GDC Festival of Gaming
Eric Chahi's GDC 2011 postmortem of Another World (Out of This World), describing how he built the game. He shows his polygon art approach, rotoscoping and animation tools.
52:12How to Survive in Gamedev for Eleven Years Without a Hit
1.2M views • 9 years ago
GDC Festival of Gaming
Jake Birkett of Grey Alien Games explains at GDC 2016 how an indie developer survived eleven years without a hit by building a long tail of games and redefining success.