postmortem
59:03Classic Game Postmortem: Fallout
301K views • 9 years ago
GDC Festival of Gaming
Timothy Cain's 2012 GDC postmortem of the original Fallout, covering how he helped build the game and set the template for open-world RPGs. He talks through production, design and programming decisions.
59:47Classic Game Postmortem: Ultima Online
184K views • 8 years ago
GDC Festival of Gaming
A 2018 GDC panel where Raph Koster, Starr Long, Richard Garriott and Rich Vogel look back on what went right and wrong building and running Ultima Online. They share candid stories from the early days, including player behavior and server architecture.
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.
31:07Crafting A Tiny Open World: A Short Hike Postmortem
521K views • 6 years ago
GDC Festival of Gaming
Adam Robinson-Yu's GDC 2020 talk on how he shelved a big project to prototype what became A Short Hike. He covers the solo development process and technical choices like a pixel shader over low-poly models.
52:35Debugging Under Fire: Keep your Head when Systems have Lost their Mind • Bryan Cantrill • GOTO 2017
101K views • 9 years ago
GOTO Conferences
Bryan Cantrill's GOTO Chicago 2017 talk on debugging production systems under pressure, centered on the incident where an operator's mistyped command rebooted an entire Joyent datacenter. It covers human factors, automation and architecture.
Topic match · Cloud, DevOps & reliability
37:07Who Destroyed Three Mile Island? - Nickolas Means | The Lead Developer Austin 2018
762K views • 8 years ago
LeadDev
Nickolas Means recounts the 1979 Three Mile Island accident minute by minute, from the control rod insertion to the operator's decision to switch off emergency cooling. He argues that finding systemic causes is more useful than blaming individuals.
Topic match · Cloud, DevOps & reliability
27:21dotScale 2014 - Robert Kennedy - Life in the Trenches of healthcare.gov
13K views • 12 years ago
dotconferences
A dotScale 2014 talk by Robert Kennedy, a former healthcare.gov SRE who later worked at Google, about the engineering effort to rescue the troubled site. It explains the technical and organizational problems behind the failed launch.
Topic match · Cloud, DevOps & reliability
22:21Reverse emulating the NES to give it SUPER POWERS!
1.1M views • 8 years ago
suckerpinch
Tom Murphy (suckerpinch) shows 'reverse emulation', using a Raspberry Pi in an NES cartridge to give an unmodified NES new abilities such as playing SNES games. The video starts in a strange way and gets stranger.
Topic match · Game history & retro gaming
44:10Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013
386K views • 12 years ago
Dutch Game Garden
Vlambeer's Jan Willem Nijman shows how to make an action game feel great by stacking small effects like screenshake, recoil and particles onto a basic shooter. It was presented at INDIGO Classes 2013.
Topic match · Game design
59:56AWS re:Invent 2018: Amazon DynamoDB Deep Dive: Advanced Design Patterns for DynamoDB (DAT401)
468K views • 7 years ago
Amazon Web Services
Rick Houlihan's AWS re:Invent 2018 deep dive on advanced DynamoDB design patterns. It covers index overloading, GSI sharding, composite keys, graph processing and transactions.
Topic match · Cloud, DevOps & reliability
31:37How Crash Bandicoot Hacked The Original Playstation | War Stories | Ars Technica
5.2M views • 6 years ago
Ars Technica
In Ars Technica's War Stories, Naughty Dog co-founder Andy Gavin explains how the team squeezed Crash Bandicoot onto the original PlayStation. They overwrote Sony library code in RAM, built custom animation compression, and streamed assets around slow seek times.
Topic match · Game history & retro gaming
53:51The Engoodening of No Man's Sky
26.5M views • 6 years ago
Internet Historian
Internet Historian tells the story of No Man's Sky, from its over-hyped and badly received launch to years of updates by Hello Games that redeemed the game. It is a long, comedic mini-documentary.
Topic match · Game history & retro gaming
28:36Literate Devops with Emacs
105K views • 11 years ago
Howard Abrams
Howard Abrams demonstrates, in an EmacsConf 2015 talk, how he uses org-mode's Babel and Tramp to configure and operate remote servers from a single document. Code blocks, their results and the explanatory text all live together.
Topic match · Cloud, DevOps & reliability
59:47Failing to Fail: The Spiderweb Software Way
570K views • 8 years ago
GDC Festival of Gaming
Jeff Vogel of Spiderweb Software gives a GDC 2018 retrospective on surviving as an indie game maker since 1994, from shareware days through Steam. It covers business realities, costs and sustaining a comfortable living without chasing riches.
Topic match · Game design
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 design
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.
Topic match · Game design
21:19Manufactured Discontent and Fortnite
1.7M views • 7 years ago
Folding Ideas
Dan Olson of Folding Ideas critiques Fortnite's monetization, arguing it uses manufactured discontent, such as shop design and skins, to push spending. The video dissects the psychological techniques behind the game's business model.
Topic match · Game design
42:54Containers From Scratch • Liz Rice • GOTO 2018
321K views • 8 years ago
GOTO Conferences
Liz Rice live-codes a minimal container runtime in a few lines of Go at GOTO Amsterdam 2018. She explains namespaces, control groups and what a host knows about its containers.
Topic match · Cloud, DevOps & reliability
50:09Old pinball machines are amazingly complex
3.5M views • 3 years ago
Technology Connections
Technology Connections takes a long, detailed look at how a 1970s electromechanical pinball machine works, from relays to stepper motors and mechanical logic. It is the first part of a series.
Topic match · Game history & retro gaming
20:29Over 200,000 Servers in One Place! Visiting Hetzner in Falkenstein (Germany)
1.6M views • 5 years ago
der8auer EN
Overclocker der8auer tours Hetzner's Falkenstein data center in Germany, showing custom racks, own mainboards, passively cooled servers and ATX-style cases on shelves.
Topic match · Cloud, DevOps & reliability
46:37Zebras All the Way Down - Bryan Cantrill, Uptime 2017
49K views • 9 years ago
Code & Supply
Bryan Cantrill's Uptime 2017 talk on the engineering challenges of the stateful data path, including storage, firmware and hardware bugs. It uses the 'zebras vs. horses' diagnostic heuristic to explain why rare failures keep appearing.
Topic match · Cloud, DevOps & reliability
38:53ElixirConf 2018 - Docker and OTP Friends or Foes - Daniel Azuma
16K views • 8 years ago
ElixirConf
Daniel Azuma's ElixirConf 2018 talk on whether Docker and OTP conflict. He shows they can coexist and uses Horde and DeltaCrdt, with a live tank-game demo, to keep state alive across container kills.
Topic match · Cloud, DevOps & reliability
52:472 1 1 Jason Scott Rescuing The Prince of Persia from the sands of time
25K views • 14 years ago
Adrian Crenshaw
Jason Scott's DerbyCon 2012 talk on rescuing the Prince of Persia source code from old floppy disks, working with the game's author Jordan Mechner. It is a story of digital archaeology and recovering data from ancient media.
Topic match · Game history & retro gaming
23:00Golang UK Conf. 2016 - Liz Rice - What is a container, really? Let's write one in Go from scratch
33K views • 10 years ago
GopherCon UK
Liz Rice builds a container from scratch in about 100 lines of Go, showing that a container is not a lightweight VM but a set of Linux kernel features and flags.
Topic match · Cloud, DevOps & reliability
23:20Dwarf Fortress Creator Explains its Complexity & Origins | Noclip Interview
2M views • 6 years ago
/noclip
A /noclip interview with Tarn Adams of Bay 12 Games about Dwarf Fortress: where the ASCII simulation came from, how it works, and the plans for its Steam release. It includes his telling of the famous bug in which cats were poisoned by alcohol.
Topic match · Game design
52:45The Road to PS5
16.8M views • 6 years ago
PlayStation
PS5 lead system architect Mark Cerny gives a deep dive into the PS5's architecture, covering its SSD, I/O, audio and design goals. He explains how removing bottlenecks shapes future games.
Topic match · Game history & retro gaming
39:52Ross's Game Dungeon: Deus Ex
1.5M views • 10 years ago
Accursed Farms
Ross Scott's Game Dungeon episode on Deus Ex, a long review of the game covering its narrative, politics and economic philosophy as well as its design.
Topic match · Game design
20:49How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars Technica
1.5M views • 6 years ago
Ars Technica
In an Ars Technica War Stories episode, Prince of Persia creator Jordan Mechner describes how he made the game on the Apple II, fighting hardware memory limits and the platform's decline. It covers the rotoscoped animation and the engineering tricks involved.
Topic match · Game history & retro gaming
28:21Velocity 2012: Richard Cook, "How Complex Systems Fail"
60K views • 14 years ago
O'Reilly
Dr. Richard Cook, a physician and patient safety researcher, presents his ideas on how complex systems fail, at Velocity 2012. He argues for designing for resiliency rather than trying to exhaustively handle every failure mode.
Topic match · Cloud, DevOps & reliability
23:24How Myst Almost Couldn't Run on CD-ROM | War Stories | Ars Technica
2M views • 6 years ago
Ars Technica
Myst co-creator Rand Miller recounts how the HyperCard-built game struggled to run on 1x CD-ROM drives. He and his brother Robyn compressed image and audio data heavily to get acceptable performance. Part of Ars Technica's War Stories series.
Topic match · Game history & retro gaming
29:05Datacenters Behaving Like Acoustic Weapons
1.8M views • 8 months ago
Benn Jordan
Benn Jordan investigates infrasound and low-frequency noise from data centers, including xAI's Colossus and a crypto mine, and reports his own experiments on the effects. The video covers the health and community impacts on nearby residents.
Topic match · Cloud, DevOps & reliability
20:57Atari's Quadrascan Explained
239K views • 5 years ago
Retro Game Mechanics Explained
Retro Game Mechanics Explained dissects how Atari's Quadrascan vector displays and vector generator hardware drew games like Asteroids and Tempest.
Topic match · Game history & retro gaming
20:38What Games Are Like For Someone Who Doesn't Play Games
16.9M views • 7 years ago
Razbuten
Razbuten has his wife, who has never played games, try a sampling of titles and shows where she struggles. It highlights unspoken game conventions that experienced players take for granted.
Topic match · Game design
42:20"Stop Rate Limiting! Capacity Management Done Right" by Jon Moore
41K views • 9 years ago
Strange Loop Conference
Jon Moore's Strange Loop 2017 talk argues that rate limiting is the wrong tool for protecting services from noisy clients. He proposes concurrency-based capacity management and quotas instead.
Topic match · Cloud, DevOps & reliability
22:03Space Station 13 Review | AHELP: Clown Grief Pls Ban He™
10.2M views • 7 years ago
SsethTzeentach
SsethTzeentach reviews Space Station 13, the chaotic multiplayer game, by recounting absurd stories of singularities, malfunctioning AIs and plasma fires.
Topic match · Game design
29:54[Epilepsy Warning] Choco Mountain: The History of Mario Kart 64's Most Infamous Track
5.4M views • 8 years ago
Summoning Salt
Summoning Salt traces the speedrunning history of Mario Kart 64's Choco Mountain track and its famous shortcut, through the successive record holders and discoveries. It carries an epilepsy warning for flickering lights.
Topic match · Game history & retro gaming
54:25Cgroups, namespaces, and beyond: what are containers made from?
268K views • 10 years ago
Docker
Jérôme Petazzoni explains how Linux containers are built from kernel features like cgroups, namespaces and SELinux. He demonstrates putting the pieces together by hand to make a container and compares runtimes and approaches like jails and zones.
Topic match · Cloud, DevOps & reliability
42:26AWS re:Invent 2015 | (NET403) Another Day, Another Billion Packets
55K views • 11 years ago
Amazon Web Services
Eric Brandwine's AWS re:Invent 2015 session on how Amazon VPC networking works. It covers the problems the design solved, why traditional approaches do not scale, and the mechanisms used for customer isolation and VPC endpoints.
Topic match · Cloud, DevOps & reliability
59:34PRACTICE 2018: Joseph White
21K views • 8 years ago
NYU Game Center
Joseph White, creator of PICO-8, retraces the design of the fantasy console and how tools can shape and guide creative work. He discusses cozy, constrained design spaces and the influence of user-made cartridges.
Topic match · Game design
22:13what did you do
1.5M views • 11 months ago
Noodle
Noodle explores how retro pixel art was designed for CRT displays and why games look different on LCDs, with input from pixel artists and CRT researchers.
Topic match · Game history & retro gaming