postmortem
1:17:43'Diablo': A Classic Game Postmortem
1.1M views • 10 years ago
GDC Festival of Gaming
David Brevik's GDC 2016 postmortem of Diablo covers how it went from a turn-based claymation DOS concept to a real-time action RPG, plus the story of Blizzard North and development anecdotes.
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.
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.
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.
1:00:12Pitfall 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.
1:17:43Diablo: Original Game Development
12K views • 9 years ago
jon d
David Brevik's GDC 2016 post-mortem of the original Diablo, covering how it evolved from a turn-based claymation DOS game into the genre-defining action RPG. It includes development anecdotes and lessons learned.
Topic match · Game design
1:25:348 Bit & '8 Bitish' Graphics-Outside the Box
568K views • 9 years ago
GDC Festival of Gaming
Mark Ferrari, the LucasArts background artist, explains in a GDC 2016 talk how he draws 8-bit graphics. He covers color cycling and palette shifting to create complex animated scenery without frame animation.
Topic match · Game history & retro gaming
1:02:42Preventing the Collapse of Civilization / Jonathan Blow (Thekla, Inc)
315K views • 7 years ago
DevGAMM
A DevGAMM talk by Jonathan Blow arguing that civilizations can lose technological capability and that software quality is already deteriorating. He discusses how knowledge fails to transfer between generations.
Topic match · Game design
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.
Topic match · Game history & retro gaming
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.
Topic match · Game design
1:00:57DOOM: Behind the Music
1.8M views • 9 years ago
GDC Festival of Gaming
Mick Gordon's GDC 2017 session on composing the Doom (2016) soundtrack. He details his compositional process, production techniques and the experimental instrument and synth design behind the music.
Topic match · Game design
1:26:02Stanford Seminar - The Soul of a New Machine: Rethinking the Computer
76K views • 6 years ago
Stanford Online
Bryan Cantrill of Oxide Computer Company gives a Stanford EE380 talk on rethinking the server. He argues that hyperscaler-style rack-scale machines with open firmware, RISC-V and Rust should be available to everyone, not just the giants.
Topic match · Cloud, DevOps & reliability
1:31:05Bryan Cantrill from Joyent on Manta: internet-facing object storage facility that features compute
25K views • 12 years ago
AI Council
Bryan Cantrill of Joyent presents Manta, an internet-facing object store that lets you run compute directly on the data. The talk is peppered with ZFS history and Cantrill's trademark commentary on the industry.
Topic match · Cloud, DevOps & reliability
1:33:27AWS re:Invent 2016: Tuesday Night Live with James Hamilton
133K views • 9 years ago
Amazon Web Services
James Hamilton's Tuesday Night Live keynote at AWS re:Invent 2016, touring AWS infrastructure at scale including networking, power and custom silicon. It also features NASA JPL's Tom Soderstrom.
Topic match · Cloud, DevOps & reliability
1:08:17How We've Scaled Dropbox
372K views • 14 years ago
Stanford
Dropbox engineer Kevin Modzelewski gives a Stanford colloquium on Dropbox's history and the technical problems it faced scaling, including detailed database schema decisions.
Topic match · Cloud, DevOps & reliability
1:15:54"Games as a service" is fraud.
1.1M views • 7 years ago
Accursed Farms
Ross Scott of Accursed Farms makes a 76-minute argument that selling video games as a service is a form of consumer fraud. He lays out legal arguments that games are goods, covers ownership and programmed obsolescence, and discusses game preservation.
Topic match · Game history & retro gaming
1:18:03Dtrace Review
19K views • 14 years ago
GoogleTalksArchive
Bryan Cantrill's 2007 Google Tech Talk on DTrace, showing how dynamic tracing improves debugging of both development and live production systems. It includes a vivid war story about tracking down a problem on a Sun Ray server.
Topic match · Cloud, DevOps & reliability
2:01:18GET LAMP: The Text Adventure Documentary
244K views • 15 years ago
Google TechTalks
Jason Scott discusses making his documentary GET LAMP at a Google Tech Talk and screens part of the film. It covers the history of text adventures and interactive fiction, with interviews of Infocom developers and others.
Topic match · Game history & retro gaming
1:17:21Sid Meier's Psychology of Game Design
137K views • 10 years ago
GDC Festival of Gaming
Civilization creator Sid Meier's GDC 2010 talk on applying psychology to game design. He discusses player perception, randomness, and win states, and why designers must account for how players experience events.
Topic match · Game design
1:00:50The First Video Game
2.9M views • 7 years ago
Ahoy
An hour-long, carefully sourced video essay from Ahoy asking what counts as a video game and which one was truly first. It examines Tennis for Two, Spacewar, Pong, the Brown Box and a 1947 CRT device.
Topic match · Game history & retro gaming
1:04:25Practical Creativity
355K views • 9 years ago
GDC Festival of Gaming
Raph Koster's 2014 GDC Next talk on what science says about creativity, with practical steps game designers and developers can use to be more creative. It frames creativity as applying existing patterns in new contexts.
Topic match · Game design
1:13:54RetroAhoy: The Secret of Monkey Island
3.2M views • 8 years ago
Ahoy
A roughly 75-minute video essay from Ahoy's RetroAhoy series on the making and history of The Secret of Monkey Island. It covers the small LucasArts team, the game's development and its sequel.
Topic match · Game history & retro gaming
2:01:18Half-Life 2: 20th Anniversary Documentary
9.3M views • 1 year ago
Valve
Valve's two-hour documentary for Half-Life 2's 20th anniversary, with team members discussing development, nearly running out of money, being hacked, the publisher lawsuit and the birth of Steam.
Topic match · Game history & retro gaming
1:05:46Rails World 2024 Opening Keynote - David Heinemeier Hansson
155K views • 2 years ago
Ruby on Rails
DHH's opening keynote at Rails World 2024 in Toronto, where Rails 8 beta shipped. It covers built-in authentication, Propshaft, Solid Cache, Solid Queue, Solid Cable, Kamal 2 and Thruster, pitching the One Person Framework that needs no PaaS.
Topic match · Cloud, DevOps & reliability
1:07:26Procedurally Crafting Manhattan for Marvel's Spider-Man
89K views • 7 years ago
GDC Festival of Gaming
GDC 2019 session where Insomniac's David Santiago describes the procedural systems used to build Manhattan for Marvel's Spider-Man. It covers the open-world pipeline and how each system was designed to support iteration and dependencies.
Topic match · Game design
1:26:39QuakeCon 2011 - John Carmack Keynote
295K views • 15 years ago
QuakeCon Official
John Carmack's keynote at QuakeCon 2011, an hour and a half of wide-ranging talk about id Software, Rage, engine open-sourcing, patents and programming practices.
Topic match · Game history & retro gaming
1:00:271,500 Slot Machines Walk into a Bar: Adventures in Quantity Over Quality
184K views • 7 years ago
GDC Festival of Gaming
In this 2019 GDC talk, Alex Schwartz and Ziba Scott explain how they flooded the app stores with over 1,500 auto-generated slot machine games to find the lowest bar for success. They tour the dark side of the mobile app market.
Topic match · Game design
1:00:29Playing to Lose: AI and "Civilization" (Soren Johnson)
67K views • 16 years ago
Google TechTalks
Soren Johnson, a lead designer and AI programmer on Civilization games, discusses game AI design, including whether AI should cheat, behave like a human or be fun rather than strong. He uses the Civilization series as a case study.
Topic match · Game design
1:09:54Gambling and the desire machine | Pay to Win
222K views • 4 years ago
Jimmy McGee
A 70-minute video essay by Jimmy McGee on gambling, addiction and game design, tracing horse racing, slot machines and collectible card markets. It is the first in a series on making money from games.
Topic match · Game design
1:04:15The Untold Story of Online Gaming on Super Nintendo and Sega Genesis | XBAND
619K views • 7 years ago
Wrestling With Gaming
A one-hour documentary on XBAND, the 1994 modem network for the Super Nintendo and Sega Genesis. It covers matchmaking, chat, email, leaderboards and how games were patched at runtime to cope with lag.
Topic match · Game history & retro gaming
1:03:28"Devs Play" S1E06 - Psychonauts "The SMK Speedrun" [1/1]
569K views • 11 years ago
Double Fine
In the finale of Double Fine's Devs Play, speedrunner SMK demonstrates glitches and exploits that skip entire sections of Psychonauts while Tim Schafer and the dev team watch. The developers react to and discuss the bugs as they appear.
Topic match · Game design
1:01:04Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage
150K views • 7 years ago
GDC Festival of Gaming
At GDC 2019, Bennett Foddy and Zach Gage ask why game developers rarely sign their work. They argue that indie developers could benefit from putting their names on their games.
Topic match · Game design
1:22:59Transport Tycoon 2014 Soundtrack (remaster with real instrument from original creator)
233K views • 10 years ago
Arif Nur Rahman
A complete remastered soundtrack for the Transport Tycoon 2014 mobile game, re-recorded with real instruments rather than the original MIDI. The music was composed by John Broomhall for the classic Transport Tycoon.
Topic match · Game history & retro gaming
5:22:14The Complete History of the A Button Challenge
2.4M views • 3 years ago
Bismuth
A five-hour documentary history of the Super Mario 64 A button challenge, which aims to beat the game with as few A presses as possible. It covers the bugs and exploits discovered over the years.
Topic match · Game history & retro gaming
1:08:34POLYBIUS - The Video Game That Doesn't Exist
10.1M views • 9 years ago
Ahoy
A 69-minute documentary on the Polybius arcade-game legend. It examines visual, physical and anecdotal evidence, traces the story's source, and concludes the game never existed beyond one website entry.
Topic match · Game history & retro gaming
1:12:43Ocarina of Time TAS by dwangoAC, TASBot, Savestate, Sauraen in 53:05 - Summer Games Done Quick 2022
564K views • 4 years ago
Games Done Quick
A tool-assisted speedrun of Ocarina of Time at Summer Games Done Quick 2022, using TASBot and arbitrary code execution to reach an alternate ending in about 53 minutes. The run is introduced by its creators and followed by an interview.
Topic match · Game history & retro gaming
1:44:56illumos day 2014: The Dream is Alive! Running Linux containers on an illumos kernel
15K views • 12 years ago
illumos
Bryan Cantrill's illumos Day 2014 talk on running Linux containers on an illumos kernel via LX-branded zones. He covers emulating Linux syscalls on SmartOS and compares Linux and Solaris-derived systems.
Topic match · Cloud, DevOps & reliability
1:00:52RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods
285K views • 7 years ago
GDC Festival of Gaming
RimWorld creator Tynan Sylvester explains at GDC 2017 how Ludeon framed the game as a story generator rather than a game. He covers the design methods that came out of that frame.
Topic match · Game design
1:02:03Elite: "The game that couldn't be written"
2M views • 2 years ago
Alexander the ok
An hour-long video essay on Elite, the 1984 BBC Micro game by David Braben and Ian Bell. It covers how they fit a 3D engine, economy and universe into 22KB on a 2MHz 6502.
Topic match · Game history & retro gaming
2:13:40Crash Bandicoot Co-Creator Andy Gavin: Extended Interview | Ars Technica
246K views • 6 years ago
Ars Technica
A two-hour extended interview in which Crash Bandicoot co-creator Andy Gavin tells how he and Jason Rubin built the game at Naughty Dog. It includes the custom Lisp tools used.
Topic match · Game history & retro gaming