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Classic Game Postmortem: Fallout59:03

Classic 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.
'Diablo':  A Classic Game Postmortem1:17:43

'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.
Classic Game Postmortem: Sid Meier's Civilization1:02:15

Classic 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.
Classic Game Postmortem: Ultima Online59:47

Classic 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.
Classic Game Postmortem - Another World1:05:45

Classic 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.
Classic Game Postmortem: Alone in the Dark57:43

Classic 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.
Pitfall: A Classic Game Postmortem1:00:34

Pitfall: 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.
Crafting A Tiny Open World: A Short Hike Postmortem31:07

Crafting 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.
Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)1:00:12

Pitfall 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.
Debugging Under Fire: Keep your Head when Systems have Lost their Mind • Bryan Cantrill • GOTO 201752:35

Debugging 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
Diablo: Original Game Development1:17:43

Diablo: 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
Who Destroyed Three Mile Island? - Nickolas Means | The Lead Developer Austin 201837:07

Who 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
dotScale 2014 - Robert Kennedy - Life in the Trenches of healthcare.gov27:21

dotScale 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
8 Bit & '8 Bitish' Graphics-Outside the Box1:25:34

8 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
Reverse emulating the NES to give it SUPER POWERS!22:21

Reverse 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
Juice it or lose it - a talk by Martin Jonasson & Petri Purho15:38

Juice it or lose it - a talk by Martin Jonasson & Petri Purho

616K views • 14 years ago
grapefrukt
Martin Jonasson and Petri Purho take a bland Breakout clone and add layer after layer of 'juice' such as easing, particles, screen shake and sound until it feels alive. A live demo makes the effect of small feedback details obvious.
Topic match · Game design
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 201344:10

Jan 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
Velocity NY 2013:   Richard Cook, "Resilience In Complex Adaptive Systems"19:10

Velocity NY 2013: Richard Cook, "Resilience In Complex Adaptive Systems"

47K views • 13 years ago
O'Reilly
Richard Cook's short Velocity 2013 talk on resilience in complex adaptive systems, arguing systems operate near the edge of failure and that the surprise is how rarely they fail. He presents a model of how pressures push systems toward failure boundaries.
Topic match · Cloud, DevOps & reliability
Preventing the Collapse of Civilization / Jonathan Blow (Thekla, Inc)1:02:42

Preventing 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
The Ultimate Game Boy Talk (33c3)1:01:07

The 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
AWS re:Invent 2018: Amazon DynamoDB Deep Dive: Advanced Design Patterns for DynamoDB (DAT401)59:56

AWS 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
Failing to Fail: The Spiderweb Software Way59:47

Failing 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
Exploring the Tech and Design of Noita31:00

Exploring 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
Jonathan Blow: Game design: the medium is the message48:27

Jonathan 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
Jonathan Blow: Video Games and the Human Condition1:44:09

Jonathan 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
How we fit an NES game into 40 Kilobytes12:04

How 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.
Topic match · Game history & retro gaming
Containers From Scratch • Liz Rice • GOTO 201842:54

Containers 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
DOOM: Behind the Music1:00:57

DOOM: 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
Zebras All the Way Down - Bryan Cantrill, Uptime 201746:37

Zebras 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
Stanford Seminar - The Soul of a New Machine: Rethinking the Computer1:26:02

Stanford 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
Bryan Cantrill from Joyent on Manta: internet-facing object storage facility that features compute1:31:05

Bryan 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
ElixirConf 2018 - Docker and OTP Friends or Foes - Daniel Azuma38:53

ElixirConf 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
AWS re:Invent 2016: Tuesday Night Live with James Hamilton1:33:27

AWS 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
2 1 1 Jason Scott   Rescuing The Prince of Persia from the sands of time52:47

2 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
How We've Scaled Dropbox1:08:17

How 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
Dtrace Review1:18:03

Dtrace 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
Golang UK Conf. 2016 - Liz Rice - What is a container, really? Let's write one in Go from scratch23:00

Golang 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
The Road to PS552:45

The 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
Velocity 2012:  Richard Cook, "How Complex Systems Fail"28:21

Velocity 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
The Making of: ROM City Rampage (Retro City Rampage)10:45

The Making of: ROM City Rampage (Retro City Rampage)

399K views • 13 years ago
VblankEntertainment
Making-of video about ROM City Rampage, the NES version of Retro City Rampage, covering how the game's core was crunched to run on real 8-bit hardware and how NES games are made.
Topic match · Game history & retro gaming