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Google I/O 2013 - High Performance Audio40:03

Google I/O 2013 - High Performance Audio

62K views • 13 years ago
Google for Developers
A Google I/O 2013 talk by Android audio engineers on why reliable, low-latency audio is hard on the platform. It covers problem areas across the stack, platform work underway and techniques apps can use.
CppCon 2015: Timur Doumler “C++ in the Audio Industry”1:03:44

CppCon 2015: Timur Doumler “C++ in the Audio Industry”

131K views • 11 years ago
CppCon
Timur Doumler's CppCon 2015 talk on how C++ is used in the audio industry. It covers the patterns and tools audio developers rely on, including handling real-time constraints.
[AUDIO FIXED] The Truth Cannot be Sexist - Steven Pinker on the biology of sex differences39:06

[AUDIO FIXED] The Truth Cannot be Sexist - Steven Pinker on the biology of sex differences

272K views • 9 years ago
Gravitahn
An excerpt of the 2005 Harvard debate in which Steven Pinker gives his prepared case on biological sex differences and the under-representation of women in science. It covers cross-cultural patterns in preferences and abilities and the overlap between male and female distributions.
GopherCon 2014 Inside the Gophers Studio with Blake Mizerany48:19

GopherCon 2014 Inside the Gophers Studio with Blake Mizerany

8K views • 12 years ago
Confreaks
A GopherCon 2014 session where Blake Mizerany replaced his planned talk with a panel discussion with members of the Go team. It covers Go's design choices and community questions.
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 · Indie game development
Functional Composition - Chris Ford39:21

Functional Composition - Chris Ford

31K views • 13 years ago
ClojureTV
Chris Ford builds up from a single sine wave through layered abstractions to a Bach canon, using Clojure and the Overtone audio environment. The talk shows music theory as a natural fit for functional programming.
Topic match · Music theory, synthesis & production
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 · Indie game development
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 · Indie game development
Jonathan Blow - How to program independent games -  CSUA Speech1:15:51

Jonathan 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.
Topic match · Indie game development
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 · Indie game development
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 · Indie game development
David Kriesel: Traue keinem Scan, den du nicht selbst gefälscht hast1:03:40

David Kriesel: Traue keinem Scan, den du nicht selbst gefälscht hast

7M views • 11 years ago
media.ccc.de
David Kriesel's 31C3 talk, in German, on the discovery that Xerox scanner-copiers silently replace digits and letters in scanned documents. He explains how the bug stayed unnoticed in the wild for years.
Topic match · Information theory & signal processing
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 · Music theory, synthesis & production
K Lars Lohn - Keynote - PyCon 201652:06

K Lars Lohn - Keynote - PyCon 2016

42K views • 10 years ago
PyCon 2016
K Lars Lohn's PyCon 2016 keynote weaves together music theory, programming, biking road trips and fractals. It is a personal, wide-ranging talk rather than a Python how-to.
Topic match · Music theory, synthesis & production
EPC2018 | Wave Function Collapse in Bad North | Oskar Stalberg37:41

EPC2018 | Wave Function Collapse in Bad North | Oskar Stalberg

176K views • 8 years ago
BUas Games
Oskar Stalberg explains how Wave Function Collapse assembles island dioramas from handcrafted tilesets in Bad North. He covers the theory, implementation, tooling, and how he blends art and technology.
Topic match · Indie game development
Dasher: information-efficient text entry53:46

Dasher: information-efficient text entry

7K views • 19 years ago
Google TechTalks
David MacKay's 2007 Google Tech Talk presents Dasher, a text-entry system driven by continuous gestures and a language model, reaching about 35 words per minute with one finger and 25 hands-free. It explains the information-theory reasoning behind the design.
Topic match · Information theory & signal processing
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 · Indie game development
Music as a Language: Victor Wooten at TEDxGabriolaIsland18:31

Music as a Language: Victor Wooten at TEDxGabriolaIsland

1.8M views • 13 years ago
TEDx Talks
Bassist Victor Wooten argues that music should be learned the way children learn their first language: by immersion and play, without early correction or rigid academic instruction. He draws on how babies pick up speech from the people around them.
Topic match · Music theory, synthesis & production
PRACTICE 2018: Joseph White59:34

PRACTICE 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 · Indie game development
1,500 Slot Machines Walk into a Bar: Adventures in Quantity Over Quality1:00:27

1,500 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 · Indie game development
New Horizons in Music: Polyrhythms | Loop45:31

New Horizons in Music: Polyrhythms | Loop

493K views • 8 years ago
Ableton
Adam Neely's Ableton Loop 2017 talk links rhythm, pitch and synaesthesia. He shows that polyrhythms sped up become chords, so tempo and pitch are related by ratios.
Topic match · Music theory, synthesis & production
Let’s go whaling: Tricks for monetising mobile game players with free-to-play19:49

Let’s go whaling: Tricks for monetising mobile game players with free-to-play

757K views • 10 years ago
PocketGamerbiz
A 2016 conference talk by a mobile game CEO on the tricks of free-to-play monetization, including player profiles and how to target high-spending whales.
Topic match · Indie game development
Andrew Sorensen Keynote: "The Concert Programmer" - OSCON 201410:23

Andrew Sorensen Keynote: "The Concert Programmer" - OSCON 2014

157K views • 12 years ago
O'Reilly
Andrew Sorensen's OSCON 2014 keynote in which he live-codes generative music on stage using his Impromptu environment while narrating his computational and musical choices. It imagines concert programmers as a performing art.
Topic match · Music theory, synthesis & production
How to Survive in Gamedev for Eleven Years Without a Hit52:12

How 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.
Topic match · Indie game development
Animation Bootcamp: An Indie Approach to Procedural Animation26:13

Animation Bootcamp: An Indie Approach to Procedural Animation

786K views • 9 years ago
GDC Festival of Gaming
David Rosen of Wolfire Games explains how simple procedural techniques can produce fluid, interactive character animation from very few keyframes. Examples come from Overgrowth, Receiver and Black Shades, from his 2014 GDC session.
Topic match · Indie game development
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 · Indie game development
Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage1:01:04

Put 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 · Indie game development
Get Ready to Rock with Sonic Pi - The Live Coding Music Synth for Everyone • Sam Aaron • GOTO 201841:47

Get Ready to Rock with Sonic Pi - The Live Coding Music Synth for Everyone • Sam Aaron • GOTO 2018

76K views • 8 years ago
GOTO Conferences
Sam Aaron, creator of Sonic Pi, gives a demo-heavy GOTO Chicago 2018 talk on live coding music. He covers the history of Sonic Pi, how it evolved, and what it can do for education and professional musicians.
Topic match · Music theory, synthesis & production
Zach Oakes - Making Games at Runtime with Clojure37:34

Zach 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.
Topic match · Indie game development
David Kriesel: Lies, damned lies and scans52:59

David Kriesel: Lies, damned lies and scans

58K views • 11 years ago
Free and Open Source Software Conference (FrOSCon) e.V.
David Kriesel's FrOSCon talk on how Xerox scancopiers, due to JBIG2 compression, silently replaced digits in scanned documents. He walks through how he discovered the bug and why it is so dangerous.
Topic match · Information theory & signal processing
Antichamber: An Overnight Success, Seven Years In The Making52:54

Antichamber: An Overnight Success, Seven Years In The Making

129K views • 11 years ago
GDC Festival of Gaming
Alexander Bruce's GDC talk on making Antichamber, from working alone in a bedroom to winning acclaim at the IGF. It focuses on the psychological challenge of seven years of solo development.
Topic match · Indie game development
Succinct Data Structures1:26:11

Succinct Data Structures

9K views • 12 years ago
Edward Kmett
Edward Kmett's 2013 talk at Prezi in Budapest on succinct data structures, which store data in close to the information-theoretic minimum space while supporting fast queries. It ties together the research and walks through his Haskell succinct library.
Topic match · Information theory & signal processing
IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood27:10

IRDC 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 · Indie game development
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.
Topic match · Indie game development
Don Knuth - Constraint Based Composition1:09:20

Don Knuth - Constraint Based Composition

9K views • 11 years ago
ccrmalite1
Donald Knuth explains at Stanford's CCRMA the constraint-based methods he is using to compose a major work for pipe organ.
Topic match · Music theory, synthesis & production
An Observation on Generalization57:21

An Observation on Generalization

210K views • 3 years ago
Simons Institute for the Theory of Computing
Ilya Sutskever gives a Simons Institute talk on why neural networks generalize, framing learning as finding short descriptions, like compression. It was part of the Large Language Models and Transformers program.
Topic match · Information theory & signal processing
Q&A: Techniques for dealing with lack of motivation, malaise, depression1:02:23

Q&A: Techniques for dealing with lack of motivation, malaise, depression

62K views • 9 years ago
Jonathan Blow
The question-and-answer session that followed Jonathan Blow's talk on dealing with lack of motivation, malaise and depression. It is hosted on YouTube as a mirror of a Twitch recording.
Topic match · Indie game development
Bay Area Vision Meeting: Unsupervised Feature Learning and Deep Learning48:10

Bay Area Vision Meeting: Unsupervised Feature Learning and Deep Learning

123K views • 15 years ago
Google TechTalks
Andrew Ng presents unsupervised feature learning and deep learning, showing how algorithms can learn representations from unlabeled data instead of hand-designed features. He gives examples in vision and audio, including visualizations of features learned by successive layers.
The Psychology of Human Misjudgement - Charlie Munger Full Speech1:16:23

The Psychology of Human Misjudgement - Charlie Munger Full Speech

1.4M views • 13 years ago
BuffettMungerWisdom
Audio of Charlie Munger's 1995 Harvard speech on the psychology of human misjudgment, laying out a framework of cognitive biases and mental models for decision making. It covers factors like incentives, social proof and denial.
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.