Hey all. It's been a while since I've posted anything, so I just wanted to touch base and assure everyone that the project is not stagnating!
I'm currently polishing off the art and design for an all-new and vastly improved UI. I have a devlog update brewing with a bunch of gifs and process discussion on that stuff, so stay tuned.
Anyways, since I've been doing a lot of art lately I'm able to listen to a lot of podcasts and game talks while I work. I've been revisiting a few of my favorite talks lately, and I thought I would try to collect them into a single thread with some notes about what I got out of them. Enjoy!
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Favorite Game Talks for Indie GeneralistsI've watched a lot of game talks. Really. I watch these instead of TV when I'm taking breaks. I get excited when a new "season" of GDC comes out. Talks are great! There are some other curated lists of talks out there (like
this one), but I wanted to document a few of my favorites.
Compiling this list was difficult because there were many, many talks that I really enjoyed and found useful. I've watched so many that I'm certainly forgetting some gems.
First off, I want to recommend
Full Indie Summit's YouTube channel. Just browse around for titles that jumps out at you -
from Alec Holowka is a paragon, and
by Daniel Mullins about an in-game secret is ridiculously fun.
DesignFinding 'Duskers': Innovation Through Better Design Pillars (Tim Keenan)http://www.gdcvault.com/play/1024176/Finding-Duskers-Innovation-Through-BetterThis talk explores an interesting design philosophy where you discover emerging pillars through exploration of what interests you about your game, and then really double down and let them guide decision making throughout your project.
Failure Workshop 2015 (Steve Swink, Ben Esposito, Adam Saltsman, Will Stallwood)http://www.gdcvault.com/play/1021972/FailureI devour every postmortem I can get my hands on: there's so much to learn from them. As such, the GDC failure workshops are awesome and I recommend them all! This one was particularly memorable though.
Jiro Dreams of Game Design (Brenda Romero)http://gdcvault.com/play/1020496/Jiro-Dreams-of-GameWatch this one when you need some motivation. It's not a practical thing, but man is it inspiring!
Method (Mark Cerny)https://www.youtube.com/watch?v=QOAW9ioWAvEI love talks about process and this one is solid gold. Learning about other creator's processes tends to be more philosophical, but it helps you get inside their heads. Plus you can try out bits and pieces in your own process and keep what you like.
Twenty Years, Twenty Lessons (Mark Rosewater)http://gdcvault.com/play/1023186/Twenty-Years-TwentyThis one is a nice overview, and pretty enjoyable for any fans of MTG.
Code/TechnicalHow to program independent games (Jon Blow)https://www.youtube.com/watch?v=JjDsP5n2kSMEvery games talk by Jon on YouTube has been valuable, but this one is my favorite. Required for all new game programmers IMHO.
Object Oriented Programming Is Bad (Brian Will)https://www.youtube.com/watch?v=QM1iUe6IofMBrian's got several of these talks, and he really articulates a lot of the problems with OOP. This is a position I came around to through my coding career outside of games, and a lot of what I like about Jon Blow's approach is echoed here.
Seven Years in Alpha: 'Thumper' Postmortem (Marc Flury)http://www.gdcvault.com/play/1024291/Seven-Years-in-Alpha-ThumperThis one really spoke to me and mirrored a lot of my own experience - fascinating story with good advice about coding and being "lost in the wilderness" with a design trying to figure out what your game is and how to search it out. Marc and I must be on the same page 'cause this video name drops my previous two recommendations.
Low Complexity, High Fidelity: The Rendering of INSIDE (Mikkel Gjoel and Mikkel Svendsen)https://www.youtube.com/watch?v=RdN06E6Xn9EA deep dive into graphics techniques used in Inside, with examples. I was able to apply several techniques from this talk to improve my game straight away. Heavy!
Tools, Tricks and Technologies for Reaching Stutter Free 60 FPS in INSIDE (Kristian Kjems, Erik Rodrigues Pedersen, Soren Trautner Madsen)https://www.youtube.com/watch?v=mQ2KTRn4BMII'm trying to keep this list general, but a lot of us use Unity and this talk was one of the most useful Unity-specific set of performance tips. I especially loved Soren's segment on scripting (which starts
here), handy and highly entertaining.
Art/AnimationMaking Fluid and Powerful Animations For Skullgirls (Mariel Cartwright)https://www.youtube.com/watch?v=Mw0h9WmBlswAwesome practical advice on animation principals, with great examples. These fundamentals are so important IMHO that even if you're a pro you always benefit from revisiting them.
Happy Inside the Box: The Art of 'Old Man's Journey' (Clemens Scott)http://www.gdcvault.com/play/1024236/Happy-Inside-the-Box-TheExcellent insight into the art direction for this absolutely gorgeous game. This talk explores latching on to an aesthetic and refining it towards something really amazing that supports your gameplay.
A Live Art Demonstration of Creating Worlds through Design Thinking (Feng Zhu)http://www.gdcvault.com/play/1021752/A-Live-Art-Demonstration-ofThe essence of this talk is practical advice about design thinking. It's the kind of stuff that seems intuitive once you know it, but otherwise it's easy to overlook. I really like Feng for this kind of advice and he's got even more material elsewhere online (
http://fzdpodcast.com and
http://fengzhudesign.com/tutorials.htm)
Juice It or Lose It (Martin Jonasson, Petri Purho)https://www.youtube.com/watch?v=Fy0aCDmgnxg&feature=youtu.beThe Art of Screenshake (Jan Willem Nijman)https://www.youtube.com/watch?v=AJdEqssNZ-UI put these two together, because they have a lot of overlap. They're both great talks, and have excellent, simple advice on enhancing the ever-elusive "feel" of your game. This stuff makes a HUGE difference and it's not just polish - don't neglect it!
Hearthstone: How to Create an Immersive User Interface (Derek Sakamoto)https://www.youtube.com/watch?v=axkPXCNjOh8At first blush, this talk seems to be about UI design, but really it advances this idea of "finding your seed". What does that mean and why is it important to your game? Watch to find out!
Marketing/BusinessCrowdfunding 301: State of Play, Best Practices & Advanced Tactics (Thomas Bideaux)https://www.youtube.com/watch?v=pKXpomUtiL8I love this talk! Thomas is a good speaker who really knows the landscape. Super useful advice for crowdfunding. Even if you're not particularly interested in crowdfunding, there's some great advice in here about how to think about funding and marketing for your game. This talk might even help you decide that you should steer clear of crowdfunding.
Stop Shooting Yourself in the Foot: 10 Elusive Secrets to Avoid Complete Commercial Failure (Jason Della Rocca)http://www.gdcvault.com/play/1023776/Stop-Shooting-Yourself-in-theJason's got some other talks which you should definitely watch, but this one is a great intro. More practical advice about marketing and funding for games. Watch this if you're at all concerned with financial success and aspire to be able to support yourself in indie games.