- published: 18 Oct 2016
- views: 12185
The Indiepocalypse. Is this a real thing? What does it mean? In this GDC 2016 panel, developers Randy Smith, Rebekah Saltsman, Armin Ibrisagic, Jeff Vogel and Jordan Thomas share objective data needed to investigate the mysterious idea of the Indiepocalypse, and help your game survive its own release. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConf...
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One of the funniest and plain silliest talks at GDC 2015 - but no less rewarding for that - The Stanley Parable co-creator William Pugh tries, in his own words, to "desperately attempt to deconstruct The Stanley Parable to find an excuse for its success. Be amazed as he lists pre-prepared top tips for making your game funny. Leave in awe at his complementary speaker pass."
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In this GDC 2016 talk, Fruit Ninja and Jetpack Joyride creator Luke Muscat takes a deep, DEEP look at designing the controls of his latest game Land Sliders. Muscat examines the multitude of control schemes that were crafted over a 4 month period trying to make a control system that truly works for everyone. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelop...
In this GDC 2016 talk, Devolver Digital's Nigel Lowrie argues that you don't really need a publisher to ship video games---until you really do, that is. Lowrie also shares specific questions that developers should ask when looking for a publisher to help out with their game. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: htt...
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In this 2016 GDC Europe talk, id Software co-founder and Doom co-creator John Romero discusses the company's early days and the programming principles that gave birth to games like Doom and Quake. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Magic the Gathering head designer Mark Rosewater shares twenty lessons learned over twenty years of designing one of the world's most popular collectible card games. Watch to learn lessons such as "Restrictions Breed Creativity", "Fighting Human Nature Is a Losing Battle" and "If Everyone Likes Your Game, But No One Loves It, It Will Fail". GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https...
Diablo developer David Brevik returns to the GDC stage to give a classic post-mortem on Blizzard's action RPG hit Diablo in this 2016 talk. Brevik shares key takeaways from the experience and sheds light on how the game went from a single-player, turn-based claymation DOS game to the genre-defining classic it became. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/Gam...
1-2-3-4-5-6-7-8-9-10-11-12 days
Is all the time I can spend with you
Cause you live so far away
1-2-3-4-5-6-7-8-9-10-11-12 thousand miles
Is how far I have to get to you
Just to see you smile
Nothing seems to matter
Except the fact
That you'll one day be with me
Nothing seems to matter
Except the fact
That you'll one day be with me
1-2-3-4-5-6-7-8-9-10-11-12 hours
Is how long it would take for me
Just to give you flowers
1-2-3-4-5-6-7-8-9-10-11-12 calls
Is how many times I'd call you each month
So we can talk about it all
Nothing seems to matter
Except the fact
That you'll one day be with me
Nothing seems to matter
Except the fact
That you'll one day be with me
1-2-3-4-5-6-7-8-9-10-11-12 months
Is how long that I'm having to wait
Until you're home to where we're from
1-2-3-4-5-6-7-8-9-10-11-12 prayers
Is how many times I pray each night
Cause that's how much I care
Nothing seems to matter
Except the fact
That you'll one day be with me
Nothing seems to matter
Except the fact