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Joey Carpenter [dot] Design
A feast for the senses.
Video essays and presentations from designers and critics covering post-mortems, design philosophies, technical problems && their solutions, and love letters to the games that move us.
Portal 2: Creating a Sequel to a Game That Doesn't Need One
Erik Wolpaw && Chet Faliszek, Valve, GDC 2012
Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas
Josh Sawyer, Obsidian, GDC 2012
Information Architecture, Narrative Design, Player Expression
'Magic: the Gathering': 20 Years, 20 Lessons Learned
Mark Rosewater, Wizards of the Coast, GDC 2015
User Research, Investment Systems, Art Direction, Balancing
What Modern Interior Design Teaches Us About Environment Art
Dan Cox, Ubisoft Toronto, GDC 2014
Level Design, Interior Design, Lighting, Gameplay Design
The Design of Everyday Games
Christina Wodtke, CCA, GDC 2016
Foundational Games UX, Product Design (non-games)
Queens of the Phone Age: The Narrative Design of Reigns: Her Majesty
Leigh Alexander, GDC 2018
Narrative Design, Progression Design, UI, Iconography
Localizing Bungie's Destiny for the World
Tom Slattery, Bungie, GDC 2015
Localization, GEOPS, Diegetic Design
Games, Psychology, And UX With Celia Hodent
Celia Hodent, PhD, GDC 2020
UX, Accessibility, UI, Diegetic Design, Gameplay Design
Designing Text UX for Effortless Reading
Joseph Humfrey, Inkle, GDC 2018
Typography, UI, Accessibility
Building the Interface of The Elder Scrolls: Blades in Landscape and Portrait
Marie Jasmin, Bethesda, GDC 2019
UI, UX, Mobile, Controls
Bringing Players Together: Building Cross Play for 'Destiny 2'
John Chu, Bungie, GDC 2022
Engineering, Social Systems, NUX, Platform Integration
Classic Game Postmortem: Fallout
Timothy Cain, GDC 2012
Postmortem, Dev Cycle, QA, Vintage, GEOPS
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