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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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