{"id":228616,"date":"2019-01-09T18:27:10","date_gmt":"2019-01-09T18:27:10","guid":{"rendered":"http:\/\/www.danielparente.net\/es\/?p=228616"},"modified":"2019-01-09T18:28:06","modified_gmt":"2019-01-09T18:28:06","slug":"charlas-diseno-de-videojuegos","status":"publish","type":"post","link":"https:\/\/www.danielparente.net\/es\/2019\/01\/09\/charlas-diseno-de-videojuegos\/","title":{"rendered":"Las mejores charlas de dise\u00f1o de videojuegos"},"content":{"rendered":"<p>Perdiendo un poco por twitter ( por veces es bueno hacerlo) se puede de tiempos a tiempos encontrar temas muy interesantes, que pueden de alguna forma aportarte m&#xE1;s informaci&#xF3;n, o dar una visi&#xF3;n nueva de alg&#xFA;n tema sobre el cual realmente nunca hab&#xED;as pensado.<\/p>\n<p>En este caso, es m&#xE1;s del primero, pero con tintes del segundo, porque al final cuanto mas formado est&#xE1; un profesional, mas frecuente es que se encuentre en la situaci&#xF3;n que todav&#xED;a existen muchos temas sobre los cuales realmente no hab&#xED;a pensado.<\/p><div id=\"danie-1696797186\" class=\"danie-content danie-entity-placement\"><script async src=\"\/\/pagead2.googlesyndication.com\/pagead\/js\/adsbygoogle.js?client=ca-pub-4906861079337018\" crossorigin=\"anonymous\"><\/script><ins class=\"adsbygoogle\" style=\"display:block; text-align:center;\" data-ad-client=\"ca-pub-4906861079337018\" data-ad-slot=\"8576260680\" data-ad-layout=\"in-article\" data-ad-format=\"fluid\"><\/ins>\n<script> \n(adsbygoogle = window.adsbygoogle || []).push({}); \n<\/script>\n<\/div>\n<h2>Charlas sobre <a class=\"glossaryLink\"  aria-describedby=\"tt\"  data-cmtooltip=\"&lt;div class=glossaryItemTitle&gt;Dise&ntilde;o de videojuegos&lt;\/div&gt;&lt;div class=glossaryItemBody&gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos se refiere al proceso creativo y t&eacute;cnico de conceptuar, planificar y desarrollar un videojuego. Es un campo multidisciplinario que combina elementos art&iacute;sticos, narrativos y tecnol&oacute;gicos para crear experiencias interactivas para los jugadores.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;ador de videojuegos es responsable de idear la mec&aacute;nica del juego, los niveles, los personajes, las historias y las interfaces visuales. Tambi&eacute;n debe considerar factores como la jugabilidad, el equilibrio del juego, la dificultad y la experiencia del usuario.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos implica varias etapas. En primer lugar, se realiza una fase conceptual donde se definen las ideas principales del juego: su g&eacute;nero, tem&aacute;tica y principales caracter&iacute;sticas. Luego viene la fase de preproducci&oacute;n, en la cual se elabora un dise&ntilde;o detallado del juego que incluye el arte conceptual, guiones gr&aacute;ficos y prototipos.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos tambi&eacute;n implica el an&aacute;lisis y comprensi&oacute;n de las tendencias y preferencias del mercado, as&iacute; como la investigaci&oacute;n de otros juegos exitosos para identificar elementos que puedan ser adaptados o mejorados. Los dise&ntilde;adores deben tener en cuenta factores como la audiencia objetivo, la plataforma en la que se lanzar&aacute; el juego y las restricciones t&eacute;cnicas para crear una experiencia atractiva y accesible.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;Adem&aacute;s del aspecto creativo, el dise&ntilde;o de videojuegos tambi&eacute;n implica la resoluci&oacute;n de problemas. Los dise&ntilde;adores deben enfrentar desaf&iacute;os relacionados con la jugabilidad, como encontrar un equilibrio entre la dificultad y el disfrute, o garantizar que los niveles y los objetivos sean lo suficientemente interesantes para mantener cautivado al jugador.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos es un proceso iterativo y colaborativo. Los dise&ntilde;adores trabajan estrechamente con otros profesionales en el desarrollo del juego, como artistas gr&aacute;ficos, programadores, compositores musicales y expertos en efectos de sonido. La comunicaci&oacute;n efectiva entre los miembros del equipo es fundamental para lograr un resultado final coherente y de calidad.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;Adem&aacute;s, el dise&ntilde;o de videojuegos no solo se aplica a juegos destinados a entretenimiento. Tambi&eacute;n se utiliza en campos como la educaci&oacute;n, simulaciones virtuales e incluso terapias digitales. En estos casos, los dise&ntilde;adores deben adaptar su enfoque para cumplir con objetivos espec&iacute;ficos relacionados con el aprendizaje o tratamiento m&eacute;dico.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:heading --&amp;gt;Funciones de dise&ntilde;o&amp;lt;!-- \/wp:heading --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;Hay diferentes tipos de dise&ntilde;o de videojuegos  que tienen funciones espec&iacute;ficas dentro del proceso de dise&ntilde;o del videojuego:&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:list {&amp;quot;ordered&amp;quot;:true} --&amp;gt;&amp;lt;ol&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de niveles: Se enfoca en la creaci&oacute;n de los distintos niveles del juego, incluyendo la disposici&oacute;n de obst&aacute;culos, la distribuci&oacute;n de enemigos y la colocaci&oacute;n de elementos interactivos.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o narrativo: Este tipo de dise&ntilde;o se encarga de crear una historia coherente y atractiva para el jugador, a trav&eacute;s del desarrollo de personajes, di&aacute;logos y eventos dentro del juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de personajes: Implica el proceso creativo detr&aacute;s del dise&ntilde;o visual y conceptual de los personajes del juego, incluyendo su apariencia, habilidades especiales y personalidades.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o visual: Se refiere a la creaci&oacute;n de la est&eacute;tica visual general del juego, desde los gr&aacute;ficos y animaciones hasta el dise&ntilde;o art&iacute;stico en general.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de mec&aacute;nicas: Se ocupa del desarrollo y equilibrio del sistema de juego, incluyendo las reglas, la f&iacute;sica y las interacciones entre los elementos del juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de interfaces: Se encarga de la creaci&oacute;n de las interfaces de usuario dentro del juego, como los men&uacute;s, los marcadores y los sistemas de navegaci&oacute;n, con el objetivo de hacer que sean intuitivas y f&aacute;ciles de usar.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o sonoro: Implica la creaci&oacute;n y selecci&oacute;n de efectos de sonido y m&uacute;sica para complementar la experiencia del jugador, creando atm&oacute;sferas adecuadas y realzando la inmersi&oacute;n en el juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de mec&aacute;nicas sociales: Enfocado en el dise&ntilde;o de las interacciones multijugador o en l&iacute;nea, incluyendo la implementaci&oacute;n de caracter&iacute;sticas como modos cooperativos, competencias e integraci&oacute;n con redes sociales.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o econ&oacute;mico: Se refiere a la planificaci&oacute;n y desarrollo del sistema econ&oacute;mico dentro del juego, incluyendo la gesti&oacute;n de recursos virtuales, monedas o puntos, as&iacute; como la econom&iacute;a del mundo virtual en general.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o UX (Experiencia del Usuario): Considera c&oacute;mo interact&uacute;a el jugador con el juego en t&eacute;rminos generales, centr&aacute;ndose en aspectos como la usabilidad, accesibilidad y satisfacci&oacute;n general durante toda la experiencia de juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;\/ol&amp;gt;&amp;lt;!-- \/wp:list --&amp;gt;&amp;lt;!-- wp:tadv\/classic-paragraph \/--&amp;gt;&lt;\/div&gt;\"  href=\"https:\/\/www.danielparente.net\/es\/glosario\/diseno-de-videojuegos\/\"  data-gt-translate-attributes='[{\"attribute\":\"data-cmtooltip\", \"format\":\"html\"}]'  tabindex='0' role='link'>dise&ntilde;o de videojuegos<\/a><\/h2>\n<p>En este caso, he encontrado un listado con algunas de las mejores charlas sobre <a class=\"glossaryLink\"  aria-describedby=\"tt\"  data-cmtooltip=\"&lt;div class=glossaryItemTitle&gt;Dise&ntilde;o de videojuegos&lt;\/div&gt;&lt;div class=glossaryItemBody&gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos se refiere al proceso creativo y t&eacute;cnico de conceptuar, planificar y desarrollar un videojuego. Es un campo multidisciplinario que combina elementos art&iacute;sticos, narrativos y tecnol&oacute;gicos para crear experiencias interactivas para los jugadores.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;ador de videojuegos es responsable de idear la mec&aacute;nica del juego, los niveles, los personajes, las historias y las interfaces visuales. Tambi&eacute;n debe considerar factores como la jugabilidad, el equilibrio del juego, la dificultad y la experiencia del usuario.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos implica varias etapas. En primer lugar, se realiza una fase conceptual donde se definen las ideas principales del juego: su g&eacute;nero, tem&aacute;tica y principales caracter&iacute;sticas. Luego viene la fase de preproducci&oacute;n, en la cual se elabora un dise&ntilde;o detallado del juego que incluye el arte conceptual, guiones gr&aacute;ficos y prototipos.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos tambi&eacute;n implica el an&aacute;lisis y comprensi&oacute;n de las tendencias y preferencias del mercado, as&iacute; como la investigaci&oacute;n de otros juegos exitosos para identificar elementos que puedan ser adaptados o mejorados. Los dise&ntilde;adores deben tener en cuenta factores como la audiencia objetivo, la plataforma en la que se lanzar&aacute; el juego y las restricciones t&eacute;cnicas para crear una experiencia atractiva y accesible.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;Adem&aacute;s del aspecto creativo, el dise&ntilde;o de videojuegos tambi&eacute;n implica la resoluci&oacute;n de problemas. Los dise&ntilde;adores deben enfrentar desaf&iacute;os relacionados con la jugabilidad, como encontrar un equilibrio entre la dificultad y el disfrute, o garantizar que los niveles y los objetivos sean lo suficientemente interesantes para mantener cautivado al jugador.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos es un proceso iterativo y colaborativo. Los dise&ntilde;adores trabajan estrechamente con otros profesionales en el desarrollo del juego, como artistas gr&aacute;ficos, programadores, compositores musicales y expertos en efectos de sonido. La comunicaci&oacute;n efectiva entre los miembros del equipo es fundamental para lograr un resultado final coherente y de calidad.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;Adem&aacute;s, el dise&ntilde;o de videojuegos no solo se aplica a juegos destinados a entretenimiento. Tambi&eacute;n se utiliza en campos como la educaci&oacute;n, simulaciones virtuales e incluso terapias digitales. En estos casos, los dise&ntilde;adores deben adaptar su enfoque para cumplir con objetivos espec&iacute;ficos relacionados con el aprendizaje o tratamiento m&eacute;dico.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:heading --&amp;gt;Funciones de dise&ntilde;o&amp;lt;!-- \/wp:heading --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;Hay diferentes tipos de dise&ntilde;o de videojuegos  que tienen funciones espec&iacute;ficas dentro del proceso de dise&ntilde;o del videojuego:&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:list {&amp;quot;ordered&amp;quot;:true} --&amp;gt;&amp;lt;ol&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de niveles: Se enfoca en la creaci&oacute;n de los distintos niveles del juego, incluyendo la disposici&oacute;n de obst&aacute;culos, la distribuci&oacute;n de enemigos y la colocaci&oacute;n de elementos interactivos.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o narrativo: Este tipo de dise&ntilde;o se encarga de crear una historia coherente y atractiva para el jugador, a trav&eacute;s del desarrollo de personajes, di&aacute;logos y eventos dentro del juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de personajes: Implica el proceso creativo detr&aacute;s del dise&ntilde;o visual y conceptual de los personajes del juego, incluyendo su apariencia, habilidades especiales y personalidades.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o visual: Se refiere a la creaci&oacute;n de la est&eacute;tica visual general del juego, desde los gr&aacute;ficos y animaciones hasta el dise&ntilde;o art&iacute;stico en general.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de mec&aacute;nicas: Se ocupa del desarrollo y equilibrio del sistema de juego, incluyendo las reglas, la f&iacute;sica y las interacciones entre los elementos del juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de interfaces: Se encarga de la creaci&oacute;n de las interfaces de usuario dentro del juego, como los men&uacute;s, los marcadores y los sistemas de navegaci&oacute;n, con el objetivo de hacer que sean intuitivas y f&aacute;ciles de usar.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o sonoro: Implica la creaci&oacute;n y selecci&oacute;n de efectos de sonido y m&uacute;sica para complementar la experiencia del jugador, creando atm&oacute;sferas adecuadas y realzando la inmersi&oacute;n en el juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de mec&aacute;nicas sociales: Enfocado en el dise&ntilde;o de las interacciones multijugador o en l&iacute;nea, incluyendo la implementaci&oacute;n de caracter&iacute;sticas como modos cooperativos, competencias e integraci&oacute;n con redes sociales.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o econ&oacute;mico: Se refiere a la planificaci&oacute;n y desarrollo del sistema econ&oacute;mico dentro del juego, incluyendo la gesti&oacute;n de recursos virtuales, monedas o puntos, as&iacute; como la econom&iacute;a del mundo virtual en general.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o UX (Experiencia del Usuario): Considera c&oacute;mo interact&uacute;a el jugador con el juego en t&eacute;rminos generales, centr&aacute;ndose en aspectos como la usabilidad, accesibilidad y satisfacci&oacute;n general durante toda la experiencia de juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;\/ol&amp;gt;&amp;lt;!-- \/wp:list --&amp;gt;&amp;lt;!-- wp:tadv\/classic-paragraph \/--&amp;gt;&lt;\/div&gt;\"  href=\"https:\/\/www.danielparente.net\/es\/glosario\/diseno-de-videojuegos\/\"  data-gt-translate-attributes='[{\"attribute\":\"data-cmtooltip\", \"format\":\"html\"}]'  tabindex='0' role='link'>dise&ntilde;o de videojuegos<\/a> que se pueden encontrar online&nbsp; ( la gran mayor&iacute;a en youtube),&nbsp; categorizadas por enfoque de la charla, duraci&oacute;n, a&ntilde;o de la misma y una peque&ntilde;a descripci&oacute;n sobre el contenido que se discute en la misma, as&iacute; como el numero de recomendaciones que la misma tiene. El listado ha sido recompilado por <a href=\"https:\/\/twitter.com\/Silent0siris\/status\/1081613832257241089?s=03\" target=\"_blank\" rel=\"noopener\"><span class=\"FullNameGroup\"> <strong class=\"fullname show-popup-with-id u-textTruncate \" data-aria-label-part=\"\">Steven Lumpkin<\/strong>&#x200F;<span class=\"UserNameBreak\"> ( <\/span><\/span><span class=\"username u-dir u-textTruncate\" dir=\"ltr\" data-aria-label-part=\"\">@<b>Silent0siris )<\/b><\/span><\/a><\/p>\n<p>Es una buena forma de seguir mejorando como dise&#xF1;ador, y optimizar el tiempo de investigaci&#xF3;n, dado que muchas veces es muy f&#xE1;cil perder tiempo buscando informaci&#xF3;n que nunca llegamos a encontrar de calidad. En este caso, esa b&#xFA;squeda y filtro ya est&#xE1; hecho porque solamente resta aprovechar el contenido de las mismas.<\/p>\n<p>El mayor problema de la tabla es que est&#xE1; cerrada y no es un trabajo comunitario abierto, porque lo que es probable no se a&#xF1;aden muchos m&#xE1;s contenidos, pero la idea es parecida a la que he lanzada con el canal de <a href=\"http:\/\/www.danielparente.net\/es\/devsfromspain-tv\/\">#devsfromspaintv<\/a> con las charlas en espa&#xF1;ol sobre videojuegos, por lo que a&#xF1;adir una tabla de estas caracter&#xED;sticas podr&#xED;a ser interesante para hacerlo mas interactivo y participativo.<\/p>\n<p><a href=\"https:\/\/docs.google.com\/spreadsheets\/d\/1oPvg0Um9ZdBBcsfKg4PSaMViVtU2SWW5tWZUbF_LjFc\/edit#gid=0\" target=\"_blank\" rel=\"noopener\">Tabla en Google Drive<\/a><\/p>\n<h2>Listado Charlas de <a class=\"glossaryLink\"  aria-describedby=\"tt\"  data-cmtooltip=\"&lt;div class=glossaryItemTitle&gt;Dise&ntilde;o de videojuegos&lt;\/div&gt;&lt;div class=glossaryItemBody&gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos se refiere al proceso creativo y t&eacute;cnico de conceptuar, planificar y desarrollar un videojuego. Es un campo multidisciplinario que combina elementos art&iacute;sticos, narrativos y tecnol&oacute;gicos para crear experiencias interactivas para los jugadores.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;ador de videojuegos es responsable de idear la mec&aacute;nica del juego, los niveles, los personajes, las historias y las interfaces visuales. Tambi&eacute;n debe considerar factores como la jugabilidad, el equilibrio del juego, la dificultad y la experiencia del usuario.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos implica varias etapas. En primer lugar, se realiza una fase conceptual donde se definen las ideas principales del juego: su g&eacute;nero, tem&aacute;tica y principales caracter&iacute;sticas. Luego viene la fase de preproducci&oacute;n, en la cual se elabora un dise&ntilde;o detallado del juego que incluye el arte conceptual, guiones gr&aacute;ficos y prototipos.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos tambi&eacute;n implica el an&aacute;lisis y comprensi&oacute;n de las tendencias y preferencias del mercado, as&iacute; como la investigaci&oacute;n de otros juegos exitosos para identificar elementos que puedan ser adaptados o mejorados. Los dise&ntilde;adores deben tener en cuenta factores como la audiencia objetivo, la plataforma en la que se lanzar&aacute; el juego y las restricciones t&eacute;cnicas para crear una experiencia atractiva y accesible.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;Adem&aacute;s del aspecto creativo, el dise&ntilde;o de videojuegos tambi&eacute;n implica la resoluci&oacute;n de problemas. Los dise&ntilde;adores deben enfrentar desaf&iacute;os relacionados con la jugabilidad, como encontrar un equilibrio entre la dificultad y el disfrute, o garantizar que los niveles y los objetivos sean lo suficientemente interesantes para mantener cautivado al jugador.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;El dise&ntilde;o de videojuegos es un proceso iterativo y colaborativo. Los dise&ntilde;adores trabajan estrechamente con otros profesionales en el desarrollo del juego, como artistas gr&aacute;ficos, programadores, compositores musicales y expertos en efectos de sonido. La comunicaci&oacute;n efectiva entre los miembros del equipo es fundamental para lograr un resultado final coherente y de calidad.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;Adem&aacute;s, el dise&ntilde;o de videojuegos no solo se aplica a juegos destinados a entretenimiento. Tambi&eacute;n se utiliza en campos como la educaci&oacute;n, simulaciones virtuales e incluso terapias digitales. En estos casos, los dise&ntilde;adores deben adaptar su enfoque para cumplir con objetivos espec&iacute;ficos relacionados con el aprendizaje o tratamiento m&eacute;dico.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:heading --&amp;gt;Funciones de dise&ntilde;o&amp;lt;!-- \/wp:heading --&amp;gt;&amp;lt;!-- wp:paragraph --&amp;gt;Hay diferentes tipos de dise&ntilde;o de videojuegos  que tienen funciones espec&iacute;ficas dentro del proceso de dise&ntilde;o del videojuego:&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:paragraph --&amp;gt;&amp;lt;!-- wp:list {&amp;quot;ordered&amp;quot;:true} --&amp;gt;&amp;lt;ol&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de niveles: Se enfoca en la creaci&oacute;n de los distintos niveles del juego, incluyendo la disposici&oacute;n de obst&aacute;culos, la distribuci&oacute;n de enemigos y la colocaci&oacute;n de elementos interactivos.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o narrativo: Este tipo de dise&ntilde;o se encarga de crear una historia coherente y atractiva para el jugador, a trav&eacute;s del desarrollo de personajes, di&aacute;logos y eventos dentro del juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de personajes: Implica el proceso creativo detr&aacute;s del dise&ntilde;o visual y conceptual de los personajes del juego, incluyendo su apariencia, habilidades especiales y personalidades.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o visual: Se refiere a la creaci&oacute;n de la est&eacute;tica visual general del juego, desde los gr&aacute;ficos y animaciones hasta el dise&ntilde;o art&iacute;stico en general.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de mec&aacute;nicas: Se ocupa del desarrollo y equilibrio del sistema de juego, incluyendo las reglas, la f&iacute;sica y las interacciones entre los elementos del juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de interfaces: Se encarga de la creaci&oacute;n de las interfaces de usuario dentro del juego, como los men&uacute;s, los marcadores y los sistemas de navegaci&oacute;n, con el objetivo de hacer que sean intuitivas y f&aacute;ciles de usar.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o sonoro: Implica la creaci&oacute;n y selecci&oacute;n de efectos de sonido y m&uacute;sica para complementar la experiencia del jugador, creando atm&oacute;sferas adecuadas y realzando la inmersi&oacute;n en el juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o de mec&aacute;nicas sociales: Enfocado en el dise&ntilde;o de las interacciones multijugador o en l&iacute;nea, incluyendo la implementaci&oacute;n de caracter&iacute;sticas como modos cooperativos, competencias e integraci&oacute;n con redes sociales.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o econ&oacute;mico: Se refiere a la planificaci&oacute;n y desarrollo del sistema econ&oacute;mico dentro del juego, incluyendo la gesti&oacute;n de recursos virtuales, monedas o puntos, as&iacute; como la econom&iacute;a del mundo virtual en general.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;!-- wp:list-item --&amp;gt;Dise&ntilde;o UX (Experiencia del Usuario): Considera c&oacute;mo interact&uacute;a el jugador con el juego en t&eacute;rminos generales, centr&aacute;ndose en aspectos como la usabilidad, accesibilidad y satisfacci&oacute;n general durante toda la experiencia de juego.&amp;lt;br\/&amp;gt;&amp;lt;!-- \/wp:list-item --&amp;gt;&amp;lt;\/ol&amp;gt;&amp;lt;!-- \/wp:list --&amp;gt;&amp;lt;!-- wp:tadv\/classic-paragraph \/--&amp;gt;&lt;\/div&gt;\"  href=\"https:\/\/www.danielparente.net\/es\/glosario\/diseno-de-videojuegos\/\"  data-gt-translate-attributes='[{\"attribute\":\"data-cmtooltip\", \"format\":\"html\"}]'  tabindex='0' role='link'>dise&ntilde;o de videojuegos<\/a><\/h2>\n<p>&#xA0;<\/p>\n<table dir=\"ltr\" border=\"1\" cellspacing=\"0\" cellpadding=\"0\">\n<colgroup>\n<col width=\"112\">\n<col width=\"311\">\n<col width=\"299\">\n<col width=\"80\">\n<col width=\"54\">\n<col width=\"503\">\n<col width=\"212\"><\/colgroup>\n<tbody>\n<tr>\n<td><\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"All talks were suggestions in response to my original tweet, here -&gt;. Major thanks to everyone who suggested a great GDC talk! \"}'>All talks were suggestions in response to my original tweet, here -&gt;. Major thanks to everyone who suggested a great GDC talk!<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/twitter.com\/Silent0siris\/status\/1080155025089925126?s=20\"}'><a class=\"in-cell-link\" href=\"https:\/\/twitter.com\/Silent0siris\/status\/1080155025089925126?s=20\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/twitter.com\/Silent0siris\/status\/1080155025089925126?s=20<\/a><\/td>\n<td><\/td>\n<td><\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Want to save this doc for yourself? Just go to:\\nFile\\n-&gt; Make a Copy...\"}'>Want to save this doc for yourself? Just go to:<br>\nFile<br>\n-&gt; Make a Copy&hellip;<\/td>\n<td><\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Category\"}'>Category<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Title\"}'>Title<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Link\"}'>Link<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Duration\"}'>Duration<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Year\"}'>Year<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Description\"}'>Description<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Number of Recommendations\"}'>Number of Recommendations<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Magic: the Gathering: Twenty Years, Twenty Lessons Learned\"}'>Magic: the Gathering: Twenty Years, Twenty Lessons Learned<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=QHHg99hwQGY\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=QHHg99hwQGY\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=QHHg99hwQGY<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.042199074074074076}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:00:46<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2016}'>2016<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;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 \\&quot;Restrictions Breed Creativity\\&quot;, \\&quot;Fighting Human Nature Is a Losing Battle\\&quot; and \\&quot;If Everyone Likes Your Game, But No One Loves It, It Will Fail\\&quot;.&quot;}\">Magic the Gathering head designer Mark Rosewater shares twenty lessons learned over twenty years of designing one of the world&#x2019;s most popular collectible card games. Watch to learn lessons such as &#x201C;Restrictions Breed Creativity&#x201D;, &#x201C;Fighting Human Nature Is a Losing Battle&#x201D; and &#x201C;If Everyone Likes Your Game, But No One Loves It, It Will Fail&#x201D;.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":5}'>5<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Feel \/ Juice\"}'>Game Feel \/ Juice<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Juice it or lose it - a talk by Martin Jonasson &amp; Petri Purho\"}'>Juice it or lose it &ndash; a talk by Martin Jonasson &amp; Petri Purho<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=Fy0aCDmgnxg\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=Fy0aCDmgnxg\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=Fy0aCDmgnxg<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.010844907407407407}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:15:37<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2012}'>2012<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"A juicy game feels alive and responds to everything you do\\ntons of cascading action and response for minimal user input. \"}'>A juicy game feels alive and responds to everything you do<br>\ntons of cascading action and response for minimal user input.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":3}'>3<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Feel \/ Juice\"}'>Game Feel \/ Juice<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Jan Willem Nijman - Vlambeer - \\\"The art of screenshake\\\"\"}'>Jan Willem Nijman &#x2013; Vlambeer &#x2013; &#x201C;The art of screenshake&#x201D;<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=AJdEqssNZ-U\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=AJdEqssNZ-U\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=AJdEqssNZ-U<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.030659722222222224}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:44:09<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2013}'>2013<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;INDIGO Classes 2013: Jan Willem Nijman is 50% of indie power house Vlambeer. He talks about 'The Art of Screenshake'. Why is it that one game plays great and another, similar game feels terrible?&quot;}\">INDIGO Classes 2013: Jan Willem Nijman is 50% of indie power house Vlambeer. He talks about &#x2018;The Art of Screenshake&#x2019;. Why is it that one game plays great and another, similar game feels terrible?<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":3}'>3<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Camera Design\"}'>Camera Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"How Cameras in Side-Scrollers Work\"}'>How Cameras in Side-Scrollers Work<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=pdvCO97jOQk\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=pdvCO97jOQk\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=pdvCO97jOQk<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.03650462962962963}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:52:34<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2015}'>2015<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;As part of GDC 2015's Indie Summit designer Itay Keren (Mushroom 11, IGF 2014 finalist) explores the camera techniques used from the classic side-scrollers of the 1980s through the indie games of today, demonstrating how camera work should be tailored to the game's unique mechanics and characteristics.&quot;}\">As part of GDC 2015&#x2019;s Indie Summit designer Itay Keren (Mushroom 11, IGF 2014 finalist) explores the camera techniques used from the classic side-scrollers of the 1980s through the indie games of today, demonstrating how camera work should be tailored to the game&#x2019;s unique mechanics and characteristics.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2}'>2<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;The Secret of Mario's Jump (and other Versatile Verbs) | Game Maker's Toolkit&quot;}\">The Secret of Mario&#x2019;s Jump (and other Versatile Verbs) | Game Maker&#x2019;s Toolkit<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=7daTGyVZ60I\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=7daTGyVZ60I\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=7daTGyVZ60I<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.00869212962962963}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:12:31<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"In this video, I look at \\\"versatile verbs\\\" - player actions that can have multiple uses, depending on how you perform them - in a number of excellent games.\"}'>In this video, I look at &#x201C;versatile verbs&#x201D; &#x2013; player actions that can have multiple uses, depending on how you perform them &#x2013; in a number of excellent games.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2}'>2<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Teaching to Fish - Raph Koster\"}'>Teaching to Fish &#x2013; Raph Koster<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=Rr2BHf8wTJs\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=Rr2BHf8wTJs\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=Rr2BHf8wTJs<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.03996527777777778}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:57:33<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2015}'>2015<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"\\\"I ended up doing a bit on game grammar, but focusing more on the fact that given the breadth of the field, it is important that practitioners know what sort of thing they are making, and use the right tools for the job. And that they take their field seriously, study the relevant literature from both games and the countless other disciplines that interact with and impinge upon games.\\\" Raph Koster\"}'>&#x201C;I ended up doing a bit on game grammar, but focusing more on the fact that given the breadth of the field, it is important that practitioners know what sort of thing they are making, and use the right tools for the job. And that they take their field seriously, study the relevant literature from both games and the countless other disciplines that interact with and impinge upon games.&#x201D; Raph Koster<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2}'>2<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Breaking Conventions with The Legend of Zelda: Breath of the Wild\"}'>Breaking Conventions with The Legend of Zelda: Breath of the Wild<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=QyMsF31NdNc\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=QyMsF31NdNc\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=QyMsF31NdNc<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.061446759259259257}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:28:29<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, \\r\\nSatoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild.&quot;}\">In this 2017 GDC session, Nintendo&#x2019;s Hidemaro Fujibayashi,<br>\nSatoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2}'>2<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Super Mario 3D World's 4 Step Level Design | Game Maker's Toolkit&quot;}\">Super Mario 3D World&#x2019;s 4 Step Level Design | Game Maker&#x2019;s Toolkit<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=dBmIkEvEBtA\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=dBmIkEvEBtA\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=dBmIkEvEBtA<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.003576388888888889}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:05:09<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2015}'>2015<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Super Mario 3D World is a game with creativity in abundance. But Nintendo has developed a reusable level design structure that allows for ideas to be properly taught and established, in about five minutes flat. We break down this four-step philosophy, and chart its history from Super Mario Galaxy to Captain Toad: Treasure Tracker.\"}'>Super Mario 3D World is a game with creativity in abundance. But Nintendo has developed a reusable level design structure that allows for ideas to be properly taught and established, in about five minutes flat. We break down this four-step philosophy, and chart its history from Super Mario Galaxy to Captain Toad: Treasure Tracker.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2}'>2<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Boss Keys Series | Game Maker's Toolkit (18 Videos)&quot;}\">Boss Keys Series | Game Maker&#x2019;s Toolkit (18 Videos)<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=ouO1R6vFDBo&amp;list=PLc38fcMFcV_ul4D6OChdWhsNsYY3NA5B2\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=ouO1R6vFDBo&amp;list=PLc38fcMFcV_ul4D6OChdWhsNsYY3NA5B2\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=ouO1R6vFDBo&amp;list=PLc38fcMFcV_ul4D6OChdWhsNsYY3NA5B2<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.006944444444444444}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:10:00<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2016}'>2016<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;I'm working on a video about the dungeon design in The Legend of Zelda series. Boss Keys is a series of videos on each Zelda game I play as part of my research, to chart the history of level design in this much-loved franchise.&quot;}\">I&#x2019;m working on a video about the dungeon design in The Legend of Zelda series. Boss Keys is a series of videos on each Zelda game I play as part of my research, to chart the history of level design in this much-loved franchise.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2}'>2<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Sequelitis - Mega Man Classic vs. Mega Man X\"}'>Sequelitis &#x2013; Mega Man Classic vs. Mega Man X<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=8FpigqfcvlM\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=8FpigqfcvlM\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=8FpigqfcvlM<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.013796296296296296}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:19:52<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2011}'>2011<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Mega Man was a game that was so simple and yet so ahead of its time. It defined an entire genre and continues to be considered one of the best titles in video gaming history. But, does its spin-off sequel, Mega Man X fair so well?\"}'>Mega Man was a game that was so simple and yet so ahead of its time. It defined an entire genre and continues to be considered one of the best titles in video gaming history. But, does its spin-off sequel, Mega Man X fair so well?<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2}'>2<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Sound Design\"}'>Sound Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"DOOM: Behind the Music\"}'>DOOM: Behind the Music<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=U4FNBMZsqrY\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=U4FNBMZsqrY\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=U4FNBMZsqrY<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04925925925925926}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:10:56<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"In this 2017 session, Doom composer Mick Gordon provides a detailed look into the compositional process, production techniques and creative philosophies behind the hell-raising soundtrack to the 4th installment of the seminal first-person shooter franchise, Doom.\"}'>In this 2017 session, Doom composer Mick Gordon provides a detailed look into the compositional process, production techniques and creative philosophies behind the hell-raising soundtrack to the 4th installment of the seminal first-person shooter franchise, Doom.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2}'>2<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"???\"}'>???<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Walk Tall, My Friends: Giving Life to AI-Buddies in 'Final Fantasy XV'&quot;}\">Walk Tall, My Friends: Giving Life to AI-Buddies in &#x2018;Final Fantasy XV&#x2019;<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.gdcvault.com\/play\/1025442\/Walk-Tall-My-Friends-Giving\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.gdcvault.com\/play\/1025442\/Walk-Tall-My-Friends-Giving\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.gdcvault.com\/play\/1025442\/Walk-Tall-My-Friends-Giving<\/a><\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Slides\"}'>Slides<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Character design is usually misunderstood as a job limited to character artists or scenario writers. That's not true anymore in next generation open world games, where players spend 99% of the time playing and not watching cutscenes. For this reason, game designers at Square Enix now focus on character storytelling by AI, and how to actualize them for the player, instead of only setting the characters. However, the concept of character storytelling by AI is still new and challenging. Game design, AI architecture design, and emotional experience design call for different expertise, but are all needed to create a living, experience-engaging AI-buddy, especially in a big and complicated open world game such as 'Final Fantasy XV'. In this talk speaker Prasert \\&quot;Sun\\&quot; Prasertvithyakarn will share with how he and his team at Square Enix combined these three designs to bring their three AI-buddies Prompto, Gladiolus and Ignis to life, pioneering the field, and searching for new approaches for the next generation to come.&quot;}\">Character design is usually misunderstood as a job limited to character artists or scenario writers. That&#x2019;s not true anymore in next generation open world games, where players spend 99% of the time playing and not watching cutscenes. For this reason, game designers at Square Enix now focus on character storytelling by AI, and how to actualize them for the player, instead of only setting the characters. However, the concept of character storytelling by AI is still new and challenging. Game design, AI architecture design, and emotional experience design call for different expertise, but are all needed to create a living, experience-engaging AI-buddy, especially in a big and complicated open world game such as &#x2018;Final Fantasy XV&#x2019;. In this talk speaker Prasert &#x201C;Sun&#x201D; Prasertvithyakarn will share with how he and his team at Square Enix combined these three designs to bring their three AI-buddies Prompto, Gladiolus and Ignis to life, pioneering the field, and searching for new approaches for the next generation to come.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Analytics\"}'>Analytics<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Data-Driven or Data-Blinded? Uses and Abuses of Analytics in Games\"}'>Data-Driven or Data-Blinded? Uses and Abuses of Analytics in Games<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.gdcvault.com\/play\/1025378\/Data-Driven-or-Data-Blinded\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.gdcvault.com\/play\/1025378\/Data-Driven-or-Data-Blinded\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.gdcvault.com\/play\/1025378\/Data-Driven-or-Data-Blinded<\/a><\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Slides\"}'>Slides<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In the last decade of data analysis, A\/B testing and predictive modeling have transitioned from an afterthought to a given in the game industry. Data can be invaluable in understanding the player and making decisions, but it can just as easily lead the industry astray, or worse, narrow the way the industry thinks. When should you be driven by data, and when should you let your imagination roam free? This session will expose common mistakes and pitfalls, both technical and emotional, as well as provide practical guidance on how to improve the rigorousness of your tests and the quality of your data, and how to make sure you don't lose the forest for the trees.&quot;}\">In the last decade of data analysis, A\/B testing and predictive modeling have transitioned from an afterthought to a given in the game industry. Data can be invaluable in understanding the player and making decisions, but it can just as easily lead the industry astray, or worse, narrow the way the industry thinks. When should you be driven by data, and when should you let your imagination roam free? This session will expose common mistakes and pitfalls, both technical and emotional, as well as provide practical guidance on how to improve the rigorousness of your tests and the quality of your data, and how to make sure you don&#x2019;t lose the forest for the trees.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Balancing\"}'>Balancing<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Metagame Balance\"}'>Metagame Balance<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.gdcvault.com\/play\/1022155\/Metagame\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.gdcvault.com\/play\/1022155\/Metagame\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.gdcvault.com\/play\/1022155\/Metagame<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.019525462962962963}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:28:07<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2015}'>2015<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Characters, factions, classes, and decks: we embrace asymmetry in competitive games, yet one overpowered option can wreak havoc on a community. Such metagame imbalances need not be evaluated solely through intuition. This talk introduces a principled approach to understanding the strength of asymmetric options, grown from the speaker's work balancing PlayStation All-Stars Battle Royale. The method uses game theory and matchup charts to describe the possible metagames that can form among expert players. Through examples from modern games, this talk shows the value in carefully reasoning about - and even quantifying - metagame balance.&quot;}\">Characters, factions, classes, and decks: we embrace asymmetry in competitive games, yet one overpowered option can wreak havoc on a community. Such metagame imbalances need not be evaluated solely through intuition. This talk introduces a principled approach to understanding the strength of asymmetric options, grown from the speaker&#x2019;s work balancing PlayStation All-Stars Battle Royale. The method uses game theory and matchup charts to describe the possible metagames that can form among expert players. Through examples from modern games, this talk shows the value in carefully reasoning about &#x2013; and even quantifying &#x2013; metagame balance.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Balancing\"}'>Balancing<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3\"}'>Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.gdcvault.com\/play\/1012211\/Design-in-Detail-Changing-the\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.gdcvault.com\/play\/1012211\/Design-in-Detail-Changing-the\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.gdcvault.com\/play\/1012211\/Design-in-Detail-Changing-the<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04321759259259259}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:02:14<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2010}'>2010<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Halo's multiplayer is balanced across over 1000 objects, more than 40 of which are unique weapons including the Sniper Rifle, which has over 200 functional fields including one that determines the minimum time between shots. In Halo 3, that time changed from 0.5 seconds to 0.7 seconds, changing less than 0.00001th of the overall game data, an immeasurably tiny balance tweak that should not have been noticeable, let alone significant. \\r\\n\\r\\nThis session will address this design decision in exhaustive detail. Why 0.7 seconds? Why that particular field? What processes and design principles lead to that change? How was it proposed, tested, and evaluated? What were its effects on the game's balance? How were those effects evaluated to the effects of the infinite number of other changes that could have been made? What were the external considerations, such as community reaction or target demographics, that influenced it? And what can be learned from that change to improve our ability to make changes in the future?&quot;}\">Halo&#x2019;s multiplayer is balanced across over 1000 objects, more than 40 of which are unique weapons including the Sniper Rifle, which has over 200 functional fields including one that determines the minimum time between shots. In Halo 3, that time changed from 0.5 seconds to 0.7 seconds, changing less than 0.00001th of the overall game data, an immeasurably tiny balance tweak that should not have been noticeable, let alone significant.\n<p>This session will address this design decision in exhaustive detail. Why 0.7 seconds? Why that particular field? What processes and design principles lead to that change? How was it proposed, tested, and evaluated? What were its effects on the game&#x2019;s balance? How were those effects evaluated to the effects of the infinite number of other changes that could have been made? What were the external considerations, such as community reaction or target demographics, that influenced it? And what can be learned from that change to improve our ability to make changes in the future?<\/p><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Business\"}'>Business<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Deciding What to Make: A Greenlight Process for Commercial Indies\"}'>Deciding What to Make: A Greenlight Process for Commercial Indies<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=PYpHbuF08Mk\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=PYpHbuF08Mk\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=PYpHbuF08Mk<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.018541666666666668}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:26:42<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2016}'>2016<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this 2016 GDC talk, Finji's Adam Saltsman presents some rhetorical but useful questions that can help you hedge your bets when you are making experimental or original games commercially.&quot;}\">In this 2016 GDC talk, Finji&#x2019;s Adam Saltsman presents some rhetorical but useful questions that can help you hedge your bets when you are making experimental or original games commercially.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Business\"}'>Business<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"You Suck at Showcasing Your Game\"}'>You Suck at Showcasing Your Game<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=gB8CvsOjDvg\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=gB8CvsOjDvg\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=gB8CvsOjDvg<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.019664351851851853}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:28:19<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this 2017 GDC talk, Those Awesome Guys' Nicolae Berbece teaches you how to present and talk about your game, how to build a booth with cardboard and duct tape, why flyers are horrible, how to optimize the play session to fit the harsh environment of the show floor, how the focus should be on building relationships instead of selling copies and overall, how to take advantage of being at a gaming event as a developer.&quot;}\">In this 2017 GDC talk, Those Awesome Guys&#x2019; Nicolae Berbece teaches you how to present and talk about your game, how to build a booth with cardboard and duct tape, why flyers are horrible, how to optimize the play session to fit the harsh environment of the show floor, how the focus should be on building relationships instead of selling copies and overall, how to take advantage of being at a gaming event as a developer.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Business\"}'>Business<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Antichamber: An Overnight Success, Seven Years In The Making\"}'>Antichamber: An Overnight Success, Seven Years In The Making<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=wOlcB-JxkFw\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=wOlcB-JxkFw\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=wOlcB-JxkFw<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.036724537037037035}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:52:53<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2015}'>2015<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"When Antichamber was released at the beginning of 2013, it became an instant critical and financial success, but the journey to getting there was as much of a psychological challenge as the game itself. In this talk, Alexander Bruce looks back at the entire history of the game, as he went from working alone in a bedroom to flying around the world and landing on the IGF stage in 2012.\"}'>When Antichamber was released at the beginning of 2013, it became an instant critical and financial success, but the journey to getting there was as much of a psychological challenge as the game itself. In this talk, Alexander Bruce looks back at the entire history of the game, as he went from working alone in a bedroom to flying around the world and landing on the IGF stage in 2012.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Business\"}'>Business<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Failing to Fail: The Spiderweb Software Way\"}'>Failing to Fail: The Spiderweb Software Way<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=stxVBJem3Rs\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=stxVBJem3Rs\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=stxVBJem3Rs<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04150462962962963}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:59:46<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this GDC 2018 talk, Spiderweb Software's Jeff Vogel presents a retrospective on his company's history and how they've managed to stay in the game-making business since 1994.&quot;}\">In this GDC 2018 talk, Spiderweb Software&#x2019;s Jeff Vogel presents a retrospective on his company&#x2019;s history and how they&#x2019;ve managed to stay in the game-making business since 1994.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Camera Design\"}'>Camera Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"50 Game Camera Mistakes\"}'>50 Game Camera Mistakes<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=C7307qRmlMI\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=C7307qRmlMI\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=C7307qRmlMI<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04226851851851852}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:00:52<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2014}'>2014<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this GDC 2014 talk, John Nesky, the dynamic camera designer for thatgamecompany's award-winning PSN title Journey, takes attendees on a tour of all the poor camera choices that he and other game developers have made, and most importantly, how to fix them.&quot;}\">In this GDC 2014 talk, John Nesky, the dynamic camera designer for thatgamecompany&#x2019;s award-winning PSN title Journey, takes attendees on a tour of all the poor camera choices that he and other game developers have made, and most importantly, how to fix them.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Design Methods\"}'>Design Methods<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"One-Page Designs\"}'>One-Page Designs<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=GXmsxYm0Mk0\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=GXmsxYm0Mk0\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=GXmsxYm0Mk0<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.039733796296296295}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:57:13<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;From the Interactive Media &amp; Games Seminar Series; Stone Librande, Lead Designer at Riot Games shows numerous examples of one page designs from Diablo 3, The Simpsons Game, Spore, and SimCity. He also discuss what works and what doesn't and explains how you can use similar techniques to communicate key design ideas to your team.&quot;}\">From the Interactive Media &amp; Games Seminar Series; Stone Librande, Lead Designer at Riot Games shows numerous examples of one page designs from Diablo 3, The Simpsons Game, Spore, and SimCity. He also discuss what works and what doesn&rsquo;t and explains how you can use similar techniques to communicate key design ideas to your team.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"JW - Frick Filler\"}'>JW &#x2013; Frick Filler<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=SMKSEBTSFOo\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=SMKSEBTSFOo\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=SMKSEBTSFOo<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.003136574074074074}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:04:31<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;How to avoid filler and respect the player's time&quot;}\">How to avoid filler and respect the player&#x2019;s time<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Designing for Disability | Game Maker's Toolkit (4 Videos)&quot;}\">Designing for Disability | Game Maker&#x2019;s Toolkit (4 Videos)<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=Ufe0i26DGiA&amp;list=PLc38fcMFcV_vvWOhMDriBlVocTZ8mKQzR\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=Ufe0i26DGiA&amp;list=PLc38fcMFcV_vvWOhMDriBlVocTZ8mKQzR\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=Ufe0i26DGiA&amp;list=PLc38fcMFcV_vvWOhMDriBlVocTZ8mKQzR<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.006944444444444444}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:10:00<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Video games are for everyone. But disabled people can be left out if developers don&#x2019;t consider their needs. In this series of videos, I&#x2019;ll be sharing guidelines and best practices for making games more accessible to a wide range of disabilities. This time, I&#x2019;m looking at design choices and menu options that will affect those who have motor, mobility, or physical disabilities.\"}'>Video games are for everyone. But disabled people can be left out if developers don&#x2019;t consider their needs. In this series of videos, I&#x2019;ll be sharing guidelines and best practices for making games more accessible to a wide range of disabilities. This time, I&#x2019;m looking at design choices and menu options that will affect those who have motor, mobility, or physical disabilities.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"We Made #IDARB and You Can Too\"}'>We Made #IDARB and You Can Too<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=0MJ_oxzJ2zc\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=0MJ_oxzJ2zc\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=0MJ_oxzJ2zc<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.017893518518518517}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:25:46<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2015}'>2015<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Part of GDC 2015's 'Micromortems' in the Game Career Seminar, Other Ocean's Frank Cifaldi &amp; Mike Mika describe the online multiplayer \\&quot;sport that requires a TV\\&quot; which started as a fun project - until the online community begged them to turn it into a game.&quot;}\">Part of GDC 2015&rsquo;s &lsquo;Micromortems&rsquo; in the Game Career Seminar, Other Ocean&rsquo;s Frank Cifaldi &amp; Mike Mika describe the online multiplayer &ldquo;sport that requires a TV&rdquo; which started as a fun project &ndash; until the online community begged them to turn it into a game.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;GCAP 18; Leighton Gray's Opening Keynote&quot;}\">GCAP 18; Leighton Gray&#x2019;s Opening Keynote<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=YTKnBT-jfz8\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=YTKnBT-jfz8\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=YTKnBT-jfz8<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.02357638888888889}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:33:57<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Leighton's Opening Keynote on Metamodernism, Games and The Walls We've Built Ourselves was a highlight for many as GCAP 2018's Opening Keynote\\r\\n\\r\\n\\r\\n\\r\\nLeighton Gray is a writer, illustrator, metamodernism enthusiast, story consultant, and game developer based out of Los Angeles, California.\\r\\nShe was the co-creator, co-writer, and art director of Dream Daddy: A Dad Dating Simulator, part of the 2017 Forbes 30 Under 30 list in Games, and is currently an art director at Fullbright.&quot;}\">Leighton&#x2019;s Opening Keynote on Metamodernism, Games and The Walls We&#x2019;ve Built Ourselves was a highlight for many as GCAP 2018&#x2019;s Opening Keynote\n<p>Leighton Gray is a writer, illustrator, metamodernism enthusiast, story consultant, and game developer based out of Los Angeles, California.<br>\nShe was the co-creator, co-writer, and art director of Dream Daddy: A Dad Dating Simulator, part of the 2017 Forbes 30 Under 30 list in Games, and is currently an art director at Fullbright.<\/p><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"One Falls for Each of Us: The Prototyping of Tragedy\"}'>One Falls for Each of Us: The Prototyping of Tragedy<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=JiU7Ywl27YA\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=JiU7Ywl27YA\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=JiU7Ywl27YA<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.028483796296296295}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:41:01<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2010}'>2010<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Brenda Brathwaite delivers her talk at the Art History of Games Symposium on February 6, 2010 in the High Museum of Art's Rich Auditorium on the campus of the Woodruff Arts Center, in midtown Atlanta. The symposium was presented by Georgia Tech and the Savannah College of Art and Design.&quot;}\">Brenda Brathwaite delivers her talk at the Art History of Games Symposium on February 6, 2010 in the High Museum of Art&#x2019;s Rich Auditorium on the campus of the Woodruff Arts Center, in midtown Atlanta. The symposium was presented by Georgia Tech and the Savannah College of Art and Design.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design in a Day: Decisions That Matter - Meaningful Choice in Game and Level Design\"}'>Level Design in a Day: Decisions That Matter &#x2013; Meaningful Choice in Game and Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.gdcvault.com\/play\/1020570\/Level-Design-in-a-Day\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.gdcvault.com\/play\/1020570\/Level-Design-in-a-Day\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.gdcvault.com\/play\/1020570\/Level-Design-in-a-Day<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.03988425925925926}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:57:26<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2014}'>2014<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Why is a game \\\"a series of interesting decisions\\\"? What is \\\"orthogonal unit differentiation\\\" and why is it important? Meaningful choice is one of the staples of good and compelling game design, but as a concept it is still poorly understood and has rarely been explored in detail. This is especially true for the discipline of level design. This talk takes a deeper look at choice in games: why it is important, how it ties into the psychological underpinnings of why we play games, and how it connects to other fundamental concepts of game design like the space of possibility, motivation, player agency and the actual level design of a game.\"}'>Why is a game &#x201C;a series of interesting decisions&#x201D;? What is &#x201C;orthogonal unit differentiation&#x201D; and why is it important? Meaningful choice is one of the staples of good and compelling game design, but as a concept it is still poorly understood and has rarely been explored in detail. This is especially true for the discipline of level design. This talk takes a deeper look at choice in games: why it is important, how it ties into the psychological underpinnings of why we play games, and how it connects to other fundamental concepts of game design like the space of possibility, motivation, player agency and the actual level design of a game.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies\"}'>Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=FhC0NaB6ock\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=FhC0NaB6ock\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=FhC0NaB6ock<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04030092592592593}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:58:02<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2010}'>2010<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this GDC 2010 talk, Blizzard's Rob Pardo take a look at some of the key philosophies underlying Blizzard's game design and some of the successes and failures they've experienced along the way.&quot;}\">In this GDC 2010 talk, Blizzard&#x2019;s Rob Pardo take a look at some of the key philosophies underlying Blizzard&#x2019;s game design and some of the successes and failures they&#x2019;ve experienced along the way.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Nuke Possum Springs: A Night in the Woods Design Postmortem\"}'>Nuke Possum Springs: A Night in the Woods Design Postmortem<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=Xzhe45Q8780\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=Xzhe45Q8780\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=Xzhe45Q8780<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04052083333333333}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:58:21<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this 2018 GDC talk, Night in the Woods co-creator Scott Benson presents a discussion of the ups, downs, design philosophies, and decisions that went into making 'Night in the Woods'. Experience True stories, real places, outsider perspectives, and cartoon animal people.&quot;}\">In this 2018 GDC talk, Night in the Woods co-creator Scott Benson presents a discussion of the ups, downs, design philosophies, and decisions that went into making &#x2018;Night in the Woods&#x2019;. Experience True stories, real places, outsider perspectives, and cartoon animal people.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Creativity and Game Design.mov\"}'>Creativity and Game Design.mov<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=dAX0trP3hIQ\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=dAX0trP3hIQ\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=dAX0trP3hIQ<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04092592592592593}' data-sheets-numberformat='[null,6,\"[h]:mm:ss\",1]'>0:58:56<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1989}'>1989<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"The famous \\\"Whip Speech\\\" delivered at the 1989 Computer Game Developers Conference by Chris Crawford\"}'>The famous &#x201C;Whip Speech&#x201D; delivered at the 1989 Computer Game Developers Conference by Chris Crawford<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Shigeru Miyamoto Japanese TV Interview, English Subs [Nov 5th, 2011]\"}'>Shigeru Miyamoto Japanese TV Interview, English Subs [Nov 5th, 2011]<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=adw0svmhIsY\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=adw0svmhIsY\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=adw0svmhIsY<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.040949074074074075}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:58:58<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2011}'>2011<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Be sure to turn on english subtitles\"}'>Be sure to turn on english subtitles<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Girl Games of the 1990s: A Retrospective\"}'>Girl Games of the 1990s: A Retrospective<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=sFH2wa22lRM\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=sFH2wa22lRM\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=sFH2wa22lRM<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.042152777777777775}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:00:42<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"In this 2018 GDC talk, developers Laura Groppe, Brenda Laurel, Jesyca Durchin Schnepp, Sheri Graner Ray and Ernest Adams revisit a whole genre of games that found success in the 1990s, and discuss what it was like to produce those games at that time, what their direction and goals were, what they might have done differently, what effect those games had on the industry today and the state of girls and games today.\"}'>In this 2018 GDC talk, developers Laura Groppe, Brenda Laurel, Jesyca Durchin Schnepp, Sheri Graner Ray and Ernest Adams revisit a whole genre of games that found success in the 1990s, and discuss what it was like to produce those games at that time, what their direction and goals were, what they might have done differently, what effect those games had on the industry today and the state of girls and games today.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Good Game Design is like a Magic Trick\"}'>Good Game Design is like a Magic Trick<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=2YdJa7v99wM\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=2YdJa7v99wM\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=2YdJa7v99wM<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04390046296296296}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:03:13<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this 2018 GDC session, Opaque Space's Jennifer Scheurle gives context to techniques that game developers have used for decades to create compelling gameplay, and celebrates them with a detailed collection and how-to of those techniques from the best games and designers all over the world. &quot;}\">In this 2018 GDC session, Opaque Space&#x2019;s Jennifer Scheurle gives context to techniques that game developers have used for decades to create compelling gameplay, and celebrates them with a detailed collection and how-to of those techniques from the best games and designers all over the world.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Dynamics: The State of the Art\"}'>Dynamics: The State of the Art<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.gdcvault.com\/play\/1014597\/Dynamics-The-State-of-the\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.gdcvault.com\/play\/1014597\/Dynamics-The-State-of-the\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.gdcvault.com\/play\/1014597\/Dynamics-The-State-of-the<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04414351851851852}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:03:34<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2011}'>2011<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"What do games mean? How? Why?\"}'>What do games mean? How? Why?<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Jonathan Blow: Conflicts in Game Design 2008 talk\"}'>Jonathan Blow: Conflicts in Game Design 2008 talk<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=mGTV8qLbBWE\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=mGTV8qLbBWE\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=mGTV8qLbBWE<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04510416666666667}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:04:57<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2008}'>2008<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"2008 MIGS talk abou the inherent conflicts in story-centric game designs.\"}'>2008 MIGS talk abou the inherent conflicts in story-centric game designs.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"IndieCade 2011: Jonathan Blow &amp; Marc Ten Bosch\"}'>IndieCade 2011: Jonathan Blow &amp; Marc Ten Bosch<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=OGSeLSmOALU\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=OGSeLSmOALU\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=OGSeLSmOALU<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04704861111111111}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:07:45<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2011}'>2011<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Any system of interactivity can of course be explored: If X happens, what are the consequences? What are all the ways in which pattern Y expresses itself, and to what do those expressions lead? By inspecting the structure of a system in this way, we can find the core ideas of the system, and see how those ideas illustrate fundamental truths of our universe. We present a game design aesthetic that values looking for systems that express these truths in the cleanest possible way. We explain how this is different from more-traditional combinatoric design techniques; we show examples from our games and describe a method for applying the aesthetic in general.\"}'>Any system of interactivity can of course be explored: If X happens, what are the consequences? What are all the ways in which pattern Y expresses itself, and to what do those expressions lead? By inspecting the structure of a system in this way, we can find the core ideas of the system, and see how those ideas illustrate fundamental truths of our universe. We present a game design aesthetic that values looking for systems that express these truths in the cleanest possible way. We explain how this is different from more-traditional combinatoric design techniques; we show examples from our games and describe a method for applying the aesthetic in general.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Design\"}'>Game Design<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Ashraf Ismail of Assassin's Creed&quot;}\">Ashraf Ismail of Assassin&#x2019;s Creed<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"http:\/\/interactive.libsyn.com\/ashraf-ismail-of-assassins-creed\"}'><a class=\"in-cell-link\" href=\"http:\/\/interactive.libsyn.com\/ashraf-ismail-of-assassins-creed\" target=\"_blank\" rel=\"noopener noreferrer\">http:\/\/interactive.libsyn.com\/ashraf-ismail-of-assassins-creed<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.049791666666666665}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:11:42<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Ashraf Ismail (Assassin's Creed IV: Black Flag, Assassin's Creed Origins) sits down with Ted to talk about building large scale game systems, respecting cultures and history, the challenges of quest creation, and why it's important that games are worth their price.&quot;}\">Ashraf Ismail (Assassin&#x2019;s Creed IV: Black Flag, Assassin&#x2019;s Creed Origins) sits down with Ted to talk about building large scale game systems, respecting cultures and history, the challenges of quest creation, and why it&#x2019;s important that games are worth their price.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Feel \/ Juice\"}'>Game Feel \/ Juice<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Feel: Why Your Death Animation Sucks\"}'>Game Feel: Why Your Death Animation Sucks<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=pmSAG51BybY\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=pmSAG51BybY\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=pmSAG51BybY<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.01570601851851852}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:22:37<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2015}'>2015<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Talking at GDC Europe 2015, indie dev Nicolae Berbece talks in depth on game feel - the thing that makes you say \\&quot;This game feels awesome but I don't know why!\\&quot; This interactive death animation walkthrough goes from the first lines of code, to asset animations and sound effect creation up to screen shake, particles, displacement maps, composition and polish.&quot;}\">Talking at GDC Europe 2015, indie dev Nicolae Berbece talks in depth on game feel &#x2013; the thing that makes you say &#x201C;This game feels awesome but I don&#x2019;t know why!&#x201D; This interactive death animation walkthrough goes from the first lines of code, to asset animations and sound effect creation up to screen shake, particles, displacement maps, composition and polish.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Feel \/ Juice\"}'>Game Feel \/ Juice<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Ben Brode - PAX DEV 2018 Keynote\"}'>Ben Brode &#x2013; PAX DEV 2018 Keynote<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=A7ZLJZIXSfc\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=A7ZLJZIXSfc\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=A7ZLJZIXSfc<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.026817129629629628}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:38:37<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"\\\"@bbrode&#x2019;s points here about &#x201C;make it crispy&#x201D; and &#x201C;don&#x2019;t get in the way of letting players play as fast as they can&#x201D; are priceless.\\\"\"}'>&#x201C;@bbrode&#x2019;s points here about &#x201C;make it crispy&#x201D; and &#x201C;don&#x2019;t get in the way of letting players play as fast as they can&#x201D; are priceless.&#x201D;<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Miyamoto on World 1-1: How Nintendo made Mario's most iconic level&quot;}\">Miyamoto on World 1-1: How Nintendo made Mario&#x2019;s most iconic level<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=zRGRJRUWafY\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=zRGRJRUWafY\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=zRGRJRUWafY<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.005763888888888889}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:08:18<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2015}'>2015<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Eurogamer had the chance to quiz both Shigeru Miyamoto and Takashi Tezuka about their history with Nintendo and the Mario franchise. This included an incredible walkthrough of World 1-1, arguably the most iconic video game level.\"}'>Eurogamer had the chance to quiz both Shigeru Miyamoto and Takashi Tezuka about their history with Nintendo and the Mario franchise. This included an incredible walkthrough of World 1-1, arguably the most iconic video game level.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Donkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved | Game Maker's Toolkit&quot;}\">Donkey Kong Country: Tropical Freeze &#x2013; Mario&#x2019;s Level Design, Evolved | Game Maker&#x2019;s Toolkit<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=JqHcE6B4OP4\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=JqHcE6B4OP4\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=JqHcE6B4OP4<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.008715277777777778}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:12:33<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Donkey Kong Country: Tropical Freeze is platforming level design at its best. By taking Nintendo&#x2019;s level design philosophy to the next level, Retro Studios made a handful of incredible stages that all modern platformers should be judged against.\"}'>Donkey Kong Country: Tropical Freeze is platforming level design at its best. By taking Nintendo&#x2019;s level design philosophy to the next level, Retro Studios made a handful of incredible stages that all modern platformers should be judged against.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design Workshop: A Narrative Approach to Level Design\"}'>Level Design Workshop: A Narrative Approach to Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=FhKjv7CPUqw\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=FhKjv7CPUqw\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=FhKjv7CPUqw<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.0196875}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:28:21<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this 2017 GDC talk, Ubisoft's Jolie Menzel explains why a shared understanding of narrative gives a level designer a guide for everything from the pace of their level to an understanding for which assets should be placed where to tell a convincing story using physical space. &quot;}\">In this 2017 GDC talk, Ubisoft&#x2019;s Jolie Menzel explains why a shared understanding of narrative gives a level designer a guide for everything from the pace of their level to an understanding for which assets should be placed where to tell a convincing story using physical space.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"An Approach to Holistic Level Design\"}'>An Approach to Holistic Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=CpOoTAVeEcU\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=CpOoTAVeEcU\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=CpOoTAVeEcU<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.03445601851851852}' data-sheets-numberformat='[null,6,\"[h]:mm:ss\",1]'>0:49:37<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this GDC 2017 talk, Arkane Studios' Steve Lee advocates for a holistic approach to level design where level designers not only think about many aspects of the player's experience (primarily gameplay, presentation and story), but focus specifically on how all of these things work together.&quot;}\">In this GDC 2017 talk, Arkane Studios&#x2019; Steve Lee advocates for a holistic approach to level design where level designers not only think about many aspects of the player&#x2019;s experience (primarily gameplay, presentation and story), but focus specifically on how all of these things work together.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"The Importance of Nothing: Using Negative Space in Level Design\"}'>The Importance of Nothing: Using Negative Space in Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=GZ99gAb4T0o\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=GZ99gAb4T0o\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=GZ99gAb4T0o<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.035555555555555556}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:51:12<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2014}'>2014<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;This 2014 session from Epic's Jim Brown covers the role of negative space in design theory, and show its applications to both game and level design. The principles of negative space design can impact almost every aspect of a game's development and affect the way that players consume our games.&quot;}\">This 2014 session from Epic&#x2019;s Jim Brown covers the role of negative space in design theory, and show its applications to both game and level design. The principles of negative space design can impact almost every aspect of a game&#x2019;s development and affect the way that players consume our games.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"GCAP 2017: Why Ladders are Awesome: A Game Design lesson in Spatial Design\"}'>GCAP 2017: Why Ladders are Awesome: A Game Design lesson in Spatial Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=jkx7v6EdCcs\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=jkx7v6EdCcs\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=jkx7v6EdCcs<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.03864583333333333}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:55:39<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Game Designers love ladders! Why? It is one of many tools in our toolbelt that we use when we need to ensure players look into a certain direction. \\r\\n\\r\\nJennifer Scheurle's talk aims to talk about all kinds of small and large spatial design tricks to enhance your level design and narrative design in your games from different genres. This is particularly true in first-person games as well as VR games and having control over your experience allows for more precise and conscious design. \\r\\n\\r\\nShe covers some examples from popular games on the market that have mastered this principle as well as use an in-depth VR example of her own from Earthlight VR. \\r\\n\\r\\nThis talk is mainly useful for game and level designers, but also narrative designers and writers can benefit from learning about the small tricks that you can harness to deliver the experience you&#x2019;re aiming to achieve. This talk contains some basic psychology and neuroscience.&quot;}\">Game Designers love ladders! Why? It is one of many tools in our toolbelt that we use when we need to ensure players look into a certain direction.\n<p>Jennifer Scheurle&#x2019;s talk aims to talk about all kinds of small and large spatial design tricks to enhance your level design and narrative design in your games from different genres. This is particularly true in first-person games as well as VR games and having control over your experience allows for more precise and conscious design.<\/p>\n<p>She covers some examples from popular games on the market that have mastered this principle as well as use an in-depth VR example of her own from Earthlight VR.<\/p>\n<p>This talk is mainly useful for game and level designers, but also narrative designers and writers can benefit from learning about the small tricks that you can harness to deliver the experience you&#x2019;re aiming to achieve. This talk contains some basic psychology and neuroscience.<\/p><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design Workshop: Blockmesh and Lighting Tips\"}'>Level Design Workshop: Blockmesh and Lighting Tips<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=09r1B9cVEQY\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=09r1B9cVEQY\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=09r1B9cVEQY<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.039282407407407405}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:56:34<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this 2018 GDC talk, Naughty Dog's David Shaver and NYU professor Robert Yang share techniques that developers like Respawn and Naughty Dog use to establish natural level flow via blockmesh design, environment art, FX, audio and scripting, and delve into one of the most important yet often overlooked means of understanding levels: light. &quot;}\">In this 2018 GDC talk, Naughty Dog&#x2019;s David Shaver and NYU professor Robert Yang share techniques that developers like Respawn and Naughty Dog use to establish natural level flow via blockmesh design, environment art, FX, audio and scripting, and delve into one of the most important yet often overlooked means of understanding levels: light.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Mass Effect 2's Iterative Level Design Process&quot;}\">Mass Effect 2&#x2019;s Iterative Level Design Process<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=WClXGuRQCjA\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=WClXGuRQCjA\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=WClXGuRQCjA<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04043981481481482}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:58:14<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2009}'>2009<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Mass Effect 2's level design took players from ominous space prisons to the belly of an insectoid starship. Learn how Bioware's Cory Andrusko and Dusty Everman led the process of creating these levels in this 2009 GDC talk. &quot;}\">Mass Effect 2&#x2019;s level design took players from ominous space prisons to the belly of an insectoid starship. Learn how Bioware&#x2019;s Cory Andrusko and Dusty Everman led the process of creating these levels in this 2009 GDC talk.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Level Design\"}'>Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Ten Principles for Good Level Design\"}'>Ten Principles for Good Level Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=iNEe3KhMvXM\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=iNEe3KhMvXM\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=iNEe3KhMvXM<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04221064814814815}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:00:47<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2013}'>2013<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this 2013 GDC session, Square Enix Montreal's Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels, which distills the art and science of level design down to a concentrated set of fundamental principles for innovation, engagement, and immersion.&quot;}\">In this 2013 GDC session, Square Enix Montreal&#x2019;s Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels, which distills the art and science of level design down to a concentrated set of fundamental principles for innovation, engagement, and immersion.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Monetization\"}'>Monetization<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"The Tower Of Want | Ethan Levy\"}'>The Tower Of Want | Ethan Levy<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=tBG2G-9vl-M\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=tBG2G-9vl-M\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=tBG2G-9vl-M<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.01733796296296296}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:24:58<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2015}'>2015<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;For developers with top grossing aspirations, events are the key to unlocking a game's full monetization potential. In this talk, Levy explains how to design a \\&quot;Tower of Want\\&quot; when approaching event design. This method helps focus an event's design to ensure it is built with long-term veteran engagement as well as monetization at its core. &quot;}\">For developers with top grossing aspirations, events are the key to unlocking a game&#x2019;s full monetization potential. In this talk, Levy explains how to design a &#x201C;Tower of Want&#x201D; when approaching event design. This method helps focus an event&#x2019;s design to ensure it is built with long-term veteran engagement as well as monetization at its core.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Narrative Design\"}'>Narrative Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"How To Make Your Game Just Completely Hilarious: The Stanley Parable\"}'>How To Make Your Game Just Completely Hilarious: The Stanley Parable<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=pLbmZT70rtA\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=pLbmZT70rtA\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=pLbmZT70rtA<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.020196759259259258}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:29:05<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2015}'>2015<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"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.\\\"\"}'>One of the funniest and plain silliest talks at GDC 2015 &#x2013; but no less rewarding for that &#x2013; The Stanley Parable co-creator William Pugh tries, in his own words, to &#x201C;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.&#x201D;<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Narrative Design\"}'>Narrative Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Building the Story-driven Experience of Deus Ex: Human Revolution\"}'>Building the Story-driven Experience of Deus Ex: Human Revolution<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.gdcvault.com\/play\/1015027\/Building-the-Story-driven-Experience\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.gdcvault.com\/play\/1015027\/Building-the-Story-driven-Experience\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.gdcvault.com\/play\/1015027\/Building-the-Story-driven-Experience<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.036597222222222225}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:52:42<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2011}'>2011<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;For four years, the creative team behind Deus Ex: Human Revolution strove to create an immersive, story-driven game that never prevents players from creating their own path through it. Keeping track of branching possibilities, and ensuring that story and gameplay coherently merge in an experience that's different every time you play, required that the team rethink their approach to story-based game development. In this Post Mortem presentation, Lead Writer and Narrative Designer Mary DeMarle takes an in-depth look at the process her team eventually used, a process loving referred to as \\&quot;The Blueprint.\\&quot;&quot;}\">For four years, the creative team behind Deus Ex: Human Revolution strove to create an immersive, story-driven game that never prevents players from creating their own path through it. Keeping track of branching possibilities, and ensuring that story and gameplay coherently merge in an experience that&#x2019;s different every time you play, required that the team rethink their approach to story-based game development. In this Post Mortem presentation, Lead Writer and Narrative Designer Mary DeMarle takes an in-depth look at the process her team eventually used, a process loving referred to as &#x201C;The Blueprint.&#x201D;<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Narrative Design\"}'>Narrative Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"GCAP 2018: Sherlock it Up\"}'>GCAP 2018: Sherlock it Up<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=neTnZGeP3aI\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=neTnZGeP3aI\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=neTnZGeP3aI<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.036631944444444446}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:52:45<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Sherlock it Up: Building the gaps in your story\\r\\n\\r\\nSpeaker; Saf Davidson (Freelancer)\\r\\n\\r\\nOur brains can&#x2019;t help but construct stories from their experiences. But how big can the gaps between pieces of information be for someone to fail to make an unconscious connection? These information gaps are integral to constructing a well-refined story, but are particularly important for game storytelling. Knowing how to utilize the gaps in information is vital for understanding how to set up an environmental story with the fewest assets, the amount of exposition to provide at the start of a game, or how much needs to be said during an expensive cutscene. Saf will break down how players interact with given information and how to use information gaps within the context of game storytelling. This talk will navigate the spaces between narrative data points, exploring how little information a game can give before the narrative falls apart and how developers can stretch the gaps between information to encourage deeper interaction with their players.\"}'>Sherlock it Up: Building the gaps in your story\n<p>Speaker; Saf Davidson (Freelancer)<\/p>\n<p>Our brains can&#x2019;t help but construct stories from their experiences. But how big can the gaps between pieces of information be for someone to fail to make an unconscious connection? These information gaps are integral to constructing a well-refined story, but are particularly important for game storytelling. Knowing how to utilize the gaps in information is vital for understanding how to set up an environmental story with the fewest assets, the amount of exposition to provide at the start of a game, or how much needs to be said during an expensive cutscene. Saf will break down how players interact with given information and how to use information gaps within the context of game storytelling. This talk will navigate the spaces between narrative data points, exploring how little information a game can give before the narrative falls apart and how developers can stretch the gaps between information to encourage deeper interaction with their players.<\/p><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Narrative Design\"}'>Narrative Design<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Ken Levine On 'Narrative Lego'&quot;}\">Ken Levine On &#x2018;Narrative Lego&#x2019;<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=p40p0AVUH70\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=p40p0AVUH70\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=p40p0AVUH70<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.042604166666666665}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:01:21<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2014}'>2014<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;By breaking narrative down to its smallest yet non-abstract elements and finding ways to combine and recombine them, one could potentially build a nearly infinite array of narrative opportunities out of these small building blocks. In this GDC 2014 talk, BioShock co-creator Ken Levine explains how it's time to start exploring 'narrative Legos'.&quot;}\">By breaking narrative down to its smallest yet non-abstract elements and finding ways to combine and recombine them, one could potentially build a nearly infinite array of narrative opportunities out of these small building blocks. In this GDC 2014 talk, BioShock co-creator Ken Levine explains how it&#x2019;s time to start exploring &#x2018;narrative Legos&#x2019;.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Narrative Design\"}'>Narrative Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"The Nature of Order in Game Narrative\"}'>The Nature of Order in Game Narrative<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=E-qnXNUSUMA\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=E-qnXNUSUMA\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=E-qnXNUSUMA<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04355324074074074}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:02:43<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this 2018 GDC talk, Schell Games' Jesse Schell explores common elements in well-received game narratives in order to help your next game have a story that will stick with players long after they finish. &quot;}\">In this 2018 GDC talk, Schell Games&#x2019; Jesse Schell explores common elements in well-received game narratives in order to help your next game have a story that will stick with players long after they finish.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Narrative Design\"}'>Narrative Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"IGDA Toronto 2013 Keynote: Neil Druckmann (Stereo Audio)\"}'>IGDA Toronto 2013 Keynote: Neil Druckmann (Stereo Audio)<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=RjwuPeqZt0s\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=RjwuPeqZt0s\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=RjwuPeqZt0s<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.05527777777777778}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:19:36<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2013}'>2013<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"In writing The Last of Us Naughty Dog set out to raise the bar of character-driven videogame narratives. Neil Druckmann, Creative Director and Writer of The Last of Us, will deconstruct several iterations of the story, explaining why the narrative needed to constantly evolve over the course of production. \"}'>In writing The Last of Us Naughty Dog set out to raise the bar of character-driven videogame narratives. Neil Druckmann, Creative Director and Writer of The Last of Us, will deconstruct several iterations of the story, explaining why the narrative needed to constantly evolve over the course of production.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Production\"}'>Production<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Classic Game Postmortem: Ultima Online\"}'>Classic Game Postmortem: Ultima Online<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=lnnsDi7Sxq0\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=lnnsDi7Sxq0\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=lnnsDi7Sxq0<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.04150462962962963}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:59:46<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"In this 2018 GDC session, Raph Koster, Starr Long, Richard Garriott de Cayeux &amp; Rich Vogel talk about the things that went wrong and right during the development and operation of Ultima Online. \"}'>In this 2018 GDC session, Raph Koster, Starr Long, Richard Garriott de Cayeux &amp; Rich Vogel talk about the things that went wrong and right during the development and operation of Ultima Online.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Quest Design\"}'>Quest Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Pawe&#x142; Sasko: Life, Love and Quest Design. Anatomy of Quests in The Witcher 3: Wild Hunt\"}'>Pawe&#x142; Sasko: Life, Love and Quest Design. Anatomy of Quests in The Witcher 3: Wild Hunt<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=g5TH9KakBDw\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=g5TH9KakBDw\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=g5TH9KakBDw<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.040219907407407406}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:57:55<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"An overview of quest design in The Witcher 3: Wild Hunt\"}'>An overview of quest design in The Witcher 3: Wild Hunt<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Sound Design\"}'>Sound Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Overwatch - The Elusive Goal: Play by Sound\"}'>Overwatch &#x2013; The Elusive Goal: Play by Sound<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.gdcvault.com\/play\/1023317\/Overwatch-The-Elusive-Goal-Play?linkId=100000004512951\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.gdcvault.com\/play\/1023317\/Overwatch-The-Elusive-Goal-Play?linkId=100000004512951\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.gdcvault.com\/play\/1023317\/Overwatch-The-Elusive-Goal-Play?linkId=100000004512951<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.0425462962962963}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>1:01:16<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2016}'>2016<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Early in production we were given a clear, but challenging goal by our game director, \\\"Play by Sound\\\". Overwatch is a competitive Player vs Player shooter and split second reactions make the difference between life and death. Having 12 players in a match, all with unique weapons and abilities made this an extremely challenging bar to hit. To do so we relied on a number of systems that effected all aspects of the Music, SFX and Dialog in Overwatch.\\r\\nCome see the Overwatch Sound Team discuss the choices made on an aesthetic and technical level to help achieve this goal and how we used Audio to help reinforce the game-design in Overwatch.\"}'>Early in production we were given a clear, but challenging goal by our game director, &#x201C;Play by Sound&#x201D;. Overwatch is a competitive Player vs Player shooter and split second reactions make the difference between life and death. Having 12 players in a match, all with unique weapons and abilities made this an extremely challenging bar to hit. To do so we relied on a number of systems that effected all aspects of the Music, SFX and Dialog in Overwatch.<br>\nCome see the Overwatch Sound Team discuss the choices made on an aesthetic and technical level to help achieve this goal and how we used Audio to help reinforce the game-design in Overwatch.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Themes\"}'>Themes<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Mike Hill - The Power of Metaphor Pt 1\/3 - Nolan, Jung and The Dark Knight\"}'>Mike Hill &#x2013; The Power of Metaphor Pt 1\/3 &#x2013; Nolan, Jung and The Dark Knight<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=rXU7xzYhiiQ\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=rXU7xzYhiiQ\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=rXU7xzYhiiQ<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.010069444444444445}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:14:30<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2018}'>2018<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;Part 1 of a lecture given at CAMP Festival 2018, an event co-produced by FITC. Analysis of the psychological principles embedded in Christopher Nolan's Dark Knight and the mythological aspects of Batman and The Joker.&quot;}\">Part 1 of a lecture given at CAMP Festival 2018, an event co-produced by FITC. Analysis of the psychological principles embedded in Christopher Nolan&#x2019;s Dark Knight and the mythological aspects of Batman and The Joker.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"UI\"}'>UI<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;GCAP 2017: The UI Artist's Survival Kit&quot;}\">GCAP 2017: The UI Artist&#x2019;s Survival Kit<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=0tpefYItFso\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=0tpefYItFso\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=0tpefYItFso<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.03274305555555555}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:47:09<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2017}'>2017<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Mobile game UI is vital to a good user experience, but creating it can be a minefield of different devices and resolutions, shifting creative vision and hundreds of constantly-changing image assets. How do you ensure your design looks good on both an iPhone and an iPad? How do you work across 20 screens at once without ending up with 20 files or a thousand layers on one canvas? How do you keep all of your mockups up to date when your UI assets keep being redesigned?\\r\\n\\r\\nThrough trial and error, games artist Wren Brier has devised a workflow for herself that helps keep projects under control and allows for fast and easy iteration and implementation. In this talk she will lead you through her UI creation process and show you how she makes use of six Photoshop tools -- from newer additions like Artboards and Generate Image Assets to surprising tricks involving the old and familiar Proof Setup.\\r\\n\\r\\nLearn ways to make your UI creation process better and faster through examples and video demonstrations. Join Wren and equip yourself with the tools to survive your next project!\"}'>Mobile game UI is vital to a good user experience, but creating it can be a minefield of different devices and resolutions, shifting creative vision and hundreds of constantly-changing image assets. How do you ensure your design looks good on both an iPhone and an iPad? How do you work across 20 screens at once without ending up with 20 files or a thousand layers on one canvas? How do you keep all of your mockups up to date when your UI assets keep being redesigned?\n<p>Through trial and error, games artist Wren Brier has devised a workflow for herself that helps keep projects under control and allows for fast and easy iteration and implementation. In this talk she will lead you through her UI creation process and show you how she makes use of six Photoshop tools &#x2014; from newer additions like Artboards and Generate Image Assets to surprising tricks involving the old and familiar Proof Setup.<\/p>\n<p>Learn ways to make your UI creation process better and faster through examples and video demonstrations. Join Wren and equip yourself with the tools to survive your next project!<\/p><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Visual Design\"}'>Visual Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Technical Artist Bootcamp: The VFX of Diablo\"}'>Technical Artist Bootcamp: The VFX of Diablo<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=YPy2hytwDLM\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=YPy2hytwDLM\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=YPy2hytwDLM<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.033136574074074075}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:47:43<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2013}'>2013<\/td>\n<td data-sheets-value=\"{&quot;1&quot;:2,&quot;2&quot;:&quot;In this 2013 GDC session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise. &quot;}\">In this 2013 GDC session, Blizzard Entertainment&#x2019;s Julian Love discusses the implementation of visual effects in Blizzard&#x2019;s Diablo franchise.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Narrative Design\"}'>Narrative Design<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"Forget Protagonists: Writing NPCs with Agency for 80 Days and Beyond\"}'>Forget Protagonists: Writing NPCs with Agency for 80 Days and Beyond<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/www.youtube.com\/watch?v=FLtATD6CF0E\"}'><a class=\"in-cell-link\" href=\"https:\/\/www.youtube.com\/watch?v=FLtATD6CF0E\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=FLtATD6CF0E<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.01806712962962963}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:26:01<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2016}'>2016<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"In this 2016 GDC session, 80 Days writer Meg Jayanth explores best practices around writing three-dimensional, engaging NPCs to enliven game narratives.\"}'>In this 2016 GDC session, 80 Days writer Meg Jayanth explores best practices around writing three-dimensional, engaging NPCs to enliven game narratives.<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":1}'>1<\/td>\n<\/tr>\n<tr>\n<td data-sheets-value='{\"1\":2,\"2\":\"Game Feel \/ Juice\"}'>Game Feel \/ Juice<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"The Nuance of Juice\"}'>The Nuance of Juice<\/td>\n<td data-sheets-value='{\"1\":2,\"2\":\"https:\/\/youtu.be\/qtgWBUIOjK4\"}'><a class=\"in-cell-link\" href=\"https:\/\/youtu.be\/qtgWBUIOjK4\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/youtu.be\/qtgWBUIOjK4<\/a><\/td>\n<td data-sheets-value='{\"1\":3,\"3\":0.02761574074074074}' data-sheets-numberformat='[null,6,\"h:mm:ss\",1]'>0:39:46<\/td>\n<td data-sheets-value='{\"1\":3,\"3\":2016}'>2016<\/td>\n<td><\/td>\n<td><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n","protected":false},"excerpt":{"rendered":"<p>Perdiendo un poco por twitter ( por veces es bueno hacerlo) se puede de tiempos a tiempos encontrar temas muy interesantes, que pueden de alguna forma aportarte m&#xE1;s informaci&#xF3;n, o dar una visi&#xF3;n nueva de alg&#xFA;n tema sobre el cual realmente nunca hab&#xED;as pensado. En este caso, es m&#xE1;s del primero, pero con tintes del [&#x2026;]<\/p>\n","protected":false},"author":1,"featured_media":228650,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[30],"tags":[687,991],"class_list":["post-228616","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-diseno-de-videojuegos","tag-diseno-de-videojuegos-2","tag-game-design"],"blocksy_meta":[],"jetpack_featured_media_url":"https:\/\/e928cfdc7rs.exactdn.com\/info\/uploads\/sites\/2\/2019\/01\/gamedesign.png?strip=all","jetpack-related-posts":[{"id":303011,"url":"https:\/\/www.danielparente.net\/es\/2024\/09\/23\/como-comenzar-en-el-desarrollo-de-videojuegos\/","url_meta":{"origin":228616,"position":0},"title":"C\u00f3mo comenzar en el desarrollo de videojuegos: Una gu\u00eda para principiantes","author":"danielparente","date":"23 September, 2024","format":false,"excerpt":"Introducci\u00f3n C\u00f3mo comenzar en el desarrollo de videojuegos El desarrollo de videojuegos es una industria apasionante y en constante crecimiento. Si siempre has so\u00f1ado con crear tu propio juego, te encuentras en el lugar correcto. 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