Podcasts about gdc vault

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Best podcasts about gdc vault

Latest podcast episodes about gdc vault

Pixelkino
Pixelkino #019: Hard Boiled / Stranglehold – Hongkong-Action mit Tauben und Tequila

Pixelkino

Play Episode Listen Later Aug 27, 2024 81:12


„Give a guy a gun, he thinks he's Superman.“ Der Film: Hard Boiled (1992) von John Woo. Das Spiel: Stranglehold (2007) von Brian Eddy/Midway Games. Über dem Pixelkino kreisen weiße Tauben, denn wir besprechen einen Klassiker des Hongkong-Actionkinos und dessen Fortsetzung in Ballerspiel-Form. Nicht nur in John Woos entfesseltem Cop-Thriller Hard-Boiled erreicht der Bodycount schwindelerregende Ausmaße: Im dazugehörigen Spiele-Sequel Stranglehold wird dazu noch am Ende jedes Kapitels vorgerechnet, welchen Sachschaden Inspektor Tequila angerichtet hat. Dabei hat sich Entwickler Midway nach der Devise »Nicht kleckern, klotzen« zum Ziel gesetzt, Woos einflussreiche Bildsprache in die Gaming-Welt zu übertragen – und hat dafür sogar Hauptdarsteller Chow Yun-Fat im Gepäck. Verbringt mit uns etwas Tequila Time im Kugelhagel, um die Zusammenhänge zwischen Kino-Inspirationsquellen und Videospiel zu beleuchten. Unterstütze den Pixelkino-Podcast auf Steady oder Patreon! Laufzeit: 1:21:11 Stunden, Aufnahmedatum: 12.07.2024. 04:12 Der Film. 23:38 Das Spiel. 40:12 Die Diskussion. 1:07:59 Die Bewertung. Link: Video-Interview mit John Woo über Hard Boiled (YouTube). Link: Christians Artikel über John Woos A Better Tomorrow (Wilsons Dachboden). Link: Stranglehold-Postmortem von Projektleiter Brian Eddy in Game Developer 1/2008 (GDC Vault). Link: Klassischer Spieletest von Stranglehold in Man!ac 11/2007 (Kultmags).

GameBusiness.jp 最新ゲーム業界動向
「GDC 2024」のセッション動画・スライドのアーカイブが公開―多くは無料で閲覧可能

GameBusiness.jp 最新ゲーム業界動向

Play Episode Listen Later Apr 16, 2024 0:11


2024年3月のGDC 2024でのセッション動画・スライドが一部無料で公開。GDC Vaultにアーカイブ保存されており、一部は有料で。

gdc gdc vault
Outcast - La voce dei videogiocatori borderline
Vi raccontiamo il GDC Showcase 2021

Outcast - La voce dei videogiocatori borderline

Play Episode Listen Later Apr 30, 2021 194:10


Uno dei modi in cui la pandemia ci ha scassato i maroni è la morte improvvisa delle fiere videoludiche, con tra l’altro prima vittima la Game Developers Conference, che eravamo già pronti ad abbracciare con tutto il nostro entusiasmo. Il mondo, però, non si ferma, e se già nel 2020 c’erano state apparizioni online di vario tipo, il 2021 vede una GDC a doppia trazione, con un evento tradizionale previsto per luglio e un GDC Showcase “preliminare” che si è tenuto nelle scorse settimane, esclusivamente online, con un mix di eventi inediti e “greatest hits”. Ebbene, Andrea Maderna, Stefano Calzati, Andrea Peduzzi e Stefano Talarico si sono scagliati a gustarseli e vi raccontano qui quel che hanno seguito per voi, ricordandovi però che, se volete, trovate tutti i video raccolti nella sezione gratuita del GDC Vault. Buon ascolto! In questo episodio: * I nostri racconti dal GDC Showcase 2021:Brian Fleming di Sucker Punch interrogato su Ghost of Tsushima [07:15], La creazione di A Short Hike [38:57], Gavin Moore di PlayStation Studio interrogato su Demon’s Souls [54:10], La creazione di The Walking Dead: Saints & Sinners [01:05:24], Justin Keenan di ZA/UM chiacchiera di Disco Elysium e altro [01:33:15], Diversità e inclusività, comecosachi? [01:56:34], David D'Angelo di Yacht Club Games interrogato su Shovel Knight [02:11:00], Parliamo di level design: l’illusione di scelta [02:26:38], Carrie Patel di Obsidian Entertainment interrogata su The Outer Worlds e altro [02:48:38], Processi e idee delle animazioni di Cuphead [03:03:13], Soundtraccia: Outcast Tales - Davide Tosini & Fabio Bortolotti

Nice Games Club
"Empty the bucket." Burnout; Asynchronous and Asymmetric Gameplay [Nice Replay]

Nice Games Club

Play Episode Listen Later Feb 24, 2021


#185 "Empty the bucket." Roundtable 2020.07.28 Your nice hosts are tired, then get energized. Stephen is thinking about it, Mark brought a few unlikely examples, and Ellen is also thinking about it. Here's a fun new thing: We've recently started a Discord channel for listeners to discuss the show with each other. It's part of the Twin Cities Gamedev Discord server, but you don't need to be a Twin Cities gamedev to partisipate! Get directly to the Nice Games Club discussion channel via https://nicegames.club/discord Burnout 0:06:43 Stephen McGregor IRL Burn-out, an "occupational phenomenon" - World Health Organization Teacher Burnout: What It Is, Why It Happens, and How You Can Prevent End-Of-Yea… - Waterford Toxic management cost an award-winning game studio its best developers - Megan Farokhmanesh, The Verge Asynchronous and Asymmetric Gameplay 0:46:39 Mark LaCroix Game Design Asynchronous Multiplay: Futures for Casual Multiplayer Experience - Ian Bogost, Georgia Institute of Technology Relaxed Hardcore: Why Asynchronous is the Next Big Thing in Core Gaming - Ian Hardingham, GDC Vault Why an Asymmetric Board Game Pissed Off Me and My Friends - Kyle Rogacion, Goomba Stomp Are Asymmetrical Multiplayer Games Becoming a Major Trend? - Micah Shapiro, GameRant

Nice Games Club
"Empty the bucket." Burnout; Asynchronous and Asymmetric Gameplay

Nice Games Club

Play Episode Listen Later Jul 28, 2020


Your nice hosts are tired, then get energized. Stephen is thinking about it, Mark brought a few unlikely examples, and Ellen is also thinking about it. Here's a fun new thing: We've recently started a Discord channel for listeners to discuss the show with each other. It's part of the Twin Cities Gamedev Discord server, but you don't need to be a Twin Cities gamedev to partisipate! Get directly to the Nice Games Club discussion channel via https://nicegames.club/discord Burnout 0:06:43 Stephen McGregor Category IRL Burn-out, an "occupational phenomenon" - World Health Organization Teacher Burnout: What It Is, Why It Happens, and How You Can Prevent End-Of-Yea… - Waterford Toxic management cost an award-winning game studio its best developers - Megan Farokhmanesh , The Verge Asynchronous and Asymmetric Gameplay 0:46:39 Mark LaCroix Category Game Design Asynchronous Multiplay: Futures for Casual Multiplayer Experience - Ian Bogost , Georgia Institute of Technology Relaxed Hardcore: Why Asynchronous is the Next Big Thing in Core Gaming - Ian Hardingham , GDC Vault Why an Asymmetric Board Game Pissed Off Me and My Friends - Kyle Rogacion , Goomba Stomp Are Asymmetrical Multiplayer Games Becoming a Major Trend? - Micah Shapiro , GameRant

Podcast proConf
#33 GDC Vault

Podcast proConf

Play Episode Listen Later Oct 14, 2019 92:03


#33 GDC Vault by proConf

gdc vault
Nice Games Club
“We’re criming you!” Stealth Games; Motion Controls

Nice Games Club

Play Episode Listen Later Jul 23, 2019


This week your Nice Hosts appear out of nowhere to discuss Stealth Games and Motion Controls! Mark shoots lasers, Stephen time travels and Martha joins a geriatric gang. Dishonored 2 cover art copyright Bethesda. Stealth Games 0:01:30 Martha Megarry Category Game Design "Banana Bread" (Griffin & Justin of Polygon play SpyParty) - Polygon , YouTube Giant Bomb Plays Hitman Let's Plays - Fly On The Wall , YouTube "Why Fashion in (Most) Games Sucks, and Why You Should Care" - Victoria Tran , GDC Vault Our Interview with Freya Holmér of Neat Corporation maker of Budget Cuts Self-education, et al. "Spider-Man is (Definitely Not) Murdering People" - Brian David Gilbert, Polygon , YouTube "Level Design Workshop: A Narrative Approach to Level Design" (Or, why Die Hard… - Jolie Menzel , GDC Vault Motion Controls 0:28:52 Mark LaCroix Category Hardware Programming Sega Activator https://www.youtube.com/watch?v=a43vv34PG_s - Rerez , YouTube Microsoft "Microsoft announces an Azure-powered Kinect camera for enterprise" - Brian Heater , TechCrunch Rhythm Game Accessories on Wikipedia (including the Rock Band pro controller) - Wikipedia

IT-Keller
ITK046 Das letzte Konzert

IT-Keller

Play Episode Listen Later Apr 26, 2019 126:15


GDC Vault: 1500 Slot Machines Walk into a Bar: Adventures in Quantity Over Quality; Mobile Connect; GSMA; "Lex Standard"; Logbuch Netzpolitik LNP297 ".at: digitaler Ausweiszwang"; Blümels De-Anonymisierung; RTR Workshop "Mobile Connect Global ID"; Uploadfilter; Audible Magic; Content ID; Teslas Ride-Sharing-Dienst "Robotaxi"; "Tesla wird meistverkauftes Auto der Schweiz"; "Daimler investiert 20 Milliarden Euro in Batteriezellen"; EUREKA-PROMETHEUS-Projekt; Pico-8; PicoHeads; WebAssembly; "Last Exit Brexit?"; Stefan wechselt von Kotlin zu Flutter; SQLite; cubeSQL; Valentina SQLite Server; Iron Sky 2; Leuchtturm und Kriegsschiff Gäste: Bernhard, Mario, Roland, Sindre, Stefan und Ulrich

Nice Games Club
“I had a tiny violin around here somewhere…” Nice Games Bulletin

Nice Games Club

Play Episode Listen Later Apr 9, 2019


Join us in the Nice Games Clubhouse/Newsroom to hear the latest and greatest news from the video game world. Mortho makes a return (and another and another), Stephen doesn't want to say "git gud," (but...), Mark wants to press all the buttons, and (STOP THE PRESSES!) Martha likes board games now. Bulletin topic (Recent releases) Timecode 0:01:15 “Needle Felting Gives Us All the Feels” - Ashley Little , Bluprint “Islanders is a bite-sized palate cleanser of a civilization builder” - - Cass Marshall , Polygon “‘Super Mario Odyssey’ and ‘Zelda: Breath of the Wild’ are both getting VR supp… - Jacob Siegal , BGR Labo VR kit launches April 12th, Mario/Zelda support coming April 25th. “The Division 2 has a lot to say, but it’s very hard to hear over all the gunfi… - Charlie Hall and Cass Marshall , Polygon Lessons learned creating UI for the Division - Christian Savoie , GDC Vault In related news, this week a lot of new free content from GDC 2019 became available on the GDC vault: https://www.gdcvault.com/free/ Bulletin topic (News) Timecode 0:10:02 “She Invented a Board Game With Scientific Integrity. It’s Taking Off.” - Siobhan Roberts , The New York Times “Wingspan review: A gorgeous birding board game takes flight” - Aaron Zimmerman , Ars Technica Speaking of board games, Minnesota developer Leder Games just made 1.7 million dollars(!!!) on Kickstarter for “Root: The Underworld Expansion.” “EA Lays Off 350 People In Marketing, Publishing, And More” - Jason Schreier , Kotaku “How BioWare's Anthem Went Wrong” - Jason Schreier , Kotaku “BioWare Boss Addresses Studio Issues, Vows To 'Continue Working To Solve Them'… - Jason Schreier , Kotaku “All the latest details on the new Borderlands game” - Harry Shepherd , PCGamesN “Borderlands 3 On PC Is Exclusive To Epic Games Store Until Early 2020” - Tamoor Hussain , Gamespot “Review-bombed Borderlands 2 is the first to have user scores thrown out by Ste… - Owen S. Good , Polygon “Lawsuit alleges Gearbox CEO Randy Pitchford improperly siphoned $12M for perso… - Charlie Hall , Polygon “Google Stadia has a lot of ‘last mile’ challenges” - Jeff Grubb , Venture Beat “The Nintendo Switch in Japan offers a peek at the cloud gaming future” - Sam Byford , Polygon “'Sekiro: Shadows Die Twice' and the debate over difficulty vs. accessibility” - Adam Rosenberg , Mashable “An Easy Mode Has Never Ruined A Game” - Joshua Rivera , Kotaku

Nice Games Club
"I am a Juice Journeyman!" Serial Game Design; Changing your mind as a game developer; Starting your next project; Video Game Juice

Nice Games Club

Play Episode Listen Later Jun 5, 2017


A roundtable episode in disguise! Game designer/developer and friend of the show, Lane Davis, enters the clubhouse to guest host an episode where the topics are all his! Lane brings some friendly debate (and shockingly accurate calendar math) to the show, in his continuing quest to make Nice Games Club just a little bit less nice. Yet he somehow manages to say some of the nicest things anyone has ever said on the program. Lane has previously been a guest at the Nice Games Club, when he hosted a COOP TALK Co-op Recap: Transmedia Serial Game Design 0:03:05 Lane Davis Category Game Design “Edmund McMillen's ‘Basement Collection’ Shows Off his Early Work” - Complex - Complex “Understanding Design Space” - Damion Schubert , Zen of Design “Trying to Make Idea-Rich Games” - Jonathan Blow “Too many ideas and projects. How do I choose one and stick with it?” - Reddit Alex Carlson Game Designer One Game a Month Changing your mind as a game developer 0:14:57 Lane Davis Category Game Design “Why Criticism Is Important to Game Development” - A.J. Maciejewski , Video Chums “Why I want you to steal my ideas” - Seth Godin , TED Ideas “Game Design: the Poisonous ‘Not Invented Here’ syndrome” - Game Design , YouTube “Scoping for Game Jams” - Carolyn VanEseltine , Sibyl Moon Games Starting your next project 0:31:19 Lane Davis Category IRL “It’s ok to pull the plug on your game” - Ivan Jakubi , Machina Game Dev Academy “Writing Reusable Code” - Noel Llopis , Games From Within Video Game Juice 0:35:18 Lane Davis Category Game Design “Facebook Study Finds Introverts Feel More Comfortable with VR Social Interacti… - Dominic Brennan , Road to VR “Squeezing more juice out of your game design!” - Nathan Lovato , Game Analtyics Juice It or Lose It - Martin Jonasson, Petri Purho , GDC Vault “Hollow Knight - Let’s Play Walkthough Commentary” - 123Pazu , YouTube

Nice Games Club
"The Stevechievement." Version Control; Art Direction; Console vs PC Development

Nice Games Club

Play Episode Listen Later May 22, 2017


This week's roundtable episode features a (mostly) silent co-host: Ikaros the official Glitch HQ office doge! While not distracted by adorableness, Martha gives a primer on Git and version control best practices, Stephen leads a discussion on art direction, and Mark tries to understand PC gamers. Feedback Form GLITCHCON Celebrates A Weekend Of Gaming - Troy Strand , Tech {dot} MN Version Control 0:03:58 Martha Megarry Category Production Tools Git Martha's Git workshop presentation slides - Martha Megarry A Short History of Git - git SourceTree GItKraken “Merging Unity scenes, prefabs and assets with git” - David Douglas Git for Unity Developers - Alistair Doulin GitHub Bitbucket Heroku "Pushing to multiple git repos" - Alex Armstrong Code School: Learn Git - Paolo Perrotta , Code School Art Direction 0:33:38 Stephen McGregor Category Art In our episode " Bananas from here to eternity" the third topic in the roundtable is on Developer Art "Bananas, from here to eternity." "The Design Bible Behind New York City’s Subway Republished as a Limited-Editio… - Kristin Hohenadel , Slate SPY Fox Series Mini-Games Behind Borderlands' 11th-hour style change - Tor Thorsen Civ V Art Director Explains Art Deco Look - Adam Biessener , Game Informer Animation Bootcamp: Cuphead Process and Philosophy - Jake Clark , GDC Vault Console vs PC Development 0:54:44 Mark LaCroix Category Hardware Book Review: The Art of Game Design - Daniel Cook Valve making big changes to Steam's trading card economy - Derek Strickland , Tweak Town Sony Developer Program Xbox LIVE Creator's program ID@XBOX Becoming a Nintendo Switch indie dev will be tough early on - Kris Graft

Dev Game Club
DGC Ep 029: Fallout

Dev Game Club

Play Episode Listen Later Sep 21, 2016 85:12


Welcome to our first episode in our series examining 1997's Fallout. We talk a bit about the RPG renaissance it seemed to kick off and then delve into the first few hours. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until you reach Junktown Podcast breakdown: 0:37      Segment 1: Relevance 32:11    Break 32:36    Segment 2: Towards Junktown 1:08:46 Break 1:09:17 Segment 3: Listener feedback, next time Issues covered: Brett's workshopping and quotes collection, RPG resurgence in the late '90s, Interplay and other RPG-maker troubles, a new direction for Western RPGs, getting away from the high fantasy setting, accessible turn-based combat, supporting text, return to apocalypse, enabling a variety of settings, tabletop RPGs, hexagonal and rectilinear grids, maturity, relatability, gruesome deaths, archetypes, humor, RPGs vs RPG elements, numerical traits and skill systems, player agency over character destiny, filling out the trees, flexible specialization, progression vs role-playing, character creation anxieties, watercooler talk, grim humor in the introduction, bravery and commitment in world-building, licensed titles, 1950s optimism taken forward, the pleasantly clicky UI, encountering Shady Sands en route to Vault 15, two-headed cows, the emergence of voice, the little pocket DM, finding ropes, feedforward loops, barter is broken, Tim's uphill battle, speedrunning Super Metroid, secrets. Games, people, and influences mentioned or discussed: Star Wars, Mortimer and the Riddle of the Medallion, Ultima series, JRPGs, Gold Box series, Interplay, Wasteland, Tim Cain, Stonekeep, Eye of the Beholder, Troika Interactive, Arcanum: Of Steamworks and Magic Obscura, Atari, Sierra, Gathering of Developers, Leonard Boyarsky, Jason Anderson, Mad Max, Diablo series, Bard's Tale, Dungeonmaster, Sherlock Holmes Consulting Detective, Brian Fargo, The Walking Dead, Fury Road, Baldur's Gate series, Fallout 2, Icewind Dale series, Planescape: Torment, Lionheart, Temple of Elemental Evil, Vampire: Bloodlines, Dungeons and Dragons, GURPS, J. R. R. Tolkien, Call of Duty series, Bethesda Game Studios, DOOM, Skyrim, Assassin's Creed series, Far Cry 3/4, World of Warcraft, Batman: Arkham series, Prototype 2, LucasArts, Day of the Tentacle, Grim Fandango, Ken Rolston, Elder Scrolls series, Liam Neeson, Patrick Stewart, Raiders of the Lost Ark, Super Metroid, Jeremy Fischer, Phil Rosehill, Doug Thorpe, BattleTankBob, Daniel Johansson, Chase Chamberlain. Next time: Play until you have resolved the water chip quest Links: Tim Cain in the GDC Vault (how appropriate!)  Super Metroid Speed Runs: Super Metroid - 100% run in under 80 minutes Super Metroid - any% race (4 runners - ~44 minutes) Super Metroid - any% - 2 players, 1 controller Super Metroid - any% - Reverse Boss Order Another 100% run @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com