So you want to make video games? Well it's a hard life. In this video we have
some talks that will set you off on your journey with the right foot forward.
We'll be looking at 5 great GDC talks that are around 30 minutes and 30
minutes might not seem short but for a GDC talk it definitely is and you will
easily make that time back from the things that you learn in these talks. My
name is Gigity McD and if you like game design or if you want to learn how
to make games this is the channel for you. Hit that subscribe button, all the
links to these talks will be down in the description for you to check out. GDC is
probably the best place on the internet for long-form game design content. For
those who don't know what GDC is, the Game Developers Conference, abbreviated
to GDC, is a conference held every year that is developer focused. There are lots
of consumer focus conferences like PAX but GDC focuses on developers coming
together to share their wisdom and network with one another as
professionals. The conference runs over several days and presentations are held
throughout. And some of these talks make their way onto the GDC YouTube channel
which means we have the opportunity to extract the wisdom of the best in the
business. It can be a bit of a task to wade through them all so I am going to
suggest 5 talks that I think are extremely valuable to anyone making
games. The first talk is called Game Feel: Why your death animation sucks. This is
a great talk that attacks the idea just because you have a game that has
functional mechanics, doesn't mean it feels good to play. The presenter, PRESENTER: Hi, I'm Nicolae Berbece. Im an indie game developer from romania. GIGITY: goes
through things that you can add to your mechanically functional game to make it
feel and play much better. Covering things such as animation, screen shake
and the lesser-known chromatic aberration it's a great talk to cover
many of the basics of game feel. There's a bit of fun in there too as he demos
the game with people from the audience and he does a great job of explaining
each technique. This is a great place to start.
The second talk is called Get Journalists to Cover Your Game: lessons
from online dating, praying and No Man's Sky. Having a game that runs is only a
small part of being a successful independent developer, there are many
other parts of the game development process that sit outside of building the
game and marketing is one of them. There are quite a few very useful PR and
marketing talks on the free GDC channel. I picked this one because it's a compact
short a talk that covers many different techniques quickly so you can get a lot
from it. Then you can follow up on anything else
you thought it might be interesting. In the talk
Thomas Reisenegger gives us some useful stats to think of about the space we are
entering when we want to market our indie game. Then he gives us some tips on
how we can approach marketing our game to various parties to get maximum cut
through and hopefully get our games featured on new sites. Just a side note,
stats are great for framing but can sometimes go out of date really quickly
so just be careful when you see stats presented, particularly around things
like VR. Next up is Storytelling Tools to Boost Your Indie Games Narrative and
Gameplay. And this entry in the list is kind of two talks. Look at that value.
Mata Haggis is the lad giving this talk and I say this entry is kind of two
because matter has two talks and they are both great in their own ways. This
one is a crash course for storytelling in games and gives the audience a
structure for how the story in the game should play out. He covers flow and its
effect on the story, dramatic moments and how to craft the kind of tension you
need and more. There are lots of examples and Mata loves these box diagram things
which will eventually get filled up with all the key points from the talk so you
have a useful take away. If you are new to narrative or looking at adding
narrative to your game this is a good talk that covers many of the
considerations specific to writing for games. The second talk from Mata is
called Writing Nothing: storytelling with unsaid words and unreliable narrators. And
this is for the more experienced narrative designers out there that are
looking for new tools to up their writing game. In this talk meta covers
ways that you can write the same amount or less and convey deeper meaning with
your writing. He uses plenty of examples in this talk - so you really grasp the
concepts he is talking about and there's another takeaway graphic at the end.
Things covered include using non sequiturs, leveraging an unreliable
narrator to change things up for the player and also making omissions that
the player needs to fill in that deepen the understanding of the characters
mindset. Both talks are 100% worth looking into. The fourth talk goes by the
title Design in Detail: controlling land sliders. This is just a great down in the
dirt talk about one part of a games design. It's a great example of why you
need to listen to your audience and also how to work through a design problem. In
the talk, PRESENTER: My name is Luke Muscat. I am the creative director at Pretty Great. I was
previously the chief creative officer at Halfbrick Studios. GIGITY: talks about how they
implemented controls in their game Land Sliders. He goes over
some of the problems that they had and walks through how they went about
solving them. Such as whether they should include inverted controls, although it
clashed with their vision. There are a couple of neat tips and tricks and cool
solutions but mostly it's just a great story about how as a developer you go
through a bunch of difficult times trying to keep everyone happy and how
it's often the case that some people will be liking one thing and others will
like something else and you have to try your best to find a happy medium. Finally
number five. If you are really hardcore for your game theory it's Math for Game
Programmers: juicing your cameras with math. BUT don't click away just yet. It's
not as scary as the word math usually is. In this video... so the description says
the presenters name is Squirrel Eiserloh and I like that so much I'm not
even going to look up if it's correct. Anyway Squirrel discusses different
types of screen shake and camera movement and what the benefits of each
is. He also covers really quickly at the end the idea of a Veronoia split screen,
which is a smooth way to transition in and out of split screen for games that
have multiple players on the screen. If you are technically minded, it's a great
talk and he gives you pseudocode maths so you have a starting point for your
implementation. And that's all I've got for you. Go check out some of the
great talks, make sure to subscribe and if you like game design go check out
some of the rest of my content. Thanks for watching.
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