GDC
GDC
  • Видео 1 855
  • Просмотров 66 358 173
Quaternions to Homogeneous Points, Lines, and Planes
Points, Lines, and Planes are the basic geometric objects that games are programmed with. In "A Visual Guide to Quaternions and Dual Quaternions", Hamish Todd showed how to get rotations from lines. This talk is a sequel to Math in Game Development Summit: A Visual Guide to Quaternions and Dual Quaternions.
Watch the first video here: ruclips.net/video/en2QcehKJd8/видео.html
See how to intersect planes and lines to get lines and points; how to get transforms taking us from planes to points and lines; how to measure the distance between any plane, line, or point and any plane, line or point; how to do the same with angles; how to project these objects onto each other; and more.
GDC returns t...
Просмотров: 7 879

Видео

Classic Game Postmortem: 'Karateka'
Просмотров 11 тыс.2 дня назад
Before Prince of Persia, there was Karateka. Released in 1984, the directorial debut of game creator Jordan Mechner was a worldwide hit, full of groundbreaking innovations in story, cinematics, music, and animation. It was also the work of an unknown teenager looking to break into the game industry. Forty years later, Jordan discusses how he pushed the limits of Apple II technology to create hi...
Cult of the Twitch: How 'Cult of the Lamb' Used Twitch Integration to Reach a Massive Audience
Просмотров 5 тыс.14 дней назад
Join Cult of the Lamb's Lead Gameplay Developer, Harrison Gibbins and Twitch Integration Developer, Thomas Tuts, as they give an in-depth look at how the integration was designed and developed, the hurdles that were faced as well as an in-depth look at how well Cult of the Lamb performed on Twitch. GDC returns to San Francisco in March 2025! For more information, be sure to visit our website an...
Step Into Your Player's Shoes: Making the Most of Team Playtests on 'skate'
Просмотров 3,1 тыс.14 дней назад
In this 2023 UX Summit session, Andreia Gonalves, a Senior UX Designer at Full Circle, an Electronic Arts studio, walks attendees through the framework the skate development team has applied to their internal playtesting. This framework, which can be applied to the existing process of team playtesting, has been shown to empower team members to really step into the player's shoes, to ask for and...
How to Make Things "POP" with Audio and Color
Просмотров 4,1 тыс.14 дней назад
This GDC 2024 talk takes a dive into the process of color design as part of art in video games and compares it to the process of finding and executing the same effects in audio. It is about finding the feel, direction, storytelling and building associations to make a stronger impact with what the game is trying to do. GDC returns to San Francisco in March 2025! For more information, be sure to ...
Larian Cinematics: A Top-Down Look at Our Bottom-Up Approach in 'Baldur's Gate 3'
Просмотров 26 тыс.14 дней назад
No plan survives development. Join the cinematic director of Larian Studios, Jason Latino, for an account of how the realities of making a game at the scale and reactivity of Baldur's Gate 3 required constant evolution and reexamination of first principles. In this GDC 2024 talk, Jason goes over the initial vision and tracks the specific moments that forced changes on tools, team and approach l...
We Need to Talk About Games Leadership
Просмотров 6 тыс.21 день назад
Melissa Phillips, Director of the Games Leadership Network, has spent the last year working with over 80 current and emerging Games Industry Leaders from over 50 studios worldwide to better understand the challenges facing our studios in the Games Leadership space. In this GDC 2024 talk, Melissa addresses topics like: What trends are we seeing in Games Leadership? How can we better prepare our ...
'Valheim': Vikings, Roadmaps & Buying a Horse During Early Access
Просмотров 22 тыс.21 день назад
In this 2024 Independent Games Summit talk, Jonathan Smårs shares insight into the Valheim development journey so far through a patch-by-patch breakdown and managing player expectations spanning multiple years of development during early access and lessons learned along the way, both internal and external challenges that have emerged, and oh - and they bought a horse. GDC returns to San Francis...
The Dark Place of 'Alan Wake 2': Crafting an Evolving Nightmare Dimension
Просмотров 11 тыс.21 день назад
The GDC 2024 talk is a dive into the world-building aspect of The Dark Place of Alan Wake II. Nazareno Urbano explains how they approached the environment world-building and what tools were used to create an evolving nightmare dimension where the world is shifting, and multiple layers of reality are interconnected in a dream logic structure where the reality is subjective. GDC returns to San Fr...
All Game Trailers Are Not Created Equal
Просмотров 10 тыс.Месяц назад
Video game trailers are unique in the entertainment landscape in terms of production, content, and especially presentation. In this GDC 2024 session, Adrien Marie, Brand Manager at Dotemu, shares through multiple examples his insights on game trailers, their structures, formats, goals and how the way they are presented can and must change your way to build them. GDC returns to San Francisco in ...
Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom’
Просмотров 120 тыс.Месяц назад
At GDC 2024, developers of The Legend of Zelda: Tears of the Kingdom discuss structuring an expanded Hyrule around physics-based gameplay and evolved sound design! Join the game’s Technical Director Takuhiro Dohta, Lead Physics Programmer Takahiro Takayama, and Lead Sound Engineer Junya Osada as they explore challenges their teams faced when approaching this sequel. GDC returns to San Francisco...
Making 'Fallout' for Tabletop (or How to Be Different but the Same)
Просмотров 4,8 тыс.Месяц назад
Formed over 4 years of designing Fallout: Wasteland Warfare and all of its expansions, campaigns, AI and RPG (plus 20 years of game design experience), this 2024 Tabletop Summit talk examines how Bethesda's award-winning Fallout videogame series was converted to the tabletop game of Fallout: Wasteland Warfare. GDC returns to San Francisco in March 2025! For more information, be sure to visit ou...
Age-Friendly Design for the 50-Plus Gamer
Просмотров 6 тыс.Месяц назад
Video games are now a significant part of life for those aged 50 years and older, with over 50-million players. This talk features Northeastern University and AARP discussing the AARP research on 50-plus players, their needs, and the market opportunity. GDC returns to San Francisco in March 2025! For more information, be sure to visit our website and follow the #GDC2025 hashtag on social media....
2D and Tomorrow: How the Devs of ‘Super Mario Bros. Wonder’ Find Joy in Making Side-Scrolling Games
Просмотров 34 тыс.Месяц назад
Following last year’s launch of the Super Mario Bros.TM Wonder game, developers Takashi Tezuka and Shiro Mouri discuss the unique challenge of taking classic side-scrolling Super Mario Bros. gameplay and turning it upside down…literally. GDC returns to San Francisco in March 2025! For more information, be sure to visit our website and follow the #GDC2025 hashtag on social media. Subscribe to th...
Developing 'Hi-Fi RUSH' Backwards and Finding Our Positive Gameplay Loop
Просмотров 58 тыс.Месяц назад
In this session, Game Director John Johanas shares how the initial concept for Hi-Fi RUSH came to be. From there, he provides in-depth details into the development team's early learnings on approaching this type of rhythm-action title. GDC returns to San Francisco in March 2025! For more information, be sure to visit our website and follow the #GDC2025 hashtag on social media. Subscribe to the ...
Plays Like You Remember: Adapting Classics for 'Teenage Mutant Ninja Shredder's Revenge'
Просмотров 9 тыс.Месяц назад
Plays Like You Remember: Adapting Classics for 'Teenage Mutant Ninja Shredder's Revenge'
Bringing a Star Wars Cantina to Life in 'Jedi: Survivor'
Просмотров 6 тыс.Месяц назад
Bringing a Star Wars Cantina to Life in 'Jedi: Survivor'
#1ReasonToBe
Просмотров 4,3 тыс.Месяц назад
#1ReasonToBe
Math in Game Development Summit: A Visual Guide to Quaternions and Dual Quaternions
Просмотров 38 тыс.Месяц назад
Math in Game Development Summit: A Visual Guide to Quaternions and Dual Quaternions
How We Almost Wrecked Our Second Game, 'The Wreck'
Просмотров 4,1 тыс.Месяц назад
How We Almost Wrecked Our Second Game, 'The Wreck'
Game Narrative Summit: It's Not in the Writer's Manual: A Q&A Session for New Writers
Просмотров 6 тыс.Месяц назад
Game Narrative Summit: It's Not in the Writer's Manual: A Q&A Session for New Writers
Lore, Don't Tell: A Guide for Telling Culturally Rooted Stories Like 'Venba'
Просмотров 7 тыс.2 месяца назад
Lore, Don't Tell: A Guide for Telling Culturally Rooted Stories Like 'Venba'
Getting Hired with a Personal Touch
Просмотров 4,6 тыс.2 месяца назад
Getting Hired with a Personal Touch
'Stray Gods': The Challenges of Creating an Interactive Musical
Просмотров 4,9 тыс.2 месяца назад
'Stray Gods': The Challenges of Creating an Interactive Musical
Developing 'Terra Nil': A Strategy Game About Nature, Not Expansion
Просмотров 11 тыс.2 месяца назад
Developing 'Terra Nil': A Strategy Game About Nature, Not Expansion
It's Better To Be Friends: Marketing "Asks" and the Reality of Game Production
Просмотров 10 тыс.2 месяца назад
It's Better To Be Friends: Marketing "Asks" and the Reality of Game Production
'Farming Simulator' Postmortem
Просмотров 11 тыс.2 месяца назад
'Farming Simulator' Postmortem
2024 Independent Games Festival Awards Ceremony
Просмотров 4,6 тыс.2 месяца назад
2024 Independent Games Festival Awards Ceremony
2024 Game Developers Choice Awards Ceremony
Просмотров 8 тыс.2 месяца назад
2024 Game Developers Choice Awards Ceremony
2024 GDC Main Stage: A Developer's Concert (feat. Austin Wintory and Troy Baker)
Просмотров 12 тыс.2 месяца назад
2024 GDC Main Stage: A Developer's Concert (feat. Austin Wintory and Troy Baker)

Комментарии

  • @wicgamesdev
    @wicgamesdev День назад

    How in the world did i wait 1 year to watch this?

  • @ashdjones
    @ashdjones День назад

    Unmodded footage, i'm being ddosed by 4000+ paramilitary.

  • @rivrr1555
    @rivrr1555 День назад

    what a good talk

  • @Soul-Burn
    @Soul-Burn День назад

    Excellent talk! And this doesn't even touch on the crazy pseudo-programming that goes into wand building. Wands are implemented as a whole deck building game behind the scenes, flush with deck, hand, and discard piles. Some creative spells make use of these features as you would expect in a game built around deck building.

  • @sadinoelsouza574
    @sadinoelsouza574 2 дня назад

    Buzz Godzilla Back Please

  • @EurojuegosBsAs
    @EurojuegosBsAs 2 дня назад

    My kids find hard to believe that back on those days games came in books and you had to type them yourself. I know I did 😂

  • @Yu-Fei-Hung
    @Yu-Fei-Hung 2 дня назад

    Are there any technical books regarding the technical problems he solved?

  • @MorbidManoeuvres
    @MorbidManoeuvres 2 дня назад

    the guitar parts are the main reason i'm watching this and thus hooked on Mick Gordon. but i would like to add he is also a modern day wizzard with processing and creating gorgeous textures / audio designs . Thank you

  • @42hrod42
    @42hrod42 2 дня назад

    Great talk!

  • @NatalkaSemenova
    @NatalkaSemenova 2 дня назад

    Create a champion ghost girl - Aphelios' sister! Aluna. I think this is a great idea!

  • @RsouthR
    @RsouthR 2 дня назад

    Is it still true today ?

  • @YoutubePizzer
    @YoutubePizzer 3 дня назад

    though these specific techniques for a game of this fidelity may be dated it’s still cool hearing their approaches to problem solving and using existing tools to create convincing effects

  • @xChikyx
    @xChikyx 3 дня назад

    no wonder why wizards care only about the player's wallets, when then entire "design" phylosophy is based on exploting players addictions....

  • @bronson8x993
    @bronson8x993 3 дня назад

    Real artists SHIP.

  • @BrianBeeby
    @BrianBeeby 3 дня назад

    I wanted to like Vogel. I'm seven years his junior and have known about him since Exile was fairly new. I've wanted to be a for-profit "indie" PC game developer forever. I'm finally on my way to making that happen, and one of the reasons for the big holdup was listening to really bad and misleading advice over the years. Don't let Vogel fool you. He's not iD or Apogee/3D Realms, but he's well renown in the Shareware "indie" PC game industry. He's done a lot of writing about the field for a long time and has long been a go-to authority for would-be "indie" game makers hoping to get their careers going. Most, if not pretty much all, of the time, when Vogel writes or talks about the indie video game biz, it's to DISCOURAGE OR DRIVE OUT would-be "competitors." As if this lecture wasn't indicative enough, go to the Spiderweb company site and find the links to Vogel's articles and blog, "The Bottom Feeder." His Bottom Feeder articles date to 2009. From there, look for "The Indie Bubble Is Popping" in May 2014 to get an idea what this guy's all about. On one hand, it seems all this guy does is spew endless negative, dark, and discouraging drivel about indie video games, the indie game industry, the "mainstream" video game industry, other peoples' games (and some bad design advice like always being able to cheat no matter what), and the dark, disparaging, and hopeless life of the average indie game developer. On this side of the coin, Vogel cites his own career as a small miracle that he is still around doing the same thing he was doing in 1995, more or less. He groans about how making a shareware ripoff of Ultima IV for the non-existent game market known as the Macintosh and how it sold well due to lack of competition more than anything else was like surviving the first-wave landing on Omaha Beach. He wails about how excruciatingly tough and expensive being a shareware game author was in the Bad Old Days. He had to Do Everything Himself like take credit card orders over the phone, buy a Power Mac 6100 which cost twice the price of his 386 or whatever PC he had which had an OVERSTOCK of period rpgs he was ripping off, and Build A Website By Hand in 1997. I remember when everyone had one! Still on the same coin, Vogel cries about how there are Too Many Indie Game Developers making Too Many Indie Games which make profit margins so thin in an "overcrowded" industry. How can the internet with video games for sale be "overcrowded"? Anyway, he drones on about how he is one flop away from going BANKRUPT. Really, with his 30-year back catalog that he keeps re-releasing over and over? He wrote about how he tried to "innovate" with his Nethergate series and how he almost lost his shirt (?), as if trying to emphasize how risky, dangerous, and cutthroat the indie game industry is. He would write about the GRUELING workload of indie game development, like a non-stop 24/7/365-a-year process it was, and once his game shipped, he'd catch his breath for a couple days, then plunge back into the indie game shark tank for another year - back to back. In another Bottom Feeder post, he wrote it was INEVITABLE that he would produce a flop and - that's all folks. That's the end. Time to declare bankruptcy. Or at least go out of business. But yet he remains an indie game dev because It's Who I Am, as if it's his solemn, chosen death wish. Would-be indie game devs, beware! Flipping the coin, Vogel then contradicts himself by gushing about how awesome and terrific his life and career are. Being a mom-and-pop shareware game developer and claiming to gross an annual $200,000 over most of a 30-year career by making "low-budget" Ultima IV clones sounds like utter bliss. Over time, I became more and more skeptical over Vogel's claims about how "great" his career was and how much cash he was raking in. He finally went off the rails for me a decade or so ago when he claimed he Almost Went Out Of Business (again?) like in this video, and then, lo and behold - Steam partnership! He really grossed that much in 2011? What about all the living life on the Razor's Edge, one relative flop away from utter disaster? Why is he so tense in the video, and why does he bring up the concept of indie game devs being in competition with each other on the internet, especially when the topic of online retail middleman sales spots comes up? The truth is likely somewhere in between Vogel's claims of extreme highs - and lows. Especially with the saving grace of Steam partnership. A place where a long-time industry heavy like Vogel can attempt to maintain or regain market share. I tried playing the Geneforge demo a long time ago. It was a little clunky in its interface and implementation. I actually preferred the look of the original Exile which looked like it used VGA Mode 12h with high-res 16-color graphics. Mostly though, these old-school rpgs have never quite been my bag, but I am interested in them and have plenty of them on CDs and floppies. I just need to get around to them. But if I want to play one, I want a GOOD ONE. I think I'll finally get around to playing Ultima VII.

  • @TheChronozoan
    @TheChronozoan 4 дня назад

    God what an excellent talk! I wish I could hear an updated talk from him, speaking of where Path of Exile is now versus then

  • @yunggolem4687
    @yunggolem4687 4 дня назад

    References are good for speed, but you need to reference outside of your genre & ideally outside of your medium (gaming) or else it will always end up feeling too derivative (because it is).

  • @yunggolem4687
    @yunggolem4687 4 дня назад

    We Need To Stop Wasting Time With "We Need To Talk"-style Public Struggle Sessions None of this is determined by developers. The level of tolerance for corporate bungling & corruption is determined by the paying customer & the company owners. The input & output of the money that flows through developers & spins them like an electric motor. Devs need to focus on making great & novel games rather than cargo culting the same tired genre tropes until the horse's corpse is beaten to powder.

  • @skope2055
    @skope2055 4 дня назад

    Great presentation!

  • @StorytellerDan
    @StorytellerDan 4 дня назад

    Very cool

  • @ScottSpadea
    @ScottSpadea 5 дней назад

    Cross product is helpful for electromagnetism. A charged particle moving relative to a magnetic field, will be pushed in the cross product direction, which acts as a steering force. Its useful for designing electric motors.

    • @2fifty533
      @2fifty533 4 дня назад

      in geometric algebra, the magnetic field is a bivector instead of a vector, and the cross product you're talking about is actually the inner product this explains why the cross product of the magnetic field with the current doesn't yield a pseudovector, and why it uses the left hand rule instead of the right hand rule

    • @EccentricTuber
      @EccentricTuber 4 дня назад

      Going off what @2fifty533 said, there are also different algebras in the "realm of Geometric Algebra." For example, within the Spacetime Algebra, there is a cross (Hodge dual to the commutator) product between timelike (relative) bivectors!

    • @Tannz0rz
      @Tannz0rz 4 дня назад

      @@2fifty533 This is true for the non-relativistic EM formulation in the 3D Algebra of Physical Space. In the Spacetime Algebra the electric field consists of timelike bivectors and the magnetic field consists of spacelike bivectors.

  • @bxnny0374
    @bxnny0374 5 дней назад

    This is a fantastic talk. I don't have anything to add, I'm just commenting to help the video continue to grow and reach more people.

  • @Yanquii
    @Yanquii 5 дней назад

    Idk why but i feel like the team might have been a bit inspired but Tekken when is see the setup reactions

  • @haydencolonel1695
    @haydencolonel1695 5 дней назад

    the stank face I made at 36:46

  • @stevetaylor5290
    @stevetaylor5290 5 дней назад

    That was one hell of a talk - funny but technically solid, specific but broadly applicable. I came for the game AI but stayed for the canny discussion of the problems I face every day in my non-game job. Would love to hear more by this speaker.

  • @johnterpack3940
    @johnterpack3940 5 дней назад

    Funny how perspective matters. He sees the negatives associated with the choices in the mouse game as "interesting back and forth". I see it as Pavlovian conditioning, "stay on the path we decree as righteous or be punished". There is a very real difference between choices mattering and choices mattering. By which I mean, if I do choose to be greedy too often it is entirely plausible that others will no longer want to be around me. It is entirely implausible that being greedy too often should mean I am never again capable of being not greedy. I see nothing of value in that game. Especially not the idea of rewarding players with XP for simply acting on instinct even when that instinct is counter to your current goals and needs. Similarly, he sees flashbacks as a way to open up a "rich tapestry of possibilities" while I see it as a cheap way of letting players cheat their way past an obstacle they otherwise couldn't deal with. But, this is why there are so many games. What appeals to some annoys others.

  • @dreamisover9813
    @dreamisover9813 5 дней назад

    I'm looking forward to the game a lot! Interesting to see a talk about this as well

  • @jamescheetham6091
    @jamescheetham6091 5 дней назад

    This. Is why I want to become a tech artist

  • @stevetaylor5290
    @stevetaylor5290 6 дней назад

    Happy to see the thumbnail for this is from the old Sinclair Spectrum “The Hobbit” game!

  • @AesirAesthetics
    @AesirAesthetics 6 дней назад

    about that Crate document tho.....

  • @Mitsuraga
    @Mitsuraga 6 дней назад

    Panzer Dragoon might be the only Saturn game that actually _benefitted_ from the delayed Saturn devkits. *Take down the PlayStation!*

  • @levinmenekse1912
    @levinmenekse1912 6 дней назад

    When I replayed Ghost last year, I went with the Lethal difficulty and it was the most fun I had in a game in a long time. The encounters were tense but rewarding. Moreover, I actually used more of the Ghost tools and had to adapt to playing with stealth because being swarmed by enemies was suddenly really dangerous. This gradual shift in my playing style made the story beats "click" for me, far more than how my first playthrough went. Really great talk and I wish more companies designed their combat with this level of precision. I hope the sequel will launch with Lethal difficulty baked in.

  • @nomad_1997
    @nomad_1997 6 дней назад

    This guy is an absolute genius of a game developer. I would love to have a chance to just to talk with him and hear all his fucking ideas. It's incredible how efficient he is, he identified exactly what parts of the game need to be prioritized, and what parts of the game you can minimally invest in. This one guy and his small crew are more talented than the AAA corporate garbage that is constantly spewed out.

  • @noxyk
    @noxyk 6 дней назад

    And within 8 years since this video, they managed to destroy that same game

  • @OmerFaruk-gs7db
    @OmerFaruk-gs7db 6 дней назад

    supercell brink back the boxes.................................................................................................................................................................

  • @finallysaved
    @finallysaved 7 дней назад

    It's really interesting seeing how the early concepts were formed into extremely polished final works. Amazing game, I hope to work on something as great as Portal someday

  • @dukiwave
    @dukiwave 7 дней назад

    12 minutes of a 1 hour talk is a lore dump for a card game lol

  • @sonictimm
    @sonictimm 7 дней назад

    Very informative talk, thank you!

  • @hhhpestock951
    @hhhpestock951 7 дней назад

    i imagine the dude with the leg tattoos is also holding a beer in each hand and wearing really bad sunglasses

  • @brandonscott3012
    @brandonscott3012 7 дней назад

    Lol I'm glad I'm not the only one who is very triggered by the nonstop swallowing and lip smacking sounds. Useful insights though.

  • @FizzleFX
    @FizzleFX 7 дней назад

    Soundtrack is great and gameplay addictive. However it gets dangerously complicated

  • @SubzeroBlack68
    @SubzeroBlack68 7 дней назад

    I have a question I hope someone can answer. Can Twitch Integration work in the other direction? Where they players fill a server and the Streamer is the one who plays God and effects the game world/server?

  • @TheAIEpiphany
    @TheAIEpiphany 7 дней назад

    you mentioned that int (positionX) overflowing easily is a feature not a bug, but given that int overflow is UB how can we know the behavior across platforms is what we expect it to be?

  • @fox__rich4734
    @fox__rich4734 7 дней назад

    "Ehhm..."

  • @diribigal
    @diribigal 7 дней назад

    The "sandwich product" aka conjugation is such an important concept. I hate that (in the US) it's basically only taught to a few STEM majors, and often without a memorable application.

  • @theRiverOtter
    @theRiverOtter 7 дней назад

    meow

  • @codemonster8443
    @codemonster8443 8 дней назад

    22:40

  • @rohanphaff2640
    @rohanphaff2640 8 дней назад

    Awesome talk! Even included development footage in the mix and included some extremely interesting technical aspects of the game. Haven't played it myself but am excited to do so now!

  • @ColdRoland
    @ColdRoland 8 дней назад

    That sounds like he is as much of an electrical engineer as he is a sound one. I'm an electrician, and really jealous of that ingenuity. Using compressors like that is ingenious. Now do capacitators! xD