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Game Dev Graz
Austria
Приєднався 31 сер 2016
Game Dev Graz is an association in Graz, Austria, supporting local game development and gaming culture.
We organize monthly meetups, local game jams, talks, playtesting sessions and much more and we upload videos (mostly talks & presentations) from our events, eg. the Game Dev Days, to this channel!
We organize monthly meetups, local game jams, talks, playtesting sessions and much more and we upload videos (mostly talks & presentations) from our events, eg. the Game Dev Days, to this channel!
Game Dev Days 2023 - in loving memory to our dear friend Phil
One of our best, gone too soon...but never forgotten.
gamedevgraz.at/remembering-phil-gosch
full recording of GDD2023: gamedevdays.com
pictures: rauch.smugmug.com/A/Öffentlich/Game-Dev-Days-2023-Graz
gamedevgraz.at/remembering-phil-gosch
full recording of GDD2023: gamedevdays.com
pictures: rauch.smugmug.com/A/Öffentlich/Game-Dev-Days-2023-Graz
Переглядів: 124
Відео
Game Dev Days 2023 - closing speech
Переглядів 111Рік тому
Backup recording of the closing speech to the Game Dev Days 2023 in Graz - in addition to the full recording, since the last few minutes of the stream are kinda glitchy. In loving memory to our dear friend Phil. Gone too soon, but never forgotten - we miss you, may your spirit live on through our community. full recording: gamedevdays.com pictures: rauch.smugmug.com/A/Öffentlich/Game-Dev-Days-2...
Clio Montrey - Music Aesthetics Inspired by Games @ GDDG 0.5 2022
Переглядів 1272 роки тому
Clio Montrey - Microbird Music Aesthetics Inspired by Games Talk*Performance June 2022 www.gamedevdays.com
Austrian Gaming Scene Panel @ GDDG 0.5 2022
Переглядів 2102 роки тому
Austrian Gaming Scene Panel MissMadHat, Jessirocks, Copeylius, Maestra Moderation: Johanna Pirker June 2022 www.gamedevdays.com
Richard Tretzel - Translating Stories and Emotions into Adaptive Music @ GDDG 0.5 2022
Переглядів 862 роки тому
Richard Tretzel - Green Lobster Translating Stories and Emotions into Adaptive Music June 2022 www.gamedevdays.com
Tobe Mayr - The Flower Collectors - Post Mortem 2.0 @ GDDG 0.5 2022
Переглядів 2282 роки тому
Tobe Mayr - Mi'pu'mi Games The Flower Collectors - Post Mortem 2.0 June 2022 gamedevdays.com/
Georg Hobmeier - The fine Art of Holistic Business Development @ GDDG 0.5 2022
Переглядів 952 роки тому
Georg Hobmeier - Causa Creations The fine Art of Holistic Business Development June 2022 gamedevdays.com/
Johannes Gäbler - A First In Every Perspective: Backstage at Festival Tycoon @ GDDG 0.5 2022
Переглядів 1502 роки тому
Opening and Keynote GDDG2022 Johannes Gäbler A First In Every Perspective: Backstage at Festival Tycoon June 2022 gamedevdays.com/
Building the Indiepocalypse - Andrew GDDG21
Переглядів 563 роки тому
About Andrew: Andrew hates video games. Find out more about the event: gamedevdays gamedevdays.com/ www.twitch.tv/gamedevgraz Organisers Community: gamedevgraz.at/ GameDevGraz
Lunch Conversations - David Goldfarb GDDG21
Переглядів 1713 роки тому
David Goldfarb is a veteran game designer, writer and director with more than 20 years in games. He was a key creative on Payday 2, Battlefield 3, and Battlefield Bad Company 1/2, and titles he has worked on have sold collectively over 50 million units. He has also worked at Guerrilla Games, Milestone SRL, R/GA Interactive and Acclaim Entertainment. Currently he is chief creative officer and cr...
Best Practices as a Leader in Game Design - Andy Schmoll GDDG21
Переглядів 2043 роки тому
Powered by Subotron: This talk is powered by SUBOTRON pro games and sponsored by Austria Wirtschaftsservice GmbH. Andy Schmoll: Andy Schmoll brings 15 years of experience in the video game industry to their former role as a Team Lead Game Designer at Ubisoft Toronto. Their career has seen them work with global, award-winning teams in AAA and indie studios, including Rockstar, Broken Rules, and ...
Short and smart Spongebob Rehydrated Post Mortem - Michael Hartinger GDDG21
Переглядів 1813 роки тому
Michael Hartinger: I am Michael Hartinger, currently the game director of an unannounced game cooked up at Purple Lamp Studios. I touched a lot of aspects of Austrian gamedev in the last couple of years. Mobile Games, Indie Games, Pixelart Games, Educational and Serious Games. Since Summer 2019 I joined Purple Lamp Studios as a project manager for SpongeBob Rehydrated. A lot happened since than...
A Fine Balance - Thomas Bauboeck, Martin Eder gddg21
Переглядів 423 роки тому
Thomas Bauboeck: Studied “Information Design at the University of Applied Science (FH Joanneum) in Graz. Thomas joined Bongfish during his studies as an intern in 2006 as a 3D Modeler and quickly expanded his fields to Environmental and Challenge Design. He was building up and leading the “Level Creation” Department till it was split into Design & Art departments. Currently Thomas is leading th...
The Flower Collectors Post Mortem - Tobias Mayr GDDG21
Переглядів 913 роки тому
The Flower Collectors Post Mortem talk from GameDev Days 2021 About Tobias Mayr: Senior Game Designer with roots in the European demo scene, who has worked on many industry-defining and highly acclaimed franchises in his career. Find out more about the event: gamedevdays gamedevdays.com/ www.twitch.tv/gamedevgraz Organisers Community: gamedevgraz.at/ GameDevGraz
Sefirot - Lessons from a Kickstarter Rollercoaster - Georg Hobmeier GDDG21
Переглядів 1033 роки тому
Sefirot - Lessons from a Kickstarter Rollercoaster - Georg Hobmeier talk from GDDG 2021 Georg Hobmeier, Tyrolean by birth, Viennese by fate, is a game designer whose focus is mainly on political communication, experimental narration and strange hybrids. About ten years ago, he got equally bored and annoyed with his work in the performing arts and started doing the game thing with his company Ca...
9. Advent Interview, GDDG 2020 - Clockwork Bird presents Silicon Dreams
Переглядів 1643 роки тому
9. Advent Interview, GDDG 2020 - Clockwork Bird presents Silicon Dreams
23. Advent Interview, GDDG 2020 - Anton Klinger presents Pixel Soldier
Переглядів 433 роки тому
23. Advent Interview, GDDG 2020 - Anton Klinger presents Pixel Soldier
24. Advent Interview, GDDG 2020 - Follow the Feathers present Weaving Tides
Переглядів 213 роки тому
24. Advent Interview, GDDG 2020 - Follow the Feathers present Weaving Tides
22. Advent Game Jam Special, GDDG 2020
Переглядів 503 роки тому
22. Advent Game Jam Special, GDDG 2020
21. Advent Interview, GDDG 2020 - Mario Zechner presents Spine
Переглядів 2633 роки тому
21. Advent Interview, GDDG 2020 - Mario Zechner presents Spine
20. Advent Interview, GDDG 2020 - Martin Filipp presents PGDA
Переглядів 253 роки тому
20. Advent Interview, GDDG 2020 - Martin Filipp presents PGDA
19. Advent Interview, GDDG 2020 - Microbird Games presents Dungeons of Hinterberg
Переглядів 1573 роки тому
19. Advent Interview, GDDG 2020 - Microbird Games presents Dungeons of Hinterberg
18. Advent Interview, GDDG 2020 - Mipumi Games presents The Flower Collectors
Переглядів 353 роки тому
18. Advent Interview, GDDG 2020 - Mipumi Games presents The Flower Collectors
17. Advent Interview, GDDG 2020 - Hugging Dragons presents Wicked Lands
Переглядів 563 роки тому
17. Advent Interview, GDDG 2020 - Hugging Dragons presents Wicked Lands
16. Advent Interview, GDDG 2020 - Salt Castle Studio presents Alpaca Ball: Allstars
Переглядів 293 роки тому
16. Advent Interview, GDDG 2020 - Salt Castle Studio presents Alpaca Ball: Allstars
15. Advent Interview, GDDG 2020 - Wolfgang Tschauko presents VR Giants
Переглядів 6613 роки тому
15. Advent Interview, GDDG 2020 - Wolfgang Tschauko presents VR Giants
14. Advent Interview, GDDG 2020 - Julian Mautner presents stillalive studios
Переглядів 3103 роки тому
14. Advent Interview, GDDG 2020 - Julian Mautner presents stillalive studios
13. Advent Interview, GDDG 2020 - Lost in the Garden presents Project Odyssey
Переглядів 163 роки тому
13. Advent Interview, GDDG 2020 - Lost in the Garden presents Project Odyssey
12. Advent Interview, GDDG 2020 - Michael Hartinger presents Purple Lamp Studios
Переглядів 1453 роки тому
12. Advent Interview, GDDG 2020 - Michael Hartinger presents Purple Lamp Studios
11. Advent Interview, GDDG 2020 - Greenheart Games presents Tavern Keeper
Переглядів 1213 роки тому
11. Advent Interview, GDDG 2020 - Greenheart Games presents Tavern Keeper
I Just Mentioned Tobe in Part 3 of My Cursed Mountain Playthrough At 55m 25s, Tobe Can Be Found in A Game Journal As a Missing Climber Along with Stephan, Gunter, & Marin All Members of Deep Silver Vienna, I Have Been Able To Track Down So Many People Involved With Cursed Mountain over The Years All But Marin, I Hope He is Doing Well, Thanks for your Involvement With Cursed Mountain Tobe x
What a fantastic game. Are there any others like it?
This was a great talk. Lots of great insight into leading teams, particularly in seeking out feedback and listening to your colleagues. Very interesting career Josh has had.
That was nice, was hoping to hear more about tech but this is good info anyway.
like counter is currently on 669. I don't want to ruin this number but at the same time cant skip without giving a like.
Why is there boiler and steam turbine generator diagram on blackboard in presentation on game design? So weird and out of place :)
A truly great Q&A
I don't know whether or not Emil Pagliarulo watched this, but if he did he clearly didn't listen
Ain’t that the truth
brilliant game and thoughtful presentation
i like how real this dude is and how open he is , tavern keeper has 4 days left for release and i am very excited for it
1:14:12 That was a bold move to do in an austrian classroom.
I just watched part of this again, after noticing a reply to my earlier comment. A lady mentioned that Jon had been ranting about things that waste programmer time, and was wondering what he thought about the idea that maybe people who are playing games are wasting time. Ha! In response, Jon talked about how some games have more value than others and why, and why some games might improve a person's ability to have a positive impact on the world by helping them understand reality better and such, and I think there may be some value in all of that, but I feel there's a fundamental point at issue here: We are not and should not be slaves. We don't live to work. We work to live. Play that does not help us work is not a waste. Work that does not help us play is a waste. The purpose of our lives is not to work and be productive! The purpose of our lives is to enjoy life and maybe try, some, to help others enjoy life too. That's it. That's why we're here. And that's why life is worth it. If a compiler is taking a long time, that's really annoying and is really not enjoyable. And if a person is able to speed it up or make a faster one, that's very satisfying and enjoyable. So it's very worth while for that reason alone. But if it also helps get more work done with the time we spend working, then that's a tremendous boon if it means that we can spend less time working and more time playing games.
Gorogoa is one of the most singular works of art I've experienced in any medium. It's amazing to hear how frequently he made his task harder in order to produce a better set of puzzles. The result manages to be inscrutable, fantastical, yet universal and moving. I admire people who have the skills to produce something, but also the faith that their years of efforts and iterations will be fruitful. I can't wait to see what he does next. Another big lesson germane to game design is to look out how varied and idiosyncratic his influences were. So many games seem to mainly reference other games, like Oscar bait movies-about-movies. Artists are enriched by exploring not just other mediums, but by living life away from all mediums and bringing those experiences to their work. Because games are primarily commerce rather than art and mostly intentionally derivative, and because the digital means or production are less commonly taught in art schools, we have too few sui generis works like Gorogoa.
Thanks code dad.
Amazing demonstration Clio! <3
that sound system in real time is just amazing!!!!
Awesome talk! Thanks for sharing your insights!
I watched the entire thing and it was worth it!!!^^
Mr. Blow is amazingly intelligent and such a great role model. Thank you.
Oh gosh, Ico was amazing. And so was Gorogoa. Now that I know, I'm not surprised one helped influence the other.
Gracias por crear Gorogoa!! ❤❤
Talk starts at 2:25
01:06 What is your background (before Braid)? 03:12 How was time rewind* in Braid implemented? 08:00 What personal stories & inspirations did you put in Braid? 10:38 What personal stories & inspirations did you put in The Witness? 11:08 If you published Braid today, would it be successful? 12:45 Are there any future plans for Braid? 13:10 Is there a connection between Braid and the 1979 book _Gödel,_ _Escher,_ _Bach:_ _an_ _Eternal_ _Golden_ _Braid_ ? 15:13 Which game-related accomplishment are you most proud of? 16:25 How much pressure was there to make The Witness as successful as Braid? 22:15 In "Indie Game: The Movie", you said you had a negative experience after Braid was released... ...did you prepare for the release of the The Witness differently from Braid's? 27:10 When was the point that you decided to finally release the The Witness? 28:55 How were you able to release the The Witness without platform ratings? 30:35 When designing the difficulty of puzzles, did you have anything in mind? Were the very difficult puzzles intentional? 35:28 [Jon says one more thing about difficult puzzles.] 37:37 What challenges occurred when shipping The Witness on mobile platforms? 42:53 What shipping The Witness on mobile platforms worth it? 44:35 When did you come up with line-tracing mechanic in The Witness? 48:10 Regarding a scene in The Witness involving a fisheye lens visual, was photorealistic rending employed? 50:03 How do you manage your time with such large programming projects? 52:30 What is the latest status with your programming language, Jai? 52:55 Who is your favorite game designer? 56:10 What is a good game designer, and what is that even about? 1:04:15 Why do you opt to "reinvent the wheel" with respect to game design and programming? 1:10:00 Do you think university education is broken and does not prepare students for the brutal real world of game development? 1:14:30 Why are most games in recent times so tutorial-heavy? 1:19:08 Why do some puzzles in the The Witness punish the player for incorrect attempts (by shutting off some previous puzzles)? 1:22:40 In World 4 of Braid (where time depends on movement), do you know every possible time/position instance such that you won't hit a monster? 1:24:45 How to decide when it's appropriate to throw away chunks of code? 1:32:35 Do believe people playing games are wasting their time? 1:43:20 What are your thoughts on the Unreal and Unity game engines? 1:47:15 Do you think the future of game development will be using drag-and-drop tools? *Jonathan Blow, "The Implementation of Rewind in Braid", GDC talk, 2010. (ua-cam.com/video/8dinUbg2h70/v-deo.html)
Thanks a lot for that, and for the GDC link. Have a great day.:D
I just bought this gem (£3.59 on xbox live). No hyperbole; I was intrigued, astonished and mesmerised until bedtime. Now maybe I will dream like one who's been looking at the work of M.C. Escher, using fractal generator, and reading Antoine de Saint-Exupéry. Give this man money, support and freedom to create more!
Talk starts at 00:08
Talk starts at 1:16
Kick-Off starts at 3:35
Roundtable starts at 2:18
Talk starts at 4:14
Sorry for what i did.
Josh Sawyer is the man I aspire to be each day
Fact, Josh is the man
Can't deny that
Does anyone know if he's written out a full explanation for the story/symbolism anywhere? I would actually kill for such a treatment. This game has haunted my imagination for years. It's the only game I've ever played that I would consider not only art, but poetry. It's like looking into someone's dream, a half-remembered scene from childhood. I half-believe it holds the key to the universe.
See his GDC presentation for a lot of that.
@@Freyathrithis there one? I have searched and found nothing, sadly. If you have the link or a title, could you please share it? This game is just so interesting to analyze!
@@mathematicalmodelz All here! ua-cam.com/video/rZrGoUhcSNo/v-deo.html&pp=ygURamFzb24gcm9iZXJ0cyBnZGM%3D
@@mathematicalmodelz let me google that for you: Gorogoa: The Design of a Cosmic Acrostic
@@mathematicalmodelz Really? When I searched for "Jason Roberts GDC" this came right up: ua-cam.com/video/rZrGoUhcSNo/v-deo.html
I feel like Roberts is my (platonic) soulmate. I've never seen someone whose aesthetic tastes (and some of his specific inspirations!) align so closely with my own. I want to talk to him about Gorogoa for hours.
Why do you have Oswald Mosley as your profile picture?
I'm interesting in how much acid Jason has taken. Genius
🤙
It's strange that there were no questions about the symbolism and mystic background of the game.
I agree. The game is so rich in clear Dharmic/Eastern, religious symbolism you could it use to teach a class on spirituality or something. It's almost like a religious text in its own right, imo.
To be fair, it's a design talk.
All these influences show so much! Thank you for the generosity of spreading them out like this to share such wonderful inspiration!
I am just in awe of the talent (genius, really) and the insane load of labor (of love!) behind this game. A masterpiece. It won't age, but how will he follow this up?
76s only goal, milk money.
game is ok now, it was boring in 2018, now its decent enough in 2024
W I C K E N B U R G R I S E S ! ! ! 👻🤘👻
Klemens is one of the most promising talents developing games for sure, good luck my friend for your upcoming projects! 👻🤘👻
🥰🥰🥰
deep and philosophical indeed! Such an inspiring and yet grounding talk, thanks man!
Josh's games are very deep and philosophical.
ok good
Excellent game
1:12:50 if those 1000 items are really complex things that could be valid
Jon has an uncle whose name is Job.
Greatest teacher
This game is cool 34 usd bestbuy 5000 made don't get scammed on Ebay
Thank you
What other people think, doesn’t matter very much ... I love this. It’s so true. And so many times, we as artists seek external approval or recognition for our work, to the point where we try to please the masses. It should never be about that. It’s about what the artist wants to create, and any perception of success that may follow will happen naturally