I think my favorite GDC talk is the Sid Myer one where he talks about trying to prevent the player from ruining the game for themselves. I think a common misconception that a lot of indie devs have is that players are going to try their best to have fun with your game. It's actually the opposite. They will always do the most convenient or simple thing that achieves the in-game objective. And this will almost always lead them to having less fun. As a game designer, your biggest job is to prevent the player from screwing themselves out of fun by removing the viability of unfun actions.
@@635574 That's the problem innit. Is it really a waste of your time if it's more fun than the stronger option? This here is the essence of the problem.
If you want a great 2d animation one. The video about Skullgirls animation is one I go back to a few times a year to brush up on fundamentals. "Making fluid and powerful animations"
I bought Skullgirls just for the 2D animation and art style. A great way to study and look at the animation was going into practice mode and setting the speed to the lowest setting.
Could you do a video focusing on Testing and CI/CD in your gamedev process, please? Might as well be a little more technical than usual. It‘s a really interesting topic I‘d like to learn about, but have no idea of.
@@lordofthe6string That is exactly why you should not follow the marketeers of TDD but preferably the people that have actually used (part of) it for a long time and only kept the helpful elements. I had a 3-day TDD course once, and indeed they went as far as exercises with specific contrived examples trying to prove that TDD is faster than traditional development. Even before unit-testing became a thing, I used to often put small commented tests at the bottom of many functions I implemented as a check. It can be very light-weight and still very useful. Full TDD does not work very well for me. I think it can be more useful for software with a huge number of interacting objects giving it complexity. My software usually has its complexity due to mathematics and algorithms.
Failing to Fail: The Spiderweb Software Way is an excellent GDC talk by a true veteran in gamedev, Jeff Vogel. He's been working on his games since 1994.
I think the failure workshops are very good GDC talks often they are more enlightening than the postmortem of successful games. The talks by the Slay the Spire devs are also great and the Math for Game Developer's talks are usually pretty good, especially if you're going to take the "treat the talk like a lecture" approach and take notes.
Even if your game didn't receive the best reviews, you still succeeded in releasing it, which is an accomplishment in itself. As long as you have personal experience in the field you're teaching, your knowledge is valuable, IMO 🧠 I really appreciate how you always put yourself in the shoes of someone just starting out with zero experience. It feels like you're trying to be the mentor you wished you had when you began, and that's awesome! 💎 I also admire your willingness to showcase negative comments and address them openly. Plus, you point out where people can find more valuable information from those with more experience than you may have right now. Overall, I really enjoy your videos and have learned a lot from them. The video on game translation, for instance, was especially enlightening, as it clearly explained the differences between translation and localization 📝 I find a lot of value in your videos and your approach to teaching people. Please keep creating great content like this! ✨
Been watching them for years. Great for mechanics from boardgames, pen and paper, and comuter games, and how they have been cross pollinated even applied more widely, such as learning.
Some GDC talks are really just "Looking for Work / Looking to Hire" broadcasts 😅 But the gems are great. The AI Summit, incl Dave Mark's Utility AI series, the various "10 rules" talks on level design and UI/UX, CDPR talking about avoiding scope-creep in the Witcher, Celia Hodent spilling the beans on Fortnite's dark-pattern psychology, Rebekah Saltzman of Finji dispensing pitching hard-truths, etc. The Postmortems alone are worth a deep-dive.
Just came across a game called Oddsparks Automation Adventure. Didn't play it, but from the looks of it, the game is what Forge Industry could've been. It feels like they were heavily inspired by your concept, and they did the art/polish more appealing.
@@marnixwyns I did a double take too! You look a little older but I think the way you talk, the confidence, and that you said you switched careers. I figured you were closer to 26 or 27 due to the career switch, you only did your previous career for like a year or two if you went to college first. Just something people do a little later. Good for you for finding your passion sooner rather then later!
I think my favorite GDC talk is the Sid Myer one where he talks about trying to prevent the player from ruining the game for themselves.
I think a common misconception that a lot of indie devs have is that players are going to try their best to have fun with your game.
It's actually the opposite. They will always do the most convenient or simple thing that achieves the in-game objective. And this will almost always lead them to having less fun.
As a game designer, your biggest job is to prevent the player from screwing themselves out of fun by removing the viability of unfun actions.
Yea, some put microtransactions into their games so that players can skip unfun actions. :)
Great advice! Sid's the Master, and one of my heroes.
I have ruined my game in XCOM2.
Or just not have something os op everything else is a waste of time.
@@635574 That's the problem innit. Is it really a waste of your time if it's more fun than the stronger option?
This here is the essence of the problem.
If you want a great 2d animation one. The video about Skullgirls animation is one I go back to a few times a year to brush up on fundamentals. "Making fluid and powerful animations"
I bought Skullgirls just for the 2D animation and art style.
A great way to study and look at the animation was going into practice mode and setting the speed to the lowest setting.
That one was S-tier, loved that talk. The animation of Ori was another great one on the subject
Could you do a video focusing on Testing and CI/CD in your gamedev process, please? Might as well be a little more technical than usual. It‘s a really interesting topic I‘d like to learn about, but have no idea of.
+1 to this. I would love to see the way that others are handling this.
TDD and unit tests are awful and if you do them you're wasting your time, money and attention that can be used to actually make the damn game.
@@lordofthe6string That is exactly why you should not follow the marketeers of TDD but preferably the people that have actually used (part of) it for a long time and only kept the helpful elements. I had a 3-day TDD course once, and indeed they went as far as exercises with specific contrived examples trying to prove that TDD is faster than traditional development.
Even before unit-testing became a thing, I used to often put small commented tests at the bottom of many functions I implemented as a check. It can be very light-weight and still very useful. Full TDD does not work very well for me. I think it can be more useful for software with a huge number of interacting objects giving it complexity. My software usually has its complexity due to mathematics and algorithms.
Failing to Fail: The Spiderweb Software Way is an excellent GDC talk by a true veteran in gamedev, Jeff Vogel. He's been working on his games since 1994.
The gdc talks have been absolutely critical in my concepting and game design!!
I think the failure workshops are very good GDC talks often they are more enlightening than the postmortem of successful games. The talks by the Slay the Spire devs are also great and the Math for Game Developer's talks are usually pretty good, especially if you're going to take the "treat the talk like a lecture" approach and take notes.
Great stuff, one of my personal fav GDC talks was called "30 things I hate about your game pitch", I found that one entertaining and informative.
Love that one.
Even if your game didn't receive the best reviews, you still succeeded in releasing it, which is an accomplishment in itself. As long as you have personal experience in the field you're teaching, your knowledge is valuable, IMO 🧠 I really appreciate how you always put yourself in the shoes of someone just starting out with zero experience. It feels like you're trying to be the mentor you wished you had when you began, and that's awesome! 💎 I also admire your willingness to showcase negative comments and address them openly. Plus, you point out where people can find more valuable information from those with more experience than you may have right now.
Overall, I really enjoy your videos and have learned a lot from them. The video on game translation, for instance, was especially enlightening, as it clearly explained the differences between translation and localization 📝 I find a lot of value in your videos and your approach to teaching people. Please keep creating great content like this! ✨
Been watching them for years. Great for mechanics from boardgames, pen and paper, and comuter games, and how they have been cross pollinated even applied more widely, such as learning.
Some GDC talks are really just "Looking for Work / Looking to Hire" broadcasts 😅 But the gems are great. The AI Summit, incl Dave Mark's Utility AI series, the various "10 rules" talks on level design and UI/UX, CDPR talking about avoiding scope-creep in the Witcher, Celia Hodent spilling the beans on Fortnite's dark-pattern psychology, Rebekah Saltzman of Finji dispensing pitching hard-truths, etc. The Postmortems alone are worth a deep-dive.
0:25 some of your videos are actually really good and I learned a lot from them. Keep it up Marnix
My favorite GDC talk remains the one with Will Wright called Design plunder.
3:49 Marnix is gaslighting us with discord notifications now.
Just came across a game called Oddsparks Automation Adventure. Didn't play it, but from the looks of it, the game is what Forge Industry could've been. It feels like they were heavily inspired by your concept, and they did the art/polish more appealing.
I remember one talk about making a living without a success, I enjoy a lot of the more technical talks too even if I suck at programming.
Would you be interested in an interview? I have recently just done one with the Dev of Rooftops and alleys!
Woot!
You're 23?
Do I look older, or younger?
@@marnixwyns I did a double take too! You look a little older but I think the way you talk, the confidence, and that you said you switched careers. I figured you were closer to 26 or 27 due to the career switch, you only did your previous career for like a year or two if you went to college first. Just something people do a little later. Good for you for finding your passion sooner rather then later!