回視聴
26:55
Untangling Experiments in Split-Mind Design: A Soft Body Postmortem
58:03
The GDC 2015 Live 2D Animation Demo
31:42
No Time, No Budget, No Problem: Finishing The First Tree
1:01:46
Subnautica Postmortem
1:02:08
Empowering the Player: Level Design in N++
57:03
Authored vs. Systemic: Finding a Balance for Combat AI in Uncharted 4
22:17
Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'
55:21
Idle Games: The Mechanics and Monetization of Self-Playing Games