Game Designers
119 videos • 3,014 views • by Critical Path
1
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CRITICAL PATH—Noah Falstein—Puzzles are a Strange Beast
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3
CRITICAL PATH—Ken Wong—The Brilliance of Passage
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4
CRITICAL PATH—Zoe Quinn—Writing the Narrative in Framed
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5
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CRITICAL PATH—Zoe Quinn—Tabletop Games Influencing Interactive Storytelling
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CRITICAL PATH—Ken Wong—What Makes a Game Worth Creating
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CRITICAL PATH—Ken Wong—Commonalities Between Artforms
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CRITICAL PATH—Anna Kipnis—Being Well Rounded
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CRITICAL PATH—Anna Kipnis—Supporting Multiple Input Devices
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12
CRITICAL PATH—Zoe Quinn—Playtesting Depression Quest with Therapists
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13
CRITICAL PATH—Zoe Quinn—Games Beginning as a Bad Joke
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14
CRITICAL PATH—Zoe Quinn—Go Make a Game
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CRITICAL PATH—Zoe Quinn—Star Control II Changed Everything for Me
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16
CRITICAL PATH—Warren Robinett—Limitations of Giving People What They Want
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17
CRITICAL PATH—Warren Robinett—VR 20 Years Ago
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18
CRITICAL PATH—Noah Falstein—Drawing Inspiration Outside of Games
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CRITICAL PATH—Noah Falstein—Chemotherapy as a 3rd Person Shooter
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20
CRITICAL PATH—Noah Falstein—Interactivity Makes Education Sticky
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CRITICAL PATH—Noah Falstein—Overlap Between Entertainment and Education
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22
CRITICAL PATH—Ken Wong—Role of the Art Director
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CRITICAL PATH—Ken Wong—Good Design is about Asking the Right Questions
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24
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CRITICAL PATH—Ken Wong—Minutes of Entertainment
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CRITICAL PATH—Anna Kipnis—Choosing the Right Engine
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27
CRITICAL PATH—Anna Kipnis—Easter Eggs that Provide Replayability
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CRITICAL PATH—Anna Kipnis—Treat Writer's Block with a Game Jam
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CRITICAL PATH—Anna Kipnis—Tuning Puzzles
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CRITICAL PATH—Zoe Quinn—Over Thinking Leading to Game Development Career
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31
CRITICAL PATH—Zoe Quinn—When Tech Support Becomes Emotional Support
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32
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CRITICAL PATH—Zoe Quinn—Are Games Supposed to be Fun
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34
CRITICAL PATH—Warren Robinett—The First Easter Egg
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35
CRITICAL PATH—Warren Robinett—Creating Atari Games Alone
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36
CRITICAL PATH—Warren Robinett—Form is Liberating
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37
CRITICAL PATH—Warren Robinett—Practical Uses for VR
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38
CRITICAL PATH—Noah Falstein—Game Design Is like cooking
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39
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40
CRITICAL PATH—Noah Falstein—Don't Forget about Interactivity
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41
CRITICAL PATH—Ken Wong—The Value of Re Working a Game
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42
CRITICAL PATH—Ken Wong—Honesty in Game Pricing
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43
CRITICAL PATH—Ken Wong—Games That Challenge Us as Humans
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44
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45
CRITICAL PATH—Anna Kipnis—Story Emerging from Gameplay Experience
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46
CRITICAL PATH—Anna Kipnis—Rethinking Controls with Emerging Technology
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47
CRITICAL PATH—Anna Kipnis—Procedurally Generated Dialogue
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48
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49
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50
CRITICAL PATH—Kim McAuliffe—Differences in Designing for Kids
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51
CRITICAL PATH—Zoe Quinn—Using Game Mechanics to Describe Depression
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52
CRITICAL PATH—Zoe Quinn—The Alt-Game Space
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53
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54
CRITICAL PATH—Zoe Quinn—Harmony in Core Design
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55
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56
CRITICAL PATH—Ron Gilbert—Mobile Gaming - Gaming of Opportunity
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57
CRITICAL PATH—Don Daglow—Making Games for Over 40 Years
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58
CRITICAL PATH—Steve Gaynor—Games About Games
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59
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60
CRITICAL PATH—Ron Gilbert—Elegant Gameplay Mechanics
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61
CRITICAL PATH—Davey Wreden—Unexpected Player Experimentation
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62
CRITICAL PATH—Steve Gaynor—Discovering Rules of the World
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63
CRITICAL PATH—Ron Gilbert—Advantages of Knowing Programming as a Game Designer
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64
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65
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66
CRITICAL PATH—Davey Wreden—Phases of Emotion
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67
CRITICAL PATH—Don Daglow—Thousands of Small Experiences
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68
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69
CRITICAL PATH—Keiji Inafune—Rallying the Community in Crowdfunded Games
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70
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71
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CRITICAL PATH—Brendon Chung—Designing for Player Experience
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73
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74
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76
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77
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78
CRITICAL PATH—Davey Wreden—Putting Your Life into the Work
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79
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80
CRITICAL PATH—Robin Hunicke—Designing Backwards, from Aesthetics to Mechanics
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81
CRITICAL PATH—Ryan Payton—Evolving Winning and Losing
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82
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83
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84
CRITICAL PATH—Keiji Inafune—Competing and Winning Against Yourself
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85
CRITICAL PATH—Brendon Chung—Building by Instinct
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86
CRITICAL PATH—Ryan Payton—Endless Innovation
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87
CRITICAL PATH—Robin Hunicke—Character Design as Expression
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88
CRITICAL PATH—Matt Boch—Making Controls Understandable
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89
CRITICAL PATH—Marie Eve Vignola—More Choice in the Game Market
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90
CRITICAL PATH—Keiji Inafune—Staying True to Your Concept
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CRITICAL PATH—Davey Wreden—Talking up to People
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92
CRITICAL PATH—Brendon Chung—Seeing Connections
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93
CRITICAL PATH—Ryan Payton—Innovation in a Big Franchise
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94
CRITICAL PATH—Robin Hunicke—A Positive Force in the Game Industry
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95
CRITICAL PATH—Matt Boch—Intentionality Defines Gameness
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96
CRITICAL PATH—Marie Eve Vignola—Meaningful Complimentary Content
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97
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98
CRITICAL PATH—Brendon Chung—Accidental Art Style
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99
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CRITICAL PATH—Robin Hunicke—Games Are about Choice
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101
CRITICAL PATH—Matt Boch—How Control Affordances Apply to Games
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CRITICAL PATH—Matt Boch—Control and Empowerment
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103
CRITICAL PATH—Brendon Chung—The Pros and Cons of Working Alone
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104
CRITICAL PATH—Brendon Chung—Anyone Can Create a Game
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105
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106
CRITICAL PATH—Marie Eve Vignola—Driving Gamer Retention
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107
CRITICAL PATH—Davey Wreden—Revisiting Design from Demo Feedback
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108
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109
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110
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111
CRITICAL PATH—Ryan Payton—Pitfalls In Control Scheme Complexity
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112
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113
CRITICAL PATH—Don Daglow—The Value of 8-bit Gaming
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114
CRITICAL PATH—Don Daglow—Vision and Metrics
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115
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116
CRITICAL PATH—Ron Gilbert—Successful Enough to Make Another Game
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117
CRITICAL PATH—Steve Gaynor—Importance of Pointless Interactivity
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118
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119
CRITICAL PATH—Davey Wreden—Learning about Yourself through Work
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