Experience Design
101 videos • 65 views • by bernould
1
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013
Dutch Game Garden
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2
League of Legends: Why Spend Money on a Free Game? - Reality Check
GameSpot
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3
How Free-to-play Exploits your Brain - Reality Check
GameSpot
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4
What Is a Game? - How This Question Limits Our Medium - Extra Credits
Extra Credits
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5
How We’re Fooled By Statistics
Veritasium
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6
Artificial Intelligence: Skyrim - The Elder Scrolls V, Video 01
Ether Dynamics
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7
What's in a game?: A discussion of gameplay and narrative
TotalBiscuit
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8
What makes a hero? - Matthew Winkler
TED-Ed
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9
Juice it or lose it - a talk by Martin Jonasson & Petri Purho
grapefrukt
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10
The Magic Circle - How Games Transport Us to New Worlds - Extra Credits
Extra Credits
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11
Affordances - How Design Teaches Us Without Words - Extra Credits
Extra Credits
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12
Robots with "soul" | Guy Hoffman
TED
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13
Simulation Sickness - Causes and Cures for Game Headaches - Extra Credits
Extra Credits
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14
Quest Design - I: Why Many MMOs Rely on Repetitive Grind Quests - Extra Credits
Extra Credits
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15
Quest Design - II: How to Create Interesting MMO and RPG Quests - Extra Credits
Extra Credits
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16
The Most Common Cognitive Bias
Veritasium
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17
Designing for Youth - Making Games for Players Under 14 - Extra Credits
Extra Credits
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18
Doing Free to Play Wrong - How Bad Monetization Harms F2P Games - Extra Credits
Extra Credits
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19
In-Game Economies in Team Fortress 2 and Dota 2 (Steam Dev Days 2014)
Steamworks Development
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20
Candy Crush's Success - Why People Can't Get Enough Candy Crush - Extra Credits
Extra Credits
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21
Education: 21st Century Skills - How Games Prepare You for Life - Extra Credits
Extra Credits
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22
Sequelitis - ZELDA: A Link to the Past vs. Ocarina of Time
Egoraptor
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23
The art of misdirection | Apollo Robbins | TED
TED
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24
Choices vs Consequences - What Player Decisions Mean in Games - Extra Credits
Extra Credits
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25
First Move Advantage - How to Balance Turn-Based Games - Extra Credits
Extra Credits
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26
Jonathan Blow: Game design: the medium is the message
CreativeMornings HQ
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27
MMO Economies - How to Manage Inflation in Virtual Economies - Extra Credits
Extra Credits
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28
Plan, Practice, Improvise - Understanding the Three Types of Play in Games - Extra Credits
Extra Credits
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29
Interactive Video - How Cloud Chamber Makes a Game out of Movies - Extra Credits
Extra Credits
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30
Mechanics and Tone - How Does Gameplay Relate to Story? - Extra Credits
Extra Credits
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31
Making Your First Game: Basics - How To Start Your Game Development - Extra Credits
Extra Credits
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32
Making Your First Game: Minimum Viable Product - Scope Small, Start Right - Extra Credits
Extra Credits
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33
What Makes Us Roleplay? - Why Game Worlds Feel Real - Extra Credits
Extra Credits
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34
Why is Killing a Fundamental Game Mechanic? | Game/Show | PBS Digital Studios
PBS Game/Show
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35
Romance in Games - Can We Play with Lasting Relationships? - Extra Credits
Extra Credits
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36
Exit Points - Putting Down the Game - Extra Credits
Extra Credits
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37
Can Your Avatar's Race Affect Your Behavior? | Game/Show | PBS Digital Studios
PBS Game/Show
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38
On Classical Heroes - The Power of Failure - Extra Credits
Extra Credits
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39
Playable Cinematography: Video Games and Visual Language
Turbo Button
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40
How Can Videogames Make You a Kinder Person? | Game/Show | PBS Digital Studios
PBS Game/Show
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41
Social Difficulty Curve - Easing Players into Communication - Extra Credits
Extra Credits
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42
Dark Souls: Why it's Different
VaatiVidya
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43
"Hundreds of Hours of Content"
Super Bunnyhop
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44
Progression Systems - How Good Games Avoid Skinner Boxes - Extra Credits
Extra Credits
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45
Romantic Dilemmas - How Witcher 3 Builds Character through Choice - Extra Credits
Extra Credits
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46
The Making Of Cities: Skylines
GDC 2025
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47
Is Early Access Right for You? (Steam Dev Days 2014)
Steamworks Development
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48
Future Proofing Your Design - Looking at Hearthstone and Planning Ahead - Extra Credits
Extra Credits
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49
Oh My! That Sound Made the Game Feel Better!
GDC 2025
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50
Rami Ismail to indie startups: You Don't Stand a Chance - Control Conference 2015
ctrl500.com
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51
The Antihero - Can Games Create Antiheroes? - Extra Credits
Extra Credits
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52
50 Game Camera Mistakes
GDC 2025
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53
Game Writing Pitfalls - Lost Opportunities in Games - Extra Credits
Extra Credits
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54
The general theory of walkability | Jeff Speck | TEDxMidAtlantic
TEDx Talks
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55
The Casual/Core Fallacy - Designing for Depth - Extra Credits
Extra Credits
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56
[Private video]
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57
Integrating Academia - Experimenting for Better Games - Extra Credits
Extra Credits
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58
[Private video]
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59
Errant Signal: Social Spaces & Payload Races
Errant Signal
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60
Shovel Knight and Nailing Nostalgia
Game Maker's Toolkit
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61
How to Make Great Game Tutorials
GDC 2025
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62
The Most Fundamental Deceit - Horror and How Rationality Betrays Us - Extra Credits
Extra Credits
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63
The Dark Knight — Creating the Ultimate Antagonist
Lessons from the Screenplay
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64
PORTAL - The Incongruity Theory
Good Blood
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65
Are you a giver or a taker? | Adam Grant
TED
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66
Intro to UX Design - User Experience and You - Extra Credits
Extra Credits
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67
What We Learned Porting Team Fortress 2 to Virtual Reality
GDC 2025
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68
Lessons Learned from VR Prototyping
GDC 2025
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69
Finding Duskers: Innovation Through Better Design Pillars
GDC 2025
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70
Do We Need a Soulslike Genre?
Game Maker's Toolkit
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71
How Games Speak - Learn the Language of Design - Extra Credits
Extra Credits
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72
The Design of Time: Understanding Human Attention and Economies of Engagement
GDC 2025
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73
Hitchhiker's Guide to Rapid Prototypes!
GDC 2025
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74
Oculus Connect 4 | Solving for Locomotion in VR
Meta Quest
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75
Seeing the world as it isn't | Daniel Simons | TEDxUIUC
TEDx Talks
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76
Guérilla UX, "quick" mais pas "dirty" - Carine LALLEMAND
BlendWebMix
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77
VRLA Summer Expo 2016: How VR Works A Perceptual Point of View
VR LA
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78
What Makes a Good Puzzle?
Game Maker's Toolkit
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79
The Moon Terminator Illusion
Vsauce
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80
Drives: Helping More Players Get from First-Taste to Satisfaction
GDC 2025
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81
Ladders and Team Games - Doing it Wrong - Extra Credits
Extra Credits
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82
The Art Of Hearthstone
GDC 2025
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83
Making Games Better for the Deaf and Hard of Hearing | Designing for Disability
Game Maker's Toolkit
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84
What NOT to shoot in Mixed Reality
Azad Balabanian
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85
This Curious AI Beats Many Games...and Gets Addicted to the TV
Two Minute Papers
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86
Can Virtual Reality Change Your Mind? | Thong Nguyen | TEDxMinneapolis
TEDx Talks
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87
Understanding the Fantasy - How to Shape a Game's Design - Extra Credits
Extra Credits
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88
Improving Games for Those with Cognitive Disabilities | Designing for Disability
Game Maker's Toolkit
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89
Why Dark Souls Is The 'Ikea' Of Games
GDC 2025
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90
The Power of Narrative Callbacks - Luke Stephens
Luke Stephens
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91
RPG Character Sheets - Designing Gameplay Around Character Customization - Extra Credits
Extra Credits
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92
Subnautica Postmortem
GDC 2025
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93
Rules of the Game: Five Further Techniques from Rather Clever Designers
GDC 2025
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94
2014 vs. 2018: The Shape of Financial Success Before and After the Indiepocalypse
GDC 2025
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95
Letting Go: A Florence Postmortem
GDC 2025
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96
Game Design Tools: For When Spreadsheets and Flowcharts Aren't Enough
GDC 2025
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97
Introverts and the Industry - Building Better Spaces - Extra Credits
Extra Credits
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98
This Psychological Trick Makes Rewards Backfire
Game Maker's Toolkit
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99
Can You Make a Good Game Without Good Play Mechanics?
GDC 2025
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100
Burning Down an Entire Virtual Forest! 🌲🔥
Two Minute Papers
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101
Jonathan Blow - Truth In Game Design
Þórður Ágúst
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