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    Game Development

    3 277 курсов
    Circle in the Dark - The Darkest Dungeon Community
    GDC

    Circle in the Dark - The Darkest Dungeon Community

    Slay the Spire - Metrics Driven Design and Balance
    GDC

    Slay the Spire - Metrics Driven Design and Balance

    1,500 Slot Machines Walk into a Bar - Adventures in Quantity Over Quality
    GDC

    1,500 Slot Machines Walk into a Bar - Adventures in Quantity Over Quality

    Art Directing VFX for Stylized Games
    GDC

    Art Directing VFX for Stylized Games

    All Systems No - Learning from the Doomed Launch of Brigador
    GDC

    All Systems No - Learning from the Doomed Launch of Brigador

    Designing Gambit Mode in Destiny 2 - Forsaken
    GDC

    Designing Gambit Mode in Destiny 2 - Forsaken

    Rules of the Game - Five Further Techniques from Rather Clever Designers
    GDC

    Rules of the Game - Five Further Techniques from Rather Clever Designers

    Efficient Texture Streaming in Titanfall 2
    GDC

    Efficient Texture Streaming in Titanfall 2

    Creating a Tools Pipeline for Horizon - Zero Dawn
    GDC

    Creating a Tools Pipeline for Horizon - Zero Dawn

    Mooncrash - Resetting the Immersive Simulation
    GDC

    Mooncrash - Resetting the Immersive Simulation

    Playing with Magic - Interactive Worlds and Walt Disney Imagineering
    GDC

    Playing with Magic - Interactive Worlds and Walt Disney Imagineering

    Dream Daddies and Fearful Fathers - How Indies Can Cope with Being Terminally Online
    GDC

    Dream Daddies and Fearful Fathers - How Indies Can Cope with Being Terminally Online

    NOTICE ME - The Grind Behind the $272K Funding Success of Boyfriend Dungeon
    GDC

    NOTICE ME - The Grind Behind the $272K Funding Success of Boyfriend Dungeon

    Feeding the Maw - Managing a Live Narrative Game in Fallen London
    GDC

    Feeding the Maw - Managing a Live Narrative Game in Fallen London

    League of Legends Client Update - Art Directing a Consistent and Scalable Interactive Brand Identity
    GDC

    League of Legends Client Update - Art Directing a Consistent and Scalable Interactive Brand Identity

    RimWorld - Contrarian, Ridiculous, and Impossible Game Design Methods
    GDC

    RimWorld - Contrarian, Ridiculous, and Impossible Game Design Methods

    Why Make Games? Lessons from Frostpunk and This War of Mine
    GDC

    Why Make Games? Lessons from Frostpunk and This War of Mine

    Marvel's Spider-Man - A Technical Postmortem
    GDC

    Marvel's Spider-Man - A Technical Postmortem

    Classic Game Postmortem - Lemmings
    GDC

    Classic Game Postmortem - Lemmings

    Subnautica Postmortem
    GDC

    Subnautica Postmortem

    Building Games Around Humor - Lessons from The Haunted Island, a Frog Detective Game
    GDC

    Building Games Around Humor - Lessons from The Haunted Island, a Frog Detective Game