On this page

GDC talks folded in: AI, design, math and feel

Fifteen talks whose lessons were small enough to fold into existing skills as a few lines each, plus one small tested addition (shuffle bags and pity timers). Speaker names are as transcribed by Whisper; doubtful spellings are flagged. Years are only given when the talk states or clearly implies them, and say which. The lessons are summarised in our own words; read the talks for the full argument.

AI

AI Arborist: Proper Cultivation and Care for Your Behavior Trees

Nuts and Bolts: Modular AI From the Ground Up

Knowledge is Power: An Overview of Knowledge Representation in Game AI

The Simplest AI Trick in the Book

Winding Road Ahead: Designing Utility AI with Curvature

Mind Your Step: Avoiding 3 Common Pitfalls in AI Development

Tales from the Trenches: AI Disaster Stories

Design

Open-Ended Puzzle Design at Zachtronics

Ten Principles for Good Level Design

Cursed Problems in Game Design

Math and feel

Math for Game Programmers: Fast and Funky 1D Nonlinear Transformations

Math for Game Programmers: Dark Secrets of the RNG

Math for Game Programmers: Parallel Random Number Generation

How Cameras in Side-Scrollers Work

Game Feel: Why Your Death Animation Sucks