Game Development Learning Resources
Reading Time: 4 minutesOver the years I’ve collected hundreds of gamedev resources, talks, and tutorials in my personal bookmarks. Many of these I stumbled upon and may be difficult to find on your own. This list intends to provide a large number of learning resources to everyone in a single convenient place – biased to topics I found most interesting myself at the time.
Check out the Unreal Engine Bookmarks page!
Game Design
- Into the Breach Design Postmortem – GDC
[Watch] Insightful talk about the design process that turned into ‘Into the Breach’. Filled with useful lessons and mistakes. - What Makes Games Good – Tom Francis
[Read] Design insight by Tom Francis about what makes games ‘good’. - Natural Numbers in Game Design – Tom Francis
[Read] A term used by Tom Francis to describe ‘numbers you can see’. - Legacy Games: From Risk to Pandemic to SeaFall & Beyond – GDC
[Watch] “Legacy” Board games talk by Rob Daviau about how they’ve influenced other games, and what game designers can learn from them. - Designing Path of Exile to Be Played Forever – GDC
[Watch] Grinding Gear Games’ Chris Wilson describes how Path of Exile has been designed to retain and grow its community for the very long term. (GDC 2019) - How upgrading cards fuels Monster Train’s wild ride – Rock Paper Shotgun
[Read] Monster Train’s developers talk about the design behind card upgrades in Rock Paper Shotgun’s “The Mechanic”. - Probability and Games: Damage Rolls – Red Blob Games
[Read] Beautifully made interactive article on probability about rolling dice. - Normal Distribution – Math Is Fun
[Read] Bell curves will be valuable asset in your designer/programmer toolbelt. - Boss Battle Design and Structure – Gamasutra
[Read] Boss design patterns and examples from existing games. - Keys to Combat: Anatomy of an Attack – GD Keys
[Read] Breaking down the elements of enemy attacks telegraphing and case studies.
Programming
- Math for Game Programmers: Noise-Based RNG – GDC
[Watch] “Squirrel Eiserloh discuss RNGs vs. noise functions, and shows how the latter can replace the former in your math library…”
Procedural Generation
- Wave Function Collapse tips and tricks – Boristhebrave
[Read] A commonly applied (constrained-based) procedural algorithm to turn tile sets into levels. - Dungeon Generation in Binding of Isaac – Boristhebrave
[Read] Detailed outsiders analysis of this Indie-gem roguelike’s procedural world. - Dungeon Generation in Enter The Gungeon – Boristhebrave
[Read] Another breakdown by boristhebrave, this time for the roguelike bullet hell ‘Enter The Gungeon’. - Tile-Based Procedural Terrain Generation – Dominik Scholz
[PDF] Bachelor’s Thesis on procedural generation with tiles. - Wave – WFC Interactive Demo – Oskar Stalberg
[Demo] Great example of Wave Function Collapse and how it resolves constraints. - Beyond Townscapers SGC21 – Oskar StÃ¥lberg
[Watch] Insightful talk on procedural generation concepts including dual grids.
AI
- Are Waypoint Graphs Outnumbered? Not in AlienSwarm! – AIGameDev
[Read] Navmesh is all the rage, but navigation nodes may still have their place. (oldie via waybackmachine)
Animation
- SLOW IN & SLOW OUT – The 12 Principles of Animation in Games – New Frame Plus
[Watch] What is ‘slow in & slow out’ and how is it applied in major games.
Localization
- Localizing Bungie’s Destiny for the World – GDC
[Watch] Interesting talk on how Bungie localized in-world assets, spoken dialogue, and text in Destiny. (GDC 2015) - Industries of Titan Localization Lessons – Ben UI
[Read] Lessons learned from Titan of Industries localization efforts.
User Interfaces
- Game UI Database
A large set of game UI screenshots. A fantastic reference tool for UI Designers. - Laws of UX
[Read] Helpful overview of the ‘laws of UX’ as they apply to user interfaces.
Retrospectives
- Half Life 2 Tech Demo (E3 2003)
[Watch] The now classic HL2 Tech Demo showing off impressive material and physical effects for its time.
Production
- Don’t Break the Chain: Maintaining Productivity on Your 19th Game
[Watch] “In this 2018 GDC talk, developer Jason Rohrer presents tested techniques he’s used over the past 12 years, working alone, to ship 18 games.” - Matthew Walker talks for two hours about the importance of sleep.
[Watch] Don’t underestimate taking a break, Matthew Walker explains why. - Dealing with Scope Change in Heat Signature and Gunpoint
[Watch] Insightful GDC talk by Tom Francis on his indie development journey. Highly recommend all of his work.
Artifical Intelligence
- Advanced Randomness Techniques for Game AI
[Read] GameAIPro article covering Gaussian Randomness, Filtered Randomness, and Perlin Noise
Visual Effects
- League’s VFX Style Guide
Great guide with some rules and guidelines to improve readability and clarity of your VFX for gameplay.
Marketing
- The Diary of a Modern PR Campaign: How to Plan Your Game’s Promotion
[Watch] “Future Friends Games’ Thomas Reisenegger discusses practical elements such as tools, rough timelines and checklists you can consider for each stage of your PR campaign.” - The Best Debug Tools for Game Capture – Derek Lieu
[Read] Preparing your game for easy game trailer/screenshot capture. - Slay the Spire: Success through Marketability – GDC
[Watch] “…the process and thoughts on adding value to a game, building a community, and how various decisions factored into making Slay the Spire one of the top-selling indie games of 2018.”
Blogs
- Tom Francis
Insightful thoughts on game design, especially through his YouTube Design Talk series. - Daniel Cook [LostGarden]
“You’ve found a rare treasure trove of readable, thoughtful essays on game design theory, art and the business of design.” - Simon schreibt.
Blog on re-creating many impressive game art (rendering) tricks. - Soren Johnson [Designer Notes]
Includes Podcast-style interviews with fellow game developers. - GDKeys
Variety of insightful articles on game development. - Red Blob Games
Insightful and beautifully crafted interactive blog about math and algorithms.
Indie
- Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage
[Watch] Valuable GDC talk about signing your work and why as an indie developer. - Shipping Kills Studios: A Study of Indie Team Dynamics – GDC
[Watch] Danny Day explains how to keep your indie team alive after shipping a successful game.
Post Mortems
- How Thief’s Stealth System Almost Didn’t Work
[Watch] “Paul Neurath recounts the difficulties creating Thief: The Dark Project, and how its AI systems had to be completely rewritten years into development.” War Stories is a great series on game development. - Classic Game Postmortem: Ultima Online
[Watch] “Raph Koster, Starr Long, Richard Garriott de Cayeux & Rich Vogel talk about the things that went wrong and right during the development and operation of Ultima Online.” - All Systems No: Learning from the Doomed Launch of Brigador
[Watch] “Stellar Jockeys’ Hugh Monahan dissects the development and release of Brigador from both marketing and design perspectives, to help you learn from what went wrong for them.” - Crafting A Tiny Open World: A Short Hike Postmortem
[Watch] A delightful look into the development of ‘A Short Hike’. - The Last Game I Make Before I Die: The Crashlands Postmortem
[Watch] “…Butterscotch Shenanigans’ Samuel Coster tells the parallel stories of one family’s battle with cancer and the creation of a cross-platform crafting RPG…”
Misc.
- Who finds the Glitches used in Speedruns?
[Watch] “How are glitches even found? Are they found by accident, or how would anyone even think of doing 100 perfect inputs in a very specific order?”