50 Game Camera Mistakes
In this GDC 2014 talk, John Nesky, the dynamic camera designer for thatgamecompany's award-winning PSN title Journey, takes attendees on a tour of all the poor camera choices that he and other game developers have made, and most importantly, how to fix them. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter / official_gdc Checkout our Facebook page for GDC exclusives / gamedevelopersconference http://www.gdconf.com/

Practical Creativity

30 Things I Hate About Your Game Pitch

Interior Design and Environment Art: Mastering Space, Mastering Place

The Inspiring Story of Journey Creator Jenova Chen – IGN Unfiltered #27

The Game Dev Advice That Took 10 Years to Discover

The Importance of Nothing: Using Negative Space in Level Design

A Survival Guide for Game Developers

I Hacked This Temu Router. What I Found Should Be Illegal.

Narrative Sorcery: Coherent Storytelling in an Open World

Why Dark Souls Is The 'Ikea' Of Games

Hitchhiker's Guide to Rapid Prototypes!

The Freedom Fallacy: Understanding "Player Autonomy" in Game Design

Programming in Assembly without an Operating System

I Investigated India’s Biggest Smartphone Controversy

Math for Game Programmers: Juicing Your Cameras With Math

Half-Life 2 Developers React to 50 Minute Speedrun

An Approach to Holistic Level Design

Turing Award Winner: Disagreeing with Google, Postgres, Future Problems | Mike Stonebraker

Math for Game Programmers: Building a Better Jump

