Classic Game Postmortem: 'Karateka'
Before Prince of Persia, there was Karateka. Released in 1984, the directorial debut of game creator Jordan Mechner was a worldwide hit, full of groundbreaking innovations in story, cinematics, music, and animation. It was also the work of an unknown teenager looking to break into the game industry. Forty years later, Jordan discusses how he pushed the limits of Apple II technology to create his breakthrough success. Through original design documents, film footage, prototype gameplay, and more, Jordan tells the story of how he developed his craft as an independent game developer and brought the illusion of life to computer screens around the world with Karateka. GDC returns to San Francisco in March 2025! For more information, be sure to visit our website and follow the #GDC2025 hashtag on social media. Subscribe to the GDC newsletter and get regular updates via Facebook, Twitter, LinkedIn, or RSS. Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: / official_gdc 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 day. 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.

Classic Game Postmortem: Paperboy

Classic Game Postmortem: 'Q*bert'

Environment Art | Game art stream 2

"Game Development in Eight Bits" by Kevin Zurawel

'The Looker': The Art of Parody Against the Menace of Goofiness

You won't survive Software Development of the 1980s

Zig 2026: No-AI Policy, $670K Foundation, Left GitHub & Why Zig Isn’t 1.0 - Andrew Kelley Explains

Classic Game Postmortem: Fallout

S13 E17: Trump’s Reflecting Pool, Redistricting & Soaps: 6/28/26: Last Week Tonight with John Oliver

25 Game Design Books to make you a Better Game Dev

How NOT to design a MODERN board game

Making Games That Stand Out and Survive

Rules of the Game: Five Tricks of Highly Effective Designers

'Doom:' A Classic Game Postmortem

How Rockstar fit an entire city into PlayStation 2 memory

Apple II Game: Karateka (1984 Brøderbund)

The Witness Documentary

Independent Games Summit: A Case for Making Your Own Engine

Creator of C++: Bell Labs, Negative Overhead Abstraction, Mistakes | Bjarne Stroustrup

