GDL : Game Dev Library - ryan-ash/gdp GitHub Wiki
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◼ GDL : Game Dev Library
・◻ Books & Education
・◻ Dev Diary
・◻ Dev Games
・◻ Dev Stream
・◻ Social, Jobs & Events
・◻ Mind Mixer
・◻ Platforms & Engines
・◻ Podcast
・◻ Post mortem
・◻ Pre production
・◻ Tools
・◻ Topics
・◻ Worth Reading
・◻ Worth Watching
Game Dev Library
Books & Education
- Game Programming Patterns [en] [ru]
- edX :: [AI] [Programming] [1] [2] [3] [VR] [Game Design] [1] [2] [Animation] [History]
- DevGAMM
- GDC
- Nature of Code
- Critical Path Project
- Scream School [ru]
- Masters of Doom [1] [2]
- Game AI Pro
- Console Wars
- Product Analytics Playbook [Amplitude] [1]
Dev Diary
- Devlogs at GameJolt
- Deus Ex [Eidos Montreal] [1] [2] [3]
- Hellblade [Ninja Theory] [1] [2] [3]
- Destiny [Bungie] [1] [2] [3] [4]
- Destiny 2 [Bungie] [1] [2]
- Doom 2016 [id] [1] [2] [3] [4] [5] [6] [7] [8]
- The Witcher [CD Project Red] [1] [2] [3] [4] [5] [6]
- SUPERHOT [SUPERHOT team]
- Insomniac @ GDC [1] [2]
- Overwatch [Blizzard]
- Skyrim [Bethesda]
- LawBreakers [Boss Key] [1] [2]
- CD Projekt
Dev Games
- Pony Island [Steam] [codes]
- The Stanley Parable [Steam] / The Beginner's Guide [Steam]
- Regex Golf
- CodinGame
- Untrusted
- TIS-100 [Steam]
- Pixel Art Academy
Dev Stream
- xra [Memory of a Broken Dimension]
- WilliamChyr [Manifold Garden]
- Rami [Nuclear Throne]
- Madbroth [Gibhard]
- Boss Key [LawBreakers]
Social, Jobs & Events
- SUPERHOT TEAM [Lodz, Poland]
- Game Dev Map
- Gameconfs [1] [2] [3]
- Indie Game Jams
- Publishers
- Gamkedo Club [online dev teams]
- Game Dev Slack
- GTP Indie Cup [ru]
- GDP Chat [ru]
- Unreal Engine Chat [ru]
- Unreal Engine Freelance Board [ru]
- VR jobs [AVRA] [ru]
- Gamedev Org Chat [ru] [Minsk]
- VR\AR Association Chat (AVRA) [ru]
- ProGameDev [ru]
- Gamedev Job Board [ru] [1] [2]
- Legal Gamedev Chat [ru]
- KDI Podcast Chat [ru]
- Game Analytics [ru]
- Unity3D Chat [ru]
Mind Mixer
- Good Business Practices [Simon Sinek/Robert Kegan] [ru/en] [1] [2] [3] [4]
- Good Business Practices [Simon Sinek/Robert Kegan] [en] [1] [2] [3]
- TRIZ [ru]
- Kurzgesagt
- Nuclear Fruit [Ahoy]
- Elon Musk @ TED 2017
- The Hacker Wars [Anonymous]
- HyperNormalisation and Gaming [Strat-Edgy]
- Regret in Heaven [exurb1a]
- Don't Die [David Wolinsky]
- Fifth Generation of Consoles [Zero Punctuation]
- Noah Caldwell-Gervais
Platforms & Engines
- Unity [free]
- UE4 [free]
- Defold [free]
- GameMaker Studio 2 [free]
- CryEngine [free]
- Lumberyard [free]
- id Tech [free]
- Ink [free] [1] [2]
- Construct 2 [free]
- MonoGame [free]
- Xenko [free]
- Bloxels [$50]
- Sifteo Cubes [$250-350]
- PICO-8 [$15]
- Voxatron [$20]
- Omega2 [$5]
- Telegram Gaming [free]
- Xbox Live [free]
- Facebook Instant Games [free]
- Corona [free]
- Kano Computer Kit [$150-280]
- Kano Pixel Kit [$80]
Podcast
- KDI [ru]
- Another Castle
- Matt Chat
- Total Bisсuit's Let's Talks
- The Co-Optional Podcast
- Jolt Cast
- The Debug Log
- IGN Unfiltered [IGN] [yt] [iTunes]
- Garage GameDesign [ru] [iTunes]
- FCOVilnius [ru \ en] [podster] [iTunes]
Post-mortem
- Gurgamoth [Patrick Morgan]
- SteamWorld Dig [Brjann Sigurgeirsson]
- CodinGame
- Hearthstone [Derek Sakamoto]
- Frog Fractions [NoClip] [Jim Crawford] [1] [2]
- Bastion [Darren Korb]
- Clustertruck [Alex Nichiporchik] [ru]
- Nuclear Throne [Rami Ismail]
- Deus Ex [Warren Spector]
- Mass Effect: Andromeda [kotaku] [ru]
- Sid Meier's Civilization [Sid Meier / Bruce Shelley]
- Thumper [Marc Flury]
- Final Fantasy XIV [Noclip]
Pre-production
Tools
- LeanTween [Unity]
- VSCode [C#/...]
- JetBrains Rider [C#]
- Vlambeer Toolkit
- Font Awesome [Unity]
- Shadron
- Contact Books
- Habrahabr Game Dev Link Archive
- Unicode Character Table
- ShoeBox [Sprites\Animation Tools]
Topics
- Optimization [Unity]
- Pathfinding
- Shaders [1] [2] [3] [4] [5] [6] [7] [8] [ru]
- WebGL [1]
- git
- DX12 & Vulkan
- Pixels & Voxels
- Unity Editor Scripting
- Visualising Algorithms [ru]
- Sandbox [ru/en]
- Migrating from Unity to UE4
- Inheritance
- Probability & Statistics
- Animation
- UE4 Mobile
- AI [ru/en]
- VR
- Netcode
- Publishers [ru]
- Chat Games
Worth Reading
- A programmer's guide to creating art for your game
- The Big List Of Sound And Music Creation Software
- Working with Voxels in Gamedev
- How Doom’s Glory Kills Maintain Momentum [RPS]
- Marketing in Motion: A Year of Making Gifs [Contingent99]
- How to Write Killer Game Descriptions that Sell [Black Shell Media]
- Should you quit your job to go make video games? [Kotaku]
- DX12, Vulkan, Mega-Textures, PBR, Global Illumination & more [id Software]
- Pathologic HD And Preserving Madness [Ice Pick Lodge]
- The Strange Log [@TheDiscoPony]
- Davey Wreden [1] [2] [3]
- What does it really cost to open an indie studio? [Guillaume Boucher-Vidal]
- The Rise of Game Neuroeconomics [Ramin Shokrizade] [ru]
- How level designers make us feel smart [PC Gamer]
- The Best Candidate is a Lie [Brie Code]
- John Carmack & John Romero's plan files [1] [2] [3]
- You don't have to suffer to make great games [Tanya Short]
- Retronator Magazine
- Street Fighter Artist's Guide [Capcom]
- The Perfect Apology [Rami Ismail]
- How developers really deal with bugs [en] [ru]
- The indie games are too damn cheap [Sergey Galyonkin]
Worth Watching
- The art of screenshake [Vlambeer] [JW]
- Juice it or lose it [grapefrukt]
- Math for game developers [Jorge Rodrigues]
- Doom WASN'T 3D! [The Game Theorists]
- Agile estimation
- Blueprints essentials [UE4]
- Revolution 1979 - How to Make a Documentary Game [Extra Credits]
- Indie game basics [Vlambeer] [Rami]
- Games you might not have tried [Extra Credits]
- Design Club [Extra Credits]
- Mark Brown
- Using YouTube to Market Your Indie Game [NorthernLion]
- The Stanley Parable "Raphael Trailer"
- Game Loading: Rise of the Indies [StudioBento]
- The Myth of the Genius Programmer [Google]
- Overwatch Game Design [Extra Credits] [1] [2]
- Pay for Pleasure, Not Pain [Greg Costikyan]
- Retro Games [Digital Foundry]
- GAME OVERTHINKER [Movie Bob]
- Rediscovering Mystery [Noclip]
- Building a Paper Prototype For Your Narrative Design [Disney] [Jamie Antonisse]
- A Brief History of Graphics [Ahoy]
- The Future of Art Production in Games [Naughty Dog] [Andrew Maximov]
- Defining Depth [Turbo Button]
- Mechanically Speaking: Shooting in First Person [game array]
- Scheduled multiplayer [Mr Wendal]
- Flow Theory [What's With Games] [1] [2]
- Orthogonal Unit Design [Harvey Smith]
- Why Do Nintendo Games Look Like That? [PBS Idea Channel]
- Total Annihilation – 20 years later [Chris Taylor]
- Creating success on Twitch [Jonathan Joyce]
- Virtual Reality in 2016 from Valve’s point of view [Chet Faliszek]
- Designers Are from Saturn, Programmers Are from Uranus [Brian Schwab]
- Reward Psychology Without the Neurotrash [Epic Games] [Ben Lewis-Evans]
- Indie Game: The Movie [James Swirsky] [Lisanne Pajot]
- Mad Skillz for Directing Dialogue [DB Cooper]
- How Overwatch Animation Conveys Character in First Person [Extra Credits]
- Final Fantasy XI : How Difficulty Built a Community [SoberDwarf]
- True Detective | How to Develop Character [Film Radar]
- An Approach to Holistic Level Design [Steve Lee]
- Bend the Physics Engine to Your Will [Bennett Foddy]
- FTL: 5 years later, Fireside chat [Justin Ma \ David Cook]
- Tacoma: Why The Little Details Matter [Writing on Games]
- The Most Important Game of 2017 [Raycevick]