Best Game programming & engines Videos
The 118 Game programming & engines videos here were recommended by different people across different months. Choose by who it is for: 4 introductory, 61 intermediate, 35 for a general viewer, and 18 for someone who wants the harder derivation. Most of them are a talk. What they share is that one speaker finishes a claim, and the examples exist to hold that claim up. Channels you will keep seeing include GDC Festival of Gaming, Molly Rocket, Ars Technica.

Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht
Ubisoft procedural technical artist Etienne Carrier explains the Houdini-based tools used to build Far Cry 5's roughly 100 square km open world.

Classic Game Postmortem: Alone in the Dark
Frederick Raynal gives a GDC postmortem of Alone in the Dark, the game that helped create the survival horror genre.

The Joy of Programming in Jai - Part 1: Hello World
The first part of a series on programming in Jai, Jonathan Blow's in-development language.

Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]
The first part of Freya Holmer's three-part, nearly four-hour lecture on shader coding for game devs in Unity.

RacketCon 2013: Dan Liebgold - Racket on the Playstation 3? It's Not What you Think!
Dan Liebgold of Naughty Dog gives a RacketCon 2013 keynote on using Racket in PlayStation 3 game development.

Zach Oakes - Making Games at Runtime with Clojure
Zach Oakes explains why Clojure suits making games at runtime, so designers can experience their work as they build it.

Data Oriented GUI in Rust by Raph Levien - Bay Area Rust Meetup
Raph Levien presents his new Rust GUI framework, built on data-oriented design and ideas from entity component systems, for the Xi editor.

CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11"
CppCon 2014 talk by Jeff Preshing on how Ubisoft Montreal developed games for multicore hardware, before and after C++11 concurrency support.

Crash Bandicoot Co-Creator Andy Gavin: Extended Interview | Ars Technica
A two-hour extended interview in which Crash Bandicoot co-creator Andy Gavin tells how he and Jason Rubin built the game at Naughty Dog.

Pitfall: A Classic Game Postmortem
David Crane's 2011 GDC postmortem of Pitfall, the classic Atari 2600 game.

Joe Rogan Experience #1342 - John Carmack
A long Joe Rogan podcast conversation with John Carmack covering his career, work habits, open source, AGI, quantum computing and CPUs.

The Story of Another World on the Amiga | MVG
Modern Vintage Gamer explains how Eric Chahi built Another World on the Amiga 500, using 2D polygons, rotoscoping and clever techniques to run well on a stock 7MHz machine.

HandmadeCon 2015 - Pat Wyatt
Pat Wyatt, a veteran game programmer who worked at Blizzard and ArenaNet, speaks at HandmadeCon 2015 in a conversation with Casey Muratori.

iMUSE Demonstration 2 - Seamless Transitions
A two-minute demonstration of LucasArts' iMUSE adaptive music system in Monkey Island 2.

The Implementation of Rewind in Braid
Jonathan Blow's GDC talk explains how the time-rewind mechanic in Braid was designed and implemented, including the technical hurdles such as memory limits and state history.

Marble Marcher - A Fractal Physics Game
A demo of Marble Marcher, a game using a fractal physics engine and fully procedural ray-marched rendering.

Jonathan Blow - Jai Demo and Design Explanation (KEYNOTE) - Updated
Jonathan Blow's LambdaConf 2025 keynote demonstrates the Jai programming language and explains its design.

Creating Prelude of the Chambered
A timelapse of Notch (Markus Persson) creating his Ludum Dare 21 entry, Prelude of the Chambered, from scratch in 48 hours.

Dennis Gustafsson – Parallelizing the physics solver – BSC 2025
Dennis Gustafsson, creator of Teardown, presents how he parallelized the physics solver for an upcoming game, followed by a Q&A.

How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories | Ars Technica
Westwood Studios co-founder Louis Castle talks about how pathfinding was solved in Command & Conquer: Tiberian Sun, in an Ars Technica War Stories episode.

Handmade Hero Day 021 - Loading Game Code Dynamically
Day 21 of Casey Muratori's Handmade Hero, which covers loading game code dynamically from a DLL on Windows.

The Matrix Awakens: An Unreal Engine 5 Experience
Epic's Unreal Engine 5 tech demo set in the Matrix universe, with Keanu Reeves and Carrie-Anne Moss.

Making Metagun
A timelapse of Notch (Markus Persson) making Metagun, a game built from scratch in 48 hours for Ludum Dare 18.

Tomb Raider on the Nintendo Game Boy Advance is incredible | MVG
Modern Vintage Gamer looks at OpenLara, an open source Tomb Raider engine, running on the Game Boy Advance.