Best Indie game development Videos
「Indie game development」下面有38部被不同的人、在不同月份推荐过的视频。挑的时候先看对象:入门1部,适合还没学过的人;进阶14部,适合已经懂术语的人;普通向22部,按兴趣就能看;更硬的1部,留给想看推导或细节的人。这一类数量最多的是演讲,所以它们的共同点是一位讲者把一个判断讲完,例子是为了撑住这个判断。常出现的频道包括GDC Festival of Gaming、Nizzotch、CodeParade。目录给这个主题划的范围是:Indie development: solo developers, small studios, game jams, shipping a game, Steam, game business, marketing indie games, devlogs, Vlambeer, Minecraft-like creators.如果只看三部,就从《Juice it or lose it - a talk by Martin Jonasson & Petri Purho》开始,它负责把问题讲出画面;然后看《Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013》,换一种讲法或例子;最后看《Jonathan Blow - How to program independent games - CSUA Speech》,留给已经有基础的人。页面按每页24部切开,顺序看的是被推荐跨越了多少个月,不是播放量。每条标题下面那一句是这部片子自己的内容说明,用来区分它在讲定义、过程、演示还是观点。点进去能看到推荐原话、原文链接和适合谁看。看的时候把强烈推荐当成有人明确叫你去看,把引用当成只是拿来举例,把批评留下来对照,不要把每条评论都当成同一力度。

How Localizing Return of the Obra Dinn Nearly Sunk the Game | War Stories | Ars Technica
Lucas Pope, creator of Return of the Obra Dinn, explains in Ars Technica's War Stories how localizing the game's logbook nearly sank the project.

How I implemented MegaTextures on real Nintendo 64 hardware
James Lambert demos a MegaTexture-style technique running on real Nintendo 64 hardware, built for an N64Brew game jam.

The Next Major RTS Will Fail. This Is Why.
A video essay arguing that the next major real-time strategy game will fail unless it gets the fundamentals right.

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

Antichamber: An Overnight Success, Seven Years In The Making
Alexander Bruce's GDC talk on making Antichamber, from working alone in a bedroom to winning acclaim at the IGF.

Is a round Minecraft world possible?
Jeija demonstrates a modified Minetest game with a spherical planet, using a grid transform to make a voxel world round.

Notch Coding Minicraft!
Footage of Notch (Markus Persson) live-coding his Minicraft game in Java during a Ludum Dare 48-hour game jam.

IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood
Brian Bucklew of Freehold Games discusses design decisions behind Caves of Qud and Sproggiwood at IRDC 2015.

Crafting A Tiny Open World: A Short Hike Postmortem
Adam Robinson-Yu's GDC 2020 talk on how he shelved a big project to prototype what became A Short Hike.

Godot Engine - Apps & Tools - 2022 Showreel
The Godot Engine 2022 showreel of apps and tools built with Godot, with a timestamped list of each project.

How to walk through walls using the 4th Dimension [Miegakure: a 4D game]
A short explainer showing what walking through walls would look like with movement in a fourth spatial dimension, using the 4D puzzle game Miegakure.

This game DISAPPEARS if you pause it!
A game-dev video demonstrating a noise shader in Godot where shapes are visible only in motion against animated noise and vanish when the game is paused or screenshotted.

Q&A: Techniques for dealing with lack of motivation, malaise, depression
The question-and-answer session that followed Jonathan Blow's talk on dealing with lack of motivation, malaise and depression.

Cave game tech test
An early 2009 tech test by Notch of an Infiniminer-style cave game running about 700 fps on a 256x256x64 tile map.