Skip to content
HomeVideos
AllLongsCategoriesPlaylists
BooksBlogsPodcasts
HistoryListsWatch laterLiked videosFollowing

The videos, books, blogs and podcasts Hacker News keeps recommending, all in one place.

VideosBooksBlogsPodcastsAboutPrivacySettings

Data from Hacker News, HackerTube, HackerBooks, HackerBlogs and Open Library. Credits · Not affiliated with Y Combinator.

HomeVideosBooksBlogsPodcasts
Ctrl K

    Antichamber: An Overnight Success, Seven Years In The Making

    GDC Festival of Gaming

    2 HN recommenders · recommended in 3 months, 2016–2024

    YouTube

    52:54 · 129K views · May 22, 2015

    Alexander Bruce's GDC talk on making Antichamber, from working alone in a bedroom to winning acclaim at the IGF. It focuses on the psychological challenge of seven years of solo development.

    HN commenters recommend it as an honest account of the emotional toll and persistence of long indie game development.

    Games & Game DevelopmentIndie game developmentGame design
    1. 59:47
      Failing to Fail: The Spiderweb Software WayGDC Festival of Gaming570K views • 8 years ago
    2. 52:12
      How to Survive in Gamedev for Eleven Years Without a HitGDC Festival of Gaming1.2M views • 9 years ago
    3. 1:17:21
      Sid Meier's Psychology of Game DesignGDC Festival of Gaming137K views • 10 years ago
    4. 31:07
      Crafting A Tiny Open World: A Short Hike PostmortemGDC Festival of Gaming521K views • 6 years ago
    5. 1:17:43
      Diablo: Original Game Developmentjon d12K views • 9 years ago
    6. 1:01:04
      Put Your Name on Your Game, a Talk by Bennett Foddy and Zach GageGDC Festival of Gaming150K views • 7 years ago
    7. 1:00:27
      1,500 Slot Machines Walk into a Bar: Adventures in Quantity Over QualityGDC Festival of Gaming184K views • 7 years ago
    8. 1:17:43
      'Diablo': A Classic Game PostmortemGDC Festival of Gaming1.1M views • 10 years ago
    9. 26:13
      Animation Bootcamp: An Indie Approach to Procedural AnimationGDC Festival of Gaming787K views • 9 years ago
    10. 1:02:15
      Classic Game Postmortem: Sid Meier's CivilizationGDC Festival of Gaming225K views • 9 years ago
    11. 48:27
      Jonathan Blow: Game design: the medium is the messageCreativeMornings HQ119K views • 13 years ago
    12. 57:43
      Classic Game Postmortem: Alone in the DarkGDC Festival of Gaming27K views • 8 years ago
    13. 1:07:26
      Procedurally Crafting Manhattan for Marvel's Spider-ManGDC Festival of Gaming89K views • 7 years ago
    14. 1:04:25
      Practical CreativityGDC Festival of Gaming355K views • 9 years ago
    15. 1:44:09
      Jonathan Blow: Video Games and the Human Conditionrubbermuck158K views • 15 years ago
    16. 1:15:51
      Jonathan Blow - How to program independent games - CSUA SpeechAlexandre Franco190K views • 13 years ago
    17. 1:04:04
      Overwatch Gameplay Architecture and NetcodeGDC Festival of Gaming196K views • 7 years ago
    18. 59:03
      Classic Game Postmortem: FalloutGDC Festival of Gaming301K views • 9 years ago
    19. 19:49
      Let’s go whaling: Tricks for monetising mobile game players with free-to-playPocketGamerbiz758K views • 10 years ago
    20. 5:51
      Creating Prelude of the ChamberedNizzotch475K views • 15 years ago

    3 comments from Hacker News

    1. @CpollApr 2017· in “In the Videogame Industry, Hiring People Is a Last Resort”

      No, they are exactly the same. It's hard to find a GDC talk on Youtube where the creator of a game doesn't get teared up talking about the despair and elation they felt slaving over their game for four years. Try this one: this video I also firmly believe there are games that won't be forgotten in a few decades.

      RecommendsView on HN
    2. @scrollawayJan 2016· in “Why I Write Games in C”

      You'd be surprised. There's a GDC talk about Antichamber from a couple years ago (I really recommend watching it) which explains the amount of time that was invested into the game. Antichamber was a 7 year long hack on Unreal Engine, it's really not a drop-in game. this video

      RecommendsView on HN
    3. @abetuskMar 2024· in “How do you make an addictive video game?”

      Ultimately pretty shallow. This is more an exploration of how it feels to make a "sticky" game rather than how to actually make a sticky game. I certainly don't have any expertise or deep insight but I will say that one of the best videos I've seen on this is "The art of screenshake" by J. Nijman of Vlambeer [0]. There, he walks through what's a very basic 2d sidescroller shooter and adds in effects until it looks like an actual fun game. The idea being that layering feedback and effects so that every aspect of the game becomes more fun to play. It sounds like this podcast was focusing more on Hearthstone and Marvel Snap, both games which I haven't played but are more strategy and luck oriented than the kind of games Vlambeer makes. I think one of the insights there is that there's a non-commutative aspect of the game that allows for different strategies based on context. For example, A > B, B > C but C > A, like in rock paper scissors, or some of its generalizations [1]. I think this is what Magic the Gathering did with each of the colors. Maybe the keyword here is "mixed strategies"? Nijman's video highlights, to me, the importance of polish and how we basically understand that many core mechanics are fun and so don't need to be innovative if you add in enough polish or support around it. One other thing I'll mention is that A. Bruce who developed Antichamber had a GDC talk about his process of development [2]. One of the interesting points he made was that he got it in fro

      CitesView on HN