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Mark Ferrari, the LucasArts background artist, explains in a GDC 2016 talk how he draws 8-bit graphics. He covers color cycling and palette shifting to create complex animated scenery without frame animation.
Dan Olson's 76-minute essay on flat earth belief, built around a hike to a lake to test earth's curvature. It examines the community, how YouTube promoted it, and how it connects to wider conspiracy thinking and QAnon.
Pannenkoek2012's commentated tool-assisted Super Mario 64 run collecting the Watch for Rolling Rocks star with half an A press, using parallel universes and QPU movement. The video is marked outdated in favor of a newer version.
Tom Murphy (suckerpinch) shows 'reverse emulation', using a Raspberry Pi in an NES cartridge to give an unmodified NES new abilities such as playing SNES games. The video starts in a strange way and gets stranger.
Martin Jonasson and Petri Purho take a bland Breakout clone and add layer after layer of 'juice' such as easing, particles, screen shake and sound until it feels alive. A live demo makes the effect of small feedback details obvious.
Innuendo Studios uses Phil Fish, creator of the game Fez, as a case study in internet celebrity. The essay argues that fame online works differently from traditional fame, and shows how audiences turn on the people they have elevated.
Vlambeer's Jan Willem Nijman shows how to make an action game feel great by stacking small effects like screenshake, recoil and particles onto a basic shooter. It was presented at INDIGO Classes 2013.
Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they keep the game responsive and fair.
Feature-length documentary following DeepMind's AlphaGo program as it prepares for and plays the 2016 match against Go champion Lee Sedol. It covers the team, the games, and the emotional reaction of the Go world to an AI beating a top human.
A DevGAMM talk by Jonathan Blow arguing that civilizations can lose technological capability and that software quality is already deteriorating. He discusses how knowledge fails to transfer between generations.
Michael Steil's 33c3 talk explains essentially everything about the Game Boy: CPU, video hardware, peripherals, and the tricks used by games and demos. It revives the era of counting clock cycles around hardware limits.
Catherine West's RustConf 2018 closing keynote on building a game in Rust and organizing a large codebase. It builds up an entity component system and generational indices step by step.
Rust Programming Language
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Each film opens a page with its creator link and available HN context. Labels and summaries are inherited from an AI-assisted source and may need correction. Read how recommendations are counted.