Duration: (1:8:26) ?Subscribe5835 2025-02-13T08:00:46+00:00
[2018 TGDF] Jason Roberts ─ Gorogoa: Weaving a Multidimensional Quilt
(1:7:15)
[2018 TGDF] Kenyi Lee ─ Deep Reinforcement Learning in Soul of Eden
(1:6:24)
[2018 TGDF] Chun-Chieh Lai ─ Mixed Reality app development - lessons learned and tech demo
(1:4:55)
[2018 TGDF] 黃香菱 ─「不只是美術而已」技術美術之路
(32:18)
[2018 TGDF] Ken Wei ─ I made a strange fighting game! The making of Fight of Gods
(38:50)
[2018 TGDF] Justin Ma ─ Design Lessons from FTL and Into the Breach
(1:8:26)
[2018 TGDF] Kho Chia Wen Sharon ─ Designing sound through audio middleware
(28:12)
[2018 TGDF] Elizabeth Maler ─ Just a playtest away from a great video game
(49:34)
[2018 TGDF] Tanya X. Short ─ Dealing with Failures in a Small Team
(1:44)
[2018 TGDF] Kelvin Lo ─ Photogrammetry workflow in Unity: Book of the Dead
(1:7:21)
[2018 TGDF] Sam Chen ─ Lessons learned from OPUS: Rocket of Whispers' immersive UI design
(30:22)
[2018 TGDF] Thomas Reisenegger ─ Promoting your indie games in Western markets - What really matters
(51:45)
[2018 TGDF] Hsuan Chen ─ The development of Behind the Screen
(22:46)
[2018 TGDF] Tzeng Yuxio, Hsueh-Tsung Kuo ─ Sdorica Load Testing Review
(56:54)
[2018 TGDF] Daryl Sartain ─ Immersion, Intelligence and Transactions – The Evolving Gaming World
(46:40)
[2018 TGDF] Kelvin Lo ─ The Future of High Performance Scripting with Unity
(1:16:57)
[2018 TGDF] Domo ─ Can the more commercially-oriented indie games be viable on the market?
(33:35)