i've given a number of talks on game design for PIGSquad over the years, and i thought i'd post a couple of my favorites here since i think the cohost crowd might enjoy them.
Handmade by Chance: Using randomness to assemble levels
this is a talk i gave explaining the level generation technique behind my roguelike platformer Memory. it's a really simple and powerful technique mixing procedural generation with handmade components that i've found works better than pure procedural generation for many genres.
The Art of Laziness: Making the most game for the least work
this is a more abstract talk i gave summarizing all the strategies i've developed for dealing with what, to me, is the greatest challenge of game development: it's a lot of work. there's also a bit at the end i'm proud of that addresses what i think is a very legitimate response to the knee-jerk "scope down" advice given to new developers; namely, "i don't want to make a small game".
