Awesome Game Talks 
[2005] Heart of a Gamer: Satoru Iwata (Nintendo)
On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer.
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Table of Contents
GDC Talks
- [2016] Overwatch - The Elusive Goal: Play by Sound: Scott Lawlor, Tomas Neumann (Blizzard)
- [2015] How to Make Your Game Just Completely Hilarious: The Stanley Parable: William Pugh (Roberts & Co Bunsen Outlet Limited)
- [2015] Classic Game Postmortem: Loom: Brian Moriarty (WPI)
- [2015] Hearthstone: How to Create an Immersive User Interface: Derek Sakamoto (Blizzard)
- [2015] Scroll Back: The Theory and Practice of Cameras in Side-Scrollers: Itay Keren (Untame)
- [2015] A Live Art Demonstration of Creating Worlds through Design Thinking: Feng Zhu (Feng Zhu Design)
- [2014] Hearthstone: 10 Bits of Design Wisdom: Eric Dodds (Blizzard)
- [2014] Level Design in a Day: Decisions That Matter - Meaningful Choice in Game and Level Design: Matthias Worch (2K Games)
- [2014] There and Dad Again - The Octodad: Dadliest Catch Postmortem: John Murphy, Phil Tibitoski (Young Horses)
- [2014] TwitchPlayedPokemon: An Analysis of the Experimental Interactive Phenomenon: Alex Leavitt (USC)
- [2014] Narrative Legos: Ken Levine (Irrational Games)
- [2014] Antichamber: An Overnight Success, Seven Years in the Making: Alexander Bruce
- [2014] Antichamber: Three Years of Hardcore Iteration: Alexander Bruce
- [2014] A Study in Transparency: How Board Games Matter: Soren Johnson (Mohawk Games)
- [2014] Hearts and Minds: Frank Lantz (NYU Game Center)
- [2014] Interpreting Feedback and Maintaining Your Vision: Andy Nguyen (Pocketwatch Games)
- [2014] Why Is Gone Home a Game?: Steve Gaynor (The Fullbright Company)
- [2014] Jiro Dreams of Game Design: Brenda Romero (UC Santa Cruz)
- [2014] Preserving a Sense of Discovery in the Age of Spoilers: James Crawford (Twinbeard Studios)
- [2014] Animation Bootcamp: An Indie Approach to Procedural Animation: David Rosen (Wolfire Games)
- [2014, Europe] Super Time Force: Solving the Time Travel Paradox: Kenneth Yeung (Capy Games)
- [2014] Enhancing Sportsmanship in Online Games: Jeffrey Lin (Riot Games)
- [2014] The Art of The Witness: Luis Antonio (Thekla Inc)
- [2014] Building the Content that Drives the Counter-Strike: Global Offensive Economy: Bronwen Grimes (Valve)
- [2013] Classic Game Postmortem: Myst: Robyn Miller (Zoo Break Gun Club)
- [2013, Europe] #1ReasonToBe: Annakaisa Kultima, Auriea Harvey, Brenda Romero, Zuraida Buter, Henrike aka Riker Lode, Siobhan Reddy, Leigh Alexander (Panel)
- [2013] Obsessive-Compulsive Development: Retro/Grade Postmortem: Matt Gilgenbach (24 Caret Games)
- [2013] The Western Games That Conquered China: Henry Fong (Yodo1)
- [2013] Designing Journey: Jenova Chen (thatgamecompany)
- [2013] AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe: Daniel Brewer, Alex Cheng, Richard Dumas, Aleissia Laidacker (Panel)
- [2013] Building the Touchy-Feely World of Tearaway: Rex Crowle (Media Molecule)
- [2012] A Theory of Fun 10 Years Later: Raph Koster (Playdom)
- [2012] Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way: Richard Lemarchand (Naughty Dog)