Mark Brown analyzes the design of dungeons in Zelda for each episodes of the license. (The Game Maker's Toolkit series is awesome too)

From episode 1 to 24 Daniel Floyd and James Portnow deconstruct the first part of Dark Souls I ranging from level design to UI decisions.

The whole channel is a mine of gold. Extra Credits / Design Club / James recommends / Extra Frames discuss topics from the place of the game industry in the society to details of the animations in games. Plus, Extra History and Extra Sci Fi treat subjects that don't get enough attention in general.

Multiple interviews, driven by Double Fine staff, of lead designers of classic action platformer games while playing their landmark titles. Season 1 is also a must-see about a wider range of genres.

Documentary by 2 Players Production covering the full development cycle of Broken Age by Double Fine inside their studio. It's a realistic look at what is game development on a daily basis throughout a whole project.

A series teaching every math principles that are used in game development. Starting with the basis of vector mathematics and goes up to Runge-Kutta methods.

Casey Muratori streams the realization of a complete game written in C starting from scratch: no libraries, no frameworks, no engines! This is an incredibly valuable lesson on how to program a game and how mid to low level stuff work.

Unity channel where they store every occidental Unite conferences and a lot of tutorials introducing new features and specific systems. (For Unite Seoul look for Unity Korea)

A cycle of conferences taking place in Norway and recorded on Youtube every year since 2012.

A cycle of conferences taking place in Sweden and recorded on Youtube every year since 2016.

The free archives of GDC conferences on Youtube.

Talks given by renowned game designers working in the industry and academics.

This Youtube channel is dedicated to information technologies, electronics and video game hardware. There's a lot of tutorial on how to disassemble, clean, repair and modify consoles and gamepads.


Soren Johnson and Adam Saltsman interview game designers to know why they make games and how their career evolved.

Steve Gaynor discuss with game developers about their career and how do they handle their creative process.

Ted Price interview creative directors and lead designers on their career path and the particularities of their current/latest project's workflow.

John Lindvay and Landon Durnan talk with game developers of their latest game and how they created it.


The column that Soren Johnson wrote for Game Developer Magazine, mostly reflections on game design and business models.

A think-tank dedicated to research and propose a solution to modern game design's problems during 3 days every year. The reports produced are priceless.

The association of academics researching video games. The site hosts near one thousand research papers and the video archive of the conferences.

The full archive of the Game Developer Magazine.

The official reference for the Unity API.

The details and order of messages sent by Unity, maybe the most important page of the manual.

Community reference for axis ids in the Unity input manager of the Xbox360 controller on Windows / MacOSX / Linux.

An explanation of different non-linear transformation algorithms with graphical examples.


A theory on why we play games and what keeps us engaged in this process. This is a must-read.

Thoughts and observations on the place of video games inside our societies, the technological and societal challenges faced by the industry.

This book tries to define a common vocabulary and frameworks for game design, giving tools to view games with different angles. This is a tough read but also an excellent one.

This book gives solid foundations on what is game design and the creative process to make games. I found it to be a strong introduction to the field and I gladly come back to it from time to time.

An analysis of what is game feel, how can we create a particular feel in a video game through controls, signs and feedbacks. Another must-read that teaches a lot on designing response to player inputs.

A guide on system design, the relation between level design and mechanics and a full framework to visually represent internal systems.

How does an image carry meaning? How comics narrates more meaningful stories by showing you less? Lessons of this book on visual communication applies as well to game design.

The book is split in two parts: the first are thoughts on patterns described by the Gang of Four in Design Patterns (see below) and how do they fare within game development context, the second are recurring patterns observed inside the game industry.

A vast list of patterns for writing solid softwares using databases. Notably includes a complete description of MVC and ORM.

This is a staple in object-oriented software architecture. It describes 23 common patterns, discussing their pros and cons and giving implementation examples. /!\ Those patterns are not generic solutions to be copy pasted but powerful (therefore dangerous) tools that needs to be adapted to each project. /!\

Half artbook, half biography of the Vlambeer studio, it's a deep look into the 6 first years and the creative process behind their games.