[GDC 2013] One Man, 17 SKUs: Shipping on Every Platform at Once
An overview of developing and releasing multi-platform games from A to Z, with a primary focus on consoles and Steam. From programming to business and production, it's a content heavy talk that covers a lot of ground. It paints the complete picture by detailing everything from code to contracts. (See the 2014 sales analysis update, here)
[IGDA Design Summit] Pixel Perfect: Doing Retro Right
Learn how to develop high quality retro styled games that stand out.
When developing a pseudo retro game, the subtle details can make or break the experience. Observing original hardware limitations can actually improve the game's quality as opposed to limit it.