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Dark Souls 3 with the Steam Controller
 
01:45
For a limited time, save $20 when you buy Dark Souls 3 and the Steam Controller! http://store.steampowered.com/app/374320/
Views: 116406 Steamworks Development
What VR Could, Should, and Almost Certainly Will Be within Two Years (Steam Dev Days 2014)
 
27:56
We've figured out what affordable VR hardware will be capable of within a couple of years, and assembled a prototype that reveals that that level of VR hardware is capable of stunning VR experiences. That hardware is almost certainly going to appear in that timeframe, and it will be worth starting to develop for it now. This talk will discuss what that hardware is, and what it makes possible. Speaker: Michael Abrash (Valve) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/vrshouldbe.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/vrshouldbe.ppt
Views: 122960 Steamworks Development
Game Development with SDL 2.0 (Steam Dev Days 2014)
 
51:11
This talk will offer a high-level overview of Simple Directmedia Layer 2.0. It will cover the features of the library and how it can make your game easier to build, port, improve and maintain. Speaker: Ryan Gordon (Icculus) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/sdl2.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/sdl2.ppt
Views: 147947 Steamworks Development
Marketing Your Game (Steam Dev Days 2014)
 
45:03
Making your game is not enough. To be a successful developer you need to get the word out about your game. This panel is composed of a group of indie developers who have used a wide variety of methods to successfully market their games. Topics will cover some of the strategies they have used, when you should start marketing, and lessons learned. Panelists: Alexander Bruce (Antichamber), Alfonso Cubias (Digital Extremes), Cliff Harris (Positech Games), Henrique Olifiers (Bossa Studios) Moderator: Chet Faliszek (Valve)
Views: 26102 Steamworks Development
Porting Games to Virtual Reality (Steam Dev Days 2014)
 
22:02
The team at Oculus has spent time helping a variety developers bring their existing content to virtual reality across multiple platforms. This talk will cover many of the best practices, technical hurdles that VR developers should be aware of, and some of the counter-intuitive approaches we've seen work. Speaker: Palmer Luckey (Oculus VR)
Views: 46860 Steamworks Development
Beyond Porting: How Modern OpenGL Can Radically Reduce Driver Overhead (Steam Dev Days 2014)
 
51:14
In this session, Cass Everitt and John McDonald from NVIDIA will talk about some newer extensions to OpenGL and how they can reduce (or even eliminate) driver overhead. We'll discuss where performance goes, how to effectively profile GL, as well as specific extensions such as bindless rendering and MultiDraw commands. Speakers: Cass Everitt (NVIDIA), John McDonald (NVIDIA) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/beyondporting.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/beyondporting.pptx
Views: 45080 Steamworks Development
Welcome Address (Steam Dev Days 2014)
 
09:59
Gabe Newell welcomes attendees to Steam Dev Days in Seattle.
Views: 119855 Steamworks Development
Is Early Access Right for You? (Steam Dev Days 2014)
 
49:36
Early Access is a tool to develop your game with the community by giving them access to your title before it is officially released. The panelists will share what they have learned from being on Early Access; how it affected their development, their sales, and when does Early Access make sense? Panelists: Justin Bailey (Double Fine), Bob Berry (Uber Entertainment), Jamie Cheng (Klei Entertainment), Mark Morris (Introversion) Moderator: Chet Faliszek (Valve)
Views: 10869 Steamworks Development
Getting Started with Linux Game Development (Steam Dev Days 2014)
 
48:44
This talk is targeted at Windows Steam developers that are interested in preparing their games to run on Linux. It will cover available tools, the basic porting flowchart, and common problems and their solutions. Speaker: Ryan Gordon (Icculus) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/gettingstartedwithlinux.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/gettingstartedwithlinux.ppt
Views: 86797 Steamworks Development
The Psychology of Games
 
48:44
This presentation provides an overview of various psychological phenomena and their general applicability to questions of interest for game designers across the industry. In particular, there are discussions of the myriad ways visual attention may be manipulated, the arbitrary nature of consumer preference, the impact of various cognitive biases on player choice, models of learning/skill acquisition, failures of intuition, discussion of social influences (and reductions of community toxicity), and various other topics of interest. The presentation is intended to introduce game designers to the wide array of relevant knowledge generated by experimental psychology as well as appropriate principles of experimental design that should facilitate future explorations and knowledge acquisition in this area. Presented by Mike Ambinder from Valve
Views: 21874 Steamworks Development
XCOM 2 with the Steam Controller
 
01:32
http://store.steampowered.com/app/268500/
Views: 11681 Steamworks Development
Getting Started Debugging on Linux (Steam Dev Days 2014)
 
47:14
Debugging on Linux can be initially intimidating for a developer accustomed to Visual Studio on Windows. This talk explains how to get comfortable debugging on Linux, including which debuggers Valve has found useful, how to get symbols and source code to show up, and how to confidently investigate typical bugs. In addition to C++ debugging some other Linux tools that are commonly needed by developers will be demonstrated. Speaker: Bruce Dawson (Valve) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/debugging.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/debugging.ppt
Views: 46859 Steamworks Development
In-Game Economies in Team Fortress 2 and Dota 2 (Steam Dev Days 2014)
 
38:59
A look at the multi-year history and development of the in-game economies and microtransaction systems in Team Fortress and Dota, including some of the surprises we encountered and some of the lessons we've learned that we think are applicable to a wide range of products. Speaker: Kyle Davis (Valve) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/economies.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/economies.ppt
Views: 92857 Steamworks Development
Welcome
 
09:35
Welcome address for Steam Dev Days 2016 Presented by Greg Coomer from Valve
Views: 17073 Steamworks Development
Embracing User Generated Content (Steam Dev Days 2014)
 
42:17
Building your game with user generated content in mind can add significant ongoing value to your product and create a deeper engagement with customers. Learn from developers at Valve and other partners about integrating with the Steam Workshop and supporting user generated content. Speaker: Tom Bui (Valve) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/ugc.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/ugc.ppt
Views: 21056 Steamworks Development
Moving Your Games to OpenGL (Steam Dev Days 2014)
 
54:46
Stop treating OpenGL as that other 3D graphics API that you use on non-Windows platforms. Just move to OpenGL across the board! OpenGL is everywhere: from WebGL to OpenGL ES on mobile platforms to full-fledged OpenGL on SteamOS, Linux, OS X and Windows. We'll discuss the current OpenGL API landscape and the issues involved in really shipping on OpenGL. We'll show you how to use new debugging and performance analysis tools and teach you about our shader validation toolchain. Speakers: Rich Geldreich (Valve), Dan Ginsburg (Valve), Peter Lohrmann (Valve), Jason Mitchell (Valve) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/movingtoopengl.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/movingtoopengl.ppt
Views: 67851 Steamworks Development
Vulkan Graphics
 
57:34
This panel on Vulkan pulls together graphics experts from across the industry to discuss the present and future of Vulkan, the new generation graphics and compute API. Vulkan provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. Panelists: Alen Ladavac from Croteam, Dan Ginsburg from Valve, Jeff Bolz from NVIDIA, Rolando Caloca Olivares from Epic, and Mikko Strandborg from Unity Technologies Moderated by John McDonald from Valve
Views: 16472 Steamworks Development
Steamworks Tutorial #2 - Building Your Store Page and Publishing Your Application
 
31:59
A tutorial on how to build your store page, add you client icons, add pricing in the Steamworks site and publish your application to the Steam store. http://partner.steamgames.com Outline: - Getting Started (0:00) - Basic Info (04:42) - Description (09:33) - Ratings (14:30) - Graphical Assets (15:54) - Video Trailers (18:29) - Special Settings (21:17) - Preview Your Page (21:55) - Adding Pricing (23:20) - Community Icons (25:13) - Review + Publish (28:46)
Views: 24995 Steamworks Development
The Future of VR and Games
 
42:27
Leading-edge directions in VR including digital humans, social interaction, user-created content, photorealistic graphics, and breaking down the barriers between genres - and how these trends are contributing towards a new medium resembling the Metaverse from science fiction. Presented by Tim Sweeney from Epic Games
Views: 33882 Steamworks Development
Steamworks Tutorial #5 - Adding Downloadable Content for Your Application
 
14:07
A tutorial to show you how to add new downloadable content for your application on Steam. http://partner.steamgames.com Outline: - Creating a DLC AppID + Adding Content (00:00) - Editing Your DLC Store Page + Publishing (07:18)
Views: 13700 Steamworks Development
Developing The Lab
 
49:31
Valve released its first VR game in 2016, a free set of minigames and experiences called The Lab. In this panel, Valve developers and game designers will discuss developing, testing and shipping The Lab. Panelists: Kris Katz, Jeep Barnett, David Sawyer, Tejeev Kohli, Don Holden, Paul Thuriot, and Matt Charlesworth from Valve
Views: 10035 Steamworks Development
Music in Valve Games and Media (Steam Dev Days 2014)
 
52:06
Taking a look at the many ways Valve has used the medium of music in its games and media, what we've learned and some ways we hope to evolve going forward. Providing a historical overview, there will be a discussion on the development environment surrounding the ideas explored, the technologies developed to implement them, some of the lessons learned and where we may be going from here. Speaker: Mike Morasky (Valve) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/music.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/music.ppt
Views: 40066 Steamworks Development
Steam 201 - Sound Advice from Successful Developers
 
40:34
This talk is designed to provide some more advanced business guidance. It will highlight the Dos and Don'ts of launching a game on Steam, informed by the successes, failures, and feedback of experienced developers. Presented by Nathaniel Blue from Valve
Philosophy of VR
 
18:28
The value of open platforms, and the past, present, and future of VR. Presented by Joe Ludwig from Valve
Views: 16712 Steamworks Development
Steam Controller
 
51:57
The Steam Controller has come a long way since we first announced it at Steam Dev Days 2014. Valve's Jeff Bellinghausen will provide an update on some of the newest improvements, tools and features for the Steam Controller. Lars Doucet of LevelUp Labs will provide an in-depth walkthrough. Lars will discuss how to integrate your games with the Steam Controller API, and also how to think about input in general, with a strong focus on the "actions" paradigm that the Steam Controller uses. Includes practical examples from the LevelUp Labs game, Defender's Quest. Presented by Jeff Bellinghausen from Valve, Lars Doucet from Level Up Labs.
Views: 19291 Steamworks Development
Steam 101 - Getting Started with Marketing Features and Tools
 
40:12
This talk is targeted at newer partners who are shipping their first or second game on Steam. Nothing matters more than making a great game, but Tom will cover basic nuts and bolts of Steamworks, and provide simple, actionable advice to give your game the best chance at success. This talk is also designed to help you ask the right questions to make smart marketing & business decisions. Presented by Tom Giardino from Valve
Wild West of VR - Discovering the Rules of Oculus Rift Development (Steam Dev Days 2014)
 
20:03
Through the development of Aaaaaculus!, one of the first commercially available Oculus Rift games, the team at Owlchemy Labs has come to the realization that 2013/2014 is truly the Wild West of VR development. Like the days of early consumer touchscreens, the best practices and rules of VR are still to be determined. We'll cover the many key VR revelations we've had during development, such the importance of respecting the player's head direction, reduction of motion sickness, the complete reversal of UI and HUD paradigms, the introduction of developer fatigue, and realizations about subtle visual cues and the sensitivity of the inner ear. Through trial, error, boatloads of testing, and caffeine, we arrived at a playable and immersive sky-diving experience for Oculus Rift. The methods employed will need to be explored heavily as we move forward into this new era of VR game design. We hope to begin the discussion on establishing standards, bit-by-bit, so that years from now we can look back on the early days and chortle at the seemingly "obvious" VR faux-pas made before the rules were clearly defined." Speakers: Devin Reimer (Owlchemy Labs), Alex Schwartz (Owlchemy Labs) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/wildwest.pdf Slides (Keynote): http://media.steampowered.com/apps/steamdevdays/slides/wildwest.key
Views: 22221 Steamworks Development
Unity Development for VR
 
59:28
Corey will discuss how to start a VR project in Unity, and provide tips for designing and optimizing the experience. Presented by Corey Johnson from Unity Technologies
The Steam Controller – Production, Programming, and What’s Next (Steam Dev Days 2014)
 
51:49
The Steam Controller is going to be used by many Steam gamers to play your games. During this hour we'll discuss the rollout plans for the controller, how to get the most out of the Steam controller for your customers, we'll demonstrate how to integrate the Controller API into your games, and we'll share what we've learned so far from the public beta testing. Speakers: Eric Hope (Valve), John McCaskey (Valve) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/controller.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/controller.ppt
Views: 82181 Steamworks Development
Community and Communication in Games-As-Services (Steam Dev Days 2014)
 
46:46
Although there has been a robust discussion in our industry about how the transition to games-as-services affects the way we build products, we feel there hasn't been enough focus on how that shift changes the ways we all should interact with customers. This talk will cover the methods, reasoning, and philosophy behind Valve's communication and customer interaction. Areas of development we'll be examining will be everything from feature design to community management to marketing. Recommended for anyone working on living / iterating products (which we think is pretty close to everyone in attendance at Steam Dev Days). Speaker: Robin Walker (Valve)
Views: 79143 Steamworks Development
Steamworks Tutorial #1 - Building Your Content in Steampipe
 
11:41
A tutorial to help you build your content for Steam via the Steamworks tools. http://partner.steamgames.com Outline: - Introduction (00:00) - Configuration and Depots (01:37) - Prepping Your Files (04:06) - Setting Your Build Live (06:31) - Check Your Work & Make Changes (08:22)
Views: 101153 Steamworks Development
Portal 2 and Team Fortress 2 Alternate Reality Games Q&A (Steam Dev Days 2014)
 
48:49
Adam and Jeep have run several promotional ARGs that span various styles and scope. They'll be sharing best practices, anecdotes, and anything else you'd like to know about planning and operating your own ARGs. Speakers: Jeep Barnett (Valve), Kyle Davis (Valve), Adam Foster (Valve) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/args.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/args.ppt
Views: 11865 Steamworks Development
Early Access
 
01:06:30
When Valve first launched Early Access back in 2013, we hoped to give developers and customers a new framework for designing a game directly alongside customer feedback. In the years since, we've seen dozens of successful games enter and leave Early Access. But there are a bunch of risks and challenges associated with selling and developing a game in this way, and our panelists will address the ups and downs of Early Access. Panelists: Arthur Bruno from Crate Entertainment, Russ Clarke from Payload Studios, Will Turnbull from Klei Entertainment, Tynan Sylvester from Ludeon Studios, and Tyler Sigman from Red Hook Studios Moderated by Alden Kroll from Valve
Steamworks Features -- A Technical Overview (Steam Dev Days 2014)
 
37:21
This talk is designed for partners that are new to Steamworks features and those who would like to discover what new features are available. It will cover an overview of the full feature list, from Lobbies & Matchmaking to Steam Trading Cards and Micro-Transaction integration. Speaker: Chris Boyd (Valve)
Data to Drive Decision-Making (Steam Dev Days 2014)
 
50:13
This presentation will cover Valve's approach to the acquisition, collection, and interpretation of data across our products and services. We will go over the infrastructure required to implement a data-driven approach to decision-making as well as common problems, useful analyses, and lessons learned as we've built up our capacities in this area. Speaker: Mike Ambinder (Valve) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/data.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/data.pptx
Views: 19552 Steamworks Development
SteamVR Hardware
 
58:01
Whether you're building a VR golf club or an indoor quad-copter, 3D tracking is the heart of your product. Developed in-house at Valve, SteamVR Tracking is a hardware/software solution that lets your devices know in real time where they are, within a room. Valve is now making SteamVR Tracking fully available to other companies, without licensing fees. Learn the ins and outs of this process. This talk is targeted towards hardware, but game developers are welcome. Presented by Ben Jackson from Valve
Virtual Reality and Steam (Steam Dev Days 2014)
 
18:51
Come and hear what Valve is working on in Steam to support and promote Virtual Reality games. This includes discussion of the Steam Overlay in VR, Steam store changes for VR, and our VR plan for Steamworks. Speaker: Joe Ludwig (Valve) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/vrandsteam.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/vrandsteam.pptx
Views: 27322 Steamworks Development
Game Server Hosting
 
48:17
Supporting dedicated servers has become a key component of providing a reliable and secure environment for online games. We've gathered a group of panelists with a breadth of experiences both in developing, building and running the necessary software and infrastructure. Expect discussion ranging from where to start, common problems you'll run into and how to keep ahead of the challenges you'll face. Panelists: Spencer Rose from Bankroll Studios, Steffen Heigel from Valve, Richard Lawrence from Daybreak, Karl Bergström from Stunlock Studios Moderated by Kassidy Gerber from Valve
UE4 Development + Shipping an UE4 VR Game
 
01:33:42
This is a talk in two parts, beginning with an Unreal Engine 4 overview from Wes Bunn of Epic and transitioning into a breakdown of how to successfully bring UE4 VR games to Steam. Part One: Getting Up and Running with Unreal - In this talk, we describe how to get started using Unreal Engine 4 for Game Development. We talk about the different editors that are available within Unreal, the project templates that you can use to kick start game creation, where you can get your hands on learning materials and learning resources, and other tips and tricks for those that are new to the engine. Part Two: Using Unreal Engine 4's Blueprints and the Unreal Marketplace as force multipliers, Steve Bowler and Jeremy Chapman from CloudGate Studio show you how they have been able to create and publish multiple premium Steam VR titles with a small team in a short time frame. Presented by Wes Bunn from Epic, Steve Bowler and Jeremy Chapman from CloudGate
Healthy Publisher Relationships
 
01:03:49
How should you choose whether or not to work with a publisher? How do you know if a given publisher is right for you? What are the tradeoffs and benefits of working with a publisher, and what does a healthy developer-publisher relationship look like? What are things to watch out for in a publishing contract? Get advice and suggestions about these questions and more from our panel, with expert perspectives from development, publishing, and legal angles. Panelists: Nigel Lowrie from Devolver, James Schall from Sega, Chris Kramer from Digitalmindsoft, and video game attorney Tom Buscaglia Moderated by Connor Malone from Valve
Optimizing Linux games for AMD Graphics using GPU PerfStudio2 (Steam Dev Days 2014)
 
43:12
GPU PerfStudio2 is AMD's optimization and debugging tool for AMD Radeon GPUs. This presentation will demonstrate the latest version of the tool focusing on support for Steam Linux Games. Speakers: Tony Hosier (AMD), Gordon Selley (AMD) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/perfstudio2.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/perfstudio2.pptx
Views: 11366 Steamworks Development
Steam Inventory Service
 
43:53
The Steam Inventory Service is a set of features that allow a game to enable persistent player inventories without having to run special servers to manage users or items. Jon will provide an implementation overview, explain the specific problems that the Inventory Service solves for developers, and demonstrate how partners are already using the system to serve their customers. Presented by Jon Pile from Valve
Steamworks Tutorial #3 -  How to Update Pricing
 
11:28
A tutorial on how to update your pricing on Steam. We go through all three tools that are available via Steamworks. http://partner.steamgames.com Outline: - Introduction (00:00) - Update Method #1 - Suggest Pricing Button (01:22) - Update Method #2 - Bulk Pricing Tool (03:44) - Update Method #3 - CSV Import (06:20)
The Art of Communication: Decoding the Creative Relationship
 
50:19
Whether your studio has an in-house art team or external contractors, it can be incredibly difficult for programmers, game designers, and artists to communicate effectively and efficiently. Breakdowns in communication can lead to delays, expenses, and lower-quality products. Andrea will discuss common pitfalls, highlight success stories, and share her own experiences from Valve and beyond. This talk will give developers the tools and advice they need for better communication and better results. Presented by Andrea Wicklund from Valve
VR Developer Panel
 
01:00:41
This panel will focus on lessons learned while building and shipping successful virtual reality projects. The VR space is still very new, but many developers are already reaching lots of happy customers, and turning a profit in the process. Hear from some of those developers on the opportunities and challenges of the VR marketplace. Panelists: Brandon Laatsch from Stress Level Zero, Sarah Northway from Northway Games, Dylan Fitterer from Audiosurf, and Dirk Van Welden from I-Illusions Moderated by Chet Faliszek from Valve
Anti-Cheat for Multiplayer Games
 
48:41
Cheating has become rampant in today's online multiplayer gameplay. Drawing from decades of experience, the talk examines the impact of cheating and suggests both technical and community based strategies to stay in control. Presented by Simon Allaeys and Aarni Rautava from Easy Anti-Cheat
Views: 85505 Steamworks Development
United We Win: Lessons Learned from Collaboration and Co-working Around the World
 
46:02
What secrets do the Boston, Chicago, Copenhagen, LA, London, Philadelphia, Phoenix, San Francisco, Toronto, Utrecht, Vancouver (and other!) communities have to learn from each other? This talk surveys successful indie groups and collaborative spaces around the world, outlining the top 5 things that make them successful; the top 5 things they warn against; and what resources they can provide you. Speaker: Ichiro Lambe (Dejobaan Games) Slides (PDF): http://media.steampowered.com/apps/steamdevdays/slides/unitedwewin.pdf Slides (PowerPoint): http://media.steampowered.com/apps/steamdevdays/slides/unitedwewin.ppt
Steamworks Tutorial #4 -  Adding New Platforms and Languages
 
19:33
A tutorial to walk through how to use depots to add new platforms and languages to you Steam app via the Steamworks tools. http://partner.steamgames.com Outline: - Overview (00:00) - Platform Depots (01:04) - Testing - Adding a New Branch (03:54) - Testing - Updating the Comp / Beta Packages (05:57) - Adding New Content to the Store Packages (08:31) - Updating the Platforms in the Store (10:53) - Language Depots (13:24) - Updating the Languages in the Store (18:12)
Views: 19622 Steamworks Development
Delivering Great VR With Simple Graphics
 
59:56
Delivering Quality VR experiences with simple graphics. Presented by Nat Brown from Valve

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