| 1. | GDS 2016: Daniel Vávra - Jak jsme točili Kingdom Come The Movie | 52 | | Kingdom Come: Deliverance
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| 2. | GDS 2012: Lukáš Codr - Vývoj počítačových her v Číně | 48 | |
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| 3. | GDS 2017: Jonathan Blow - Keynote [EN] | 37 | |
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| 4. | GDS 2016: Viktor Bocan - RPG systémy a jak je dělat | 36 | | Kingdom Come: Deliverance
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| 5. | GDS 2012: Dan Vávra - Game design v praxi | 32 | |
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| 6. | GDS 2019: Daniel Vávra - Vzdělání, všechny smutky zahání | 31 | | Kingdom Come: Deliverance
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| 7. | GDS 2014: Dan Vávra - Practical Game Design III | 29 | | Kingdom Come: Deliverance
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| 8. | GDS 2015 Viktor Bocan: Středověký šerm z první osoby | 28 | | Kingdom Come: Deliverance
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| 9. | GDS 2022: Daniel Vávra – How to invent, design and write a good quest | 26 | Guide | Kingdom Come: Deliverance
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| 10. | GDS 2013: Dan Vávra - Gamedesign v praxi II. | 26 | |
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| 11. | GDS 2015: Dan Vávra - Praktický game design IV | 24 | | Kingdom Come: Deliverance
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| 12. | GDS 2012: Zuzana Kostićová - Ženy v počítačových hrách | 24 | |
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| 13. | GDS 2013: Michal Rybka - Herní archeologie | 23 | Vlog |
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| 14. | GDS 2014: Viktor Bocan - Umělá inteligence obyvatel otevřeného světa | 17 | | Kingdom Come: Deliverance
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| 15. | GDS 2015: Marek Rabas - Prvních 5 let Madfinger Games | 14 | | Shadowgun: Deadzone
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| 16. | GDS 2012: Vladimír Geršl - Postmortem: Cabela's Dangerous Hunts 2013 | 12 | | Cabela's Dangerous Hunts 2013
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| 17. | GDS 2017: Daniel Vávra - Where No Man has Gone Before [EN] | 12 | | Kingdom Come: Deliverance
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| 18. | GDS 2018: Viktor Bocan - Bugs, Glitches and Open World | 11 | | Kingdom Come: Deliverance
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| 19. | GDS 2015: Adam Sporka - Adaptive Music in Kingdom Come: Deliverance [ENG] | 10 | | Kingdom Come: Deliverance
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| 20. | GDS 2013: Marek Rosa - Vývoj Space Engineers (ENG subtitles) | 10 | | Space Engineers
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| 21. | GDS 2018: Jan Valta - Delivering Music for Kingdom Come | 9 | | Kingdom Come: Deliverance
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| 22. | GDS 2012: Roman Zawada - Grafika v moderní AAA hře | 9 | |
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| 23. | GDS 2013: Viktor Bocan - Co je technický design a proč by vás měl zajímat | 9 | | Kingdom Come: Deliverance
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| 24. | GDS 2014: Jakub Hussar - Práce s nulovým rozpočtem | 8 | |
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| 25. | GDS 2015: Václav Blín, Adolf Lachman - Samorost 3: Grafika a animace | 7 | | Samorost 3
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| 26. | Jan Kavan - Jak přežít crowdfunding | 7 | |
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| 27. | GDS 2012: Petr Záveský - Město, architektura a hra - návrh a vývoj open world prostředí | 6 | |
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| 28. | GDS 2016: Jaromír Plachý - Chuchel, příběh vývoje | 6 | | Chuchel
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| 29. | GDS 2013: František Fuka - Nezávislí vývojáři, naděje lidstva | 6 | |
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| 30. | GDS 2017: Viktor Bocan - Honest Game Design [EN] | 6 | | Kingdom Come: Deliverance
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| 31. | GDS 2019: Michal Berlinger - The Making of Pilgrims | 5 | | Pilgrims
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| 32. | GDS 2017: Adriaan de Jongh - The Making of Hidden Folks [EN] | 5 | | Hidden Folks
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| 33. | GDS 2013: Jakub Holík - 3D grafika podle Warhorse (workshop) | 5 | |
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| 34. | GDS 2012: Martin Klíma - Proces a praxe aneb jak dodržovat plán a nepřekračovat rozpočet | 5 | |
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| 35. | GDS 2012: Ondřej Hrabec - Typologie hráčů a herních stylů | 4 | Vlog |
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| 36. | GDS 2013: Karel Mořický - Průzkum bojem - Sdílený vývoj Arma 3 | 4 | | ARMA 3
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| 37. | GDS 2013: Vladimír Hrinčár, Ján Ilavský - Od nápadu až po release | 3 | |
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| 38. | GDS 2016: Tyler Sigman - Designing Darkest Dungeon | 3 | | Darkest Dungeon
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| 39. | GDS 2019: Ivan Buchta - Living with Livonia | 3 | |
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| 40. | GDS 2015: Filip Kraucher - Jak jsme se díky komunitě dostali na E3 a Gamescom. A nezbankrotovali | 3 | | Blackhole
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| 41. | GDS 2013: Mats-Olov Eriksson - Data @ King - Jak zvládáme analyzovat 100M DAU | 3 | |
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| 42. | GDS 2017: Ivan Buchta - Geodata in Environments of Arma and DayZ [EN] | 2 | | DayZ
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| 43. | Game Developers Session 2016 - recap video | 2 | |
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| 44. | GDS 2020: Fawzi Mesmar - Effective Prototyping | 2 | |
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| 45. | GDS 2016: Pawel Miechowski - This War of Mine - 2 Years After the Release | 2 | | This War of Mine
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| 46. | GDS 2014: Pawel Miechowski - Challenges of designing a serious game | 2 | | This War of Mine
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| 47. | GDS 2013: Martin Boháč, Jakub Müller, Allodium - Rychlokurz MMO Gamedesignu | 2 | |
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| 48. | GDS 2012: Pavel Šebor - Postmortem: Euro Truck Simulator 2 a Scania Truck Driving Simulator | 2 | | Euro Truck Simulator 2
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| 49. | GDS 2020: Radim Jurda & Jan Chlup - The Making of Creaks | 2 | | Creaks
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| 50. | GDS 2022 | 2 | |
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| 51. | GDS 2013: Ondřej Žára (Seznam.cz) - Psaní her v HTML5: Case study žánru „roguelike" | 2 | |
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| 52. | GDS 2013: Jan Jirkovský (Dreadlocks) - Herní mechaniky | 2 | |
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| 53. | GDS 2017: Leszek Scczepański - Evolution of Game Systems in the Decima Engine [EN] | 2 | | Killzone: Shadow Fall
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| 54. | GDS 2013: Tomáš Blaho (Warhorse Studios) - Týmová práce herního programátora | 2 | | Kingdom Come: Deliverance
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| 55. | GDS 2015: Jarek Kolář - Writing Story for a Mobile F2P Shooter Dead Effect [ENG] | 1 | | Dead Effect
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| 56. | GDS 2014: Otakar Nieder - Úvod do světa serious games | 1 | |
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| 57. | GDS 2018: Martin Klíma - Delivering Kingdom Come | 1 | | Kingdom Come: Deliverance
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| 58. | Filip Hráček - Google Play Game Services pro Android, iOS a web | 1 | | Pou
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| 59. | GDS 2013: Matouš Ježek - Od AAA k indie aneb cesta k vlastní hře | 1 | |
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| 60. | GDS 2012: Michal Hapala - K čemu programátoři, když máte hotový engine? | 1 | |
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| 61. | GDS 2018: Ján Ilavský a Vladimír Hrinčár - Beat Saber Story | 1 | | Beat Saber
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| 62. | GDS 2022: Ivan Buchta – Tanks, Soldiers and Explosions – Arma Reforger's Key Visual | 1 | | Arma Reforger
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| 63. | GDS 2015: Marek Rosa - Applying General AI in Space Engineers [ENG] | 1 | | Space Engineers
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| 64. | GDS 2012: Martin Procházka, Hammerware - Mobilní trh z hlediska vývojáře | 1 | |
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| 65. | GDS 2017: Ragnar Tørnquist - Building Games to Fit Your Studio [EN] | 1 | | Dreamfall Chapters
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| 66. | GDS 2020: Don Daglow - Starting Your Project, Studio & Business Right | 1 | |
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| 67. | GDS 2022: Jakub Vavřík – How we (re)created Lost Heaven for Mafia:DE | 1 | | Mafia: Definitive Edition
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| 68. | GDS 2013: Panelová diskuse | 1 | | Kingdom Come: Deliverance
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| 69. | GDS 2022: Pawel Miechowski – This War of Mine big summary: this time, from a political point of view | 1 | | This War of Mine
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| 70. | GDS 2018: Maarten de Koning - Stay in the Driver's Seat of Your Deal | 0 | |
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| 71. | GDS 2022: Otakar Nieder – Lag compensation techniques in physics driven game | 0 | |
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| 72. | GDS 2022: Benjamin Bauer – How to Create a Vision, Pillars & a Directio | 0 | |
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| 73. | Český herní průmysl v roce 2022 | 0 | |
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| 74. | GDS 2019: Tomasz Kaczmarczyk - Make Self-publishing Fun for Indies | 0 | |
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| 75. | GDS 2014: Agnieszka Szóstak - The Good, The Bad and The PR | 0 | | The Witcher
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| 76. | GDS 2015: Martin Jurášek, Alexandr Pavelek - Oblasti game designu a jejich rozvoj | 0 | |
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| 77. | GDS 2020: Kate Edwards - How Our Mental Health is Affected by Game Creation | 0 | |
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| 78. | GDS 2019: Publishing Panel - Vladimír Geršl, Anton Ravin, Hans van Brakel, Lukáš Macura | 0 | |
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| 79. | GDS 2018: Pavel Šebor - Stick to Your Guns | 0 | |
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| 80. | GDS 2018: Jarek Kolář - Predicting Deadlines with Creative teams | 0 | | Mafia III
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| 81. | GDS 2013: Martin Slavkov (Cauldron) - Fyzika v (FPS) hrách | 0 | | Cauldron
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| 82. | GDS 2013: Vladislav Spevák (Mingle Games) - Jak získat peníze na indie hry? | 0 | |
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| 83. | GDS 2019: Kate Edwards - How to Improve the Public Perception of Games and Game Developers | 0 | |
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| 84. | GDS 2016: Michał Staniszewski - Challenges of Porting Traditional Gaming Experience to VR | 0 | |
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| 85. | GDS 2019: VR Panel - Vladimír Hrinčár, Dirk Van Welden, Tomasz Kaczmarczyk, Jakub Kučera | 0 | | Beat Saber
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| 86. | Game Developers Session 2019 - recap video | 0 | |
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| 87. | GDS 2019: Daniel Němec - Keeping our Games 'Evergreen' | 0 | | Euro Truck Simulator 2
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| 88. | GDS 2013: Jozef Mitaľ (Cauldron) - Úskalia tvorby kinectovej hry | 0 | | Cauldron
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| 89. | GDS 2018: Maciej Czerwonka: Simulating a Freezing Society | 0 | |
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| 90. | GDS 2018: JP Van Seventer - Building a Game Ecosystem and Accelerating a Game Development Country | 0 | |
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| 91. | GDS 2012: Filip Hráček, Google - Googlí technologie a API (nejen) pro herní vývoj | 0 | |
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| 92. | GDS Jam 2021 showcase and announcement of the winners | 0 | |
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| 93. | GDS Prague 2023 - Indie Expo | 0 | |
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| 94. | GDS 2013: Ján Ilavský (Hyperbolic Magnetism) - Leap Motion a jeho použitie v Unity 3D | 0 | |
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| 95. | GDS 2022: Leszek Szczepański – Ideals vs. Reality – Procedural Encounters in Horizon Forbidden West | 0 | | Horizon Forbidden West
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| 96. | GDS 2022: Paul Barnett - Confessions of a Creative Director: Game making in the 21st Century | 0 | |
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| 97. | Indie Showcase Friday - GDS Prague – živé vysílání | 0 | |
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| 98. | GDS 2017: Felix Bohatsch - Design, Development and Reception of Old Man's Journey [EN] | 0 | | Old Man's Journey
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| 99. | GDS 2018: Martin Pernica - Architecture of Your Code Matters! | 0 | |
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| 100. | GDS 2020: Adam Sporka - Creating Music Sample by Sample | 0 | | Kingdom Come: Deliverance
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