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Twenty years, twenty lessons learned

Magic the Gathering head designer Mark Rosewater shares twenty lessons learned over twenty years of designing one of the world's most popular collectible card games. 

Watch to learn lessons such as "Restrictions Breed Creativity", "Fighting Human Nature Is a Losing Battle" and "If Everyone Likes Your Game, But No One Loves It, It Will Fail". GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. 


Change your game, to match your players





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The third dimension of program management DUTCH

'The third dimension of program management' written by Bart Roestenberg

Over the past few years, program and project management have become increasingly professional. There are a number of good books on the topic, and several leading institutes offer training in these areas. However, it strikes me that the focus of many of these books and training courses is on improving the manageability of programs and projects. Taken at face value, this is logical. We are all aware of the dreadful examples of programs and projects that have completely derailed and have run far behind schedule or failed to deliver at all. This is to be avoided at all costs!

Programs are initiated to bring about strategic change within an organization.



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Paradox of change

Everyone wants better, no one wants change.

So many people want “better” realities. Better jobs, better relationships, better health, better education, better income, better energy, better lives.

But so few are willing to do the often difficult work needed to evoke and sustain that change. That deeply yearned-for different future.

Jonathan Fields – founder Good Life Project

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"Greatness" by David Marquet

David Marquet is a former U.S. submarine commander with an amazing story of triumph in the U.S. Navy, which he shares in his bestselling book, "Turn the Ship Around".


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