GDC Showcase 2024
Build Your Promotability or Honor Your Values? Why Not Both!
by Sonia Michaels
(Independent)
Career Path
GDC Showcase 2024
Creating Memorable Moments in Video Games
by Fawzi Mesmar
(Ubisoft)
Special Event
GDC Showcase 2024
GD Podcast x GDC Showcase: "Snapping" Your Career into Place with Ben Brode
by Bryant Francis
(GameDeveloper.com)
Career Path
GDC Showcase 2024
GD Podcast x GDC Showcase: Carving out a Creative Career with Deborah Ch...
by Danielle Riendeau
(GameDeveloper.com)
Career Path
Game Developers Conference 2024
#1ReasonToBe
by Laia Bee
(Pincer Games / Uruguayan Game Developers Association)
Advocacy
Game Developers Conference 2024
'3DHaptics' Practical Design Method: Insights from Sound and UX/UI Exper...
by Masatoshi Miyakawa
(Miraisens, Inc.)
Audio
Game Developers Conference 2024
'Against the Storm' Postmortem
by Micha Ogozski
(Eremite Games)
Production & Team Leadership
Showcase 2023
Game Art Career Fireside with Mariel Kinuko Cartwright and Bryant Francis
by Bryant Francis
(Game Developer)
Visual Arts
Showcase 2023
Game Design Career Fireside with Raph Koster with Bryant Francis
by Raph Koster
(Playable Worlds)
Visual Arts
Showcase 2023
GameDeveloper.com Live Podcast Interview: Charlie Cleveland
by Danielle Riendeau
(Game Developer)
Design
Showcase 2023
GameDeveloper.com Live Podcast Interview: Chris Zukowski
by Danielle Riendeau
(Game Developer)
Business & Marketing
Game Developers Conference 2023
"CODE RED!": How We Organized a Game Jam From Bomb Shelters
by Elena Lobova
(GDBAY)
Production & Team Leadership
Game Developers Conference 2023
"Good Numbers" in Game Design
by Alexander King
(Independent)
Design
Game Developers Conference 2023
"Stuck in a Loop": Designing the Clones of 'The Last Clockwinder'
by John Austin
(Pontoco)
Design
Game Developers Conference 2023
'Cris Tales' Postmortem: Innovation, Global Expectations, and Global Dis...
by Carlos Rocha
(Dreams Uncorporated)
Design
GD Talks
Beyond the Border: Designing for Tiny Tina's Wonderlands
by Matt Cox
(Gearbox Software)
Design
GD Talks
Constructing IMMORTALITY: A Fireside Chat with Sam Barlow
by Sam Barlow
(Half Mermaid)
Business & Marketing
GD Talks
Death by 1000 Keystrokes - Surviving a Crisis of Comms with Stephanie Bayer
by Stephanie Bayer
Community Management
GD Talks
GDTalks State of the Game Industry 2023
by Dana Ware
(The VOID)
Business & Marketing
Game Developers Conference 2022
'Blaseball': Game Development as Performance
by Gabe McGill
(The Game Band)
Production & Team Management
Game Developers Conference 2022
'Dead by Daylight': Integrating Shaders into the User Interface Pipeline
by Adrienne Pugh
(Epic Games)
Visual Arts
Game Developers Conference 2022
'Diablo 2: Resurrected': The Art Direction and Pipelines for Resurrectin...
by Dustin King
(Blizzard Entertainment)
Visual Arts
Game Developers Conference 2021
"Alpha Point" UE5 Demo: Unlocking Artist Potential (Presented by Epic Ga...
by Colin Penty
(The Coalition)
Visual Arts
Game Developers Conference 2021
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Las...
by Grant Hoechst
(Naughty Dog)
Design
Game Developers Conference 2021
#1ReasonToBe
by Laia Bee
(Pincer Games)
Advocacy
Game Developers Conference 2021
'Disco Elysium': Meaningless Choices and Impractical Advice
by Justin Keenan
(ZA/UM Studio)
Design
Showcase 2021
'Homefront' to 'God of War': Using Music to Build Suspense
by Winifred Phillips
(Generations Productions LLC)
Audio
Showcase 2021
Animation Bootcamp: Cuphead Process and Philosophy
by Jake Clark
(Studio MDHR)
Visual Arts
Showcase 2021
Art Direction Summit: Better, Stronger, Faster: 3D Concept Art for Envir...
by Patrik Rosander
(Fatshark Games)
Visual Arts
Showcase 2021
Ask Me Anything: Brian Horton, Creative Director on Insomniac Games' Mar...
by Brian Horton
(Insomniac Games)
Design
Summer 2020
'Erica': How and How Not to Score a Film-Game Hybrid
by Austin Wintory
(Wintory Global Engineering)
Audio
Summer 2020
'Guildlings': Rethinking Mobile Adventure and Rediscovering the RPG
by Jamie Antonisse
(Sirvo Studios)
Design
Summer 2020
'Teamfight Tactics' Design Lessons
by David Abecassis
(Riot Games)
Design
Summer 2020
// Hidden Histories
by Brenda Romero
(Romero Games)
Advocacy
GDC 2020
'A Plague Tale' Audio Design: Not Only Squeaks
by Aurelien Piters
(Asobo Studio)
Audio
GDC 2020
'Clash of Clans': Bigger, Better, Battle Pass
by Eino Joas
(Supercell)
Design
GDC 2020
'Dead by Daylight': When Creative and Business Minds Are Cooking with GAAS
by Isabelle Mocquard
(Behaviour Interactive)
Business & Marketing
GDC 2020
'Forza' Monthly: Live Streaming a Franchise
by Shay Goldenberg
(Turn 10 Studios / Microsoft)
Business & Marketing
XRDC 2019
'Blood & Truth': Lessons Learned Making a VR Action Movie
by Stuart Whyte
(PlayStation London Studio)
Games
XRDC 2019
'War Remains': Using LBE to Transport Audiences to WWI
by Taylor Williams
(Flight School Studio)
Entertainment
XRDC 2019
A VR Tool for Interactive Pharmaceutical Design at the Nanoscale
by Mike O'Connor
(University of Bristol)
Healthcare
XRDC 2019
AR Advertising and Commerce: What's Working?
by Mike Boland
(ARtillery Intelligence)
Brand Experience
2019
"Alexa, Give Your Game a Voice" (Presented by Amazon)
by Chris Morrow
(Alexa Games)
Programming
2019
"Hot New Terrain Features and the Road Ahead" & "Intro to Deep Learning ...
by Chad Foxglove
(Unity Technologies)
Visual Arts
2019
"Monetization Strategies that Drive Revenue" & "A Publisher's Journey to...
by Anala Prabhu
(Facebook)
Business & Marketing
2019
"Shadows" of the Tomb Raider: Ray Tracing Deep Dive (Presented by NVIDIA)
by Jon Story
(NVIDIA)
Programming
VRDC @ GDC 2019
'Escape The Lost Pyramid': Larger than Home, Larger than Life
by Cyril Voiron
(Ubisoft Blue Byte Gmbh)
Game VR/AR
VRDC @ GDC 2019
'The Choice VR': Volumetric Documentary Filmmaking
by Joanne-Aska Popinska
(Tribe of Pan)
Entertainment VR/AR
VRDC @ GDC 2019
'The Great C': Lessons from Creating a 37-Minute Cinematic Narrative
by Luke Van Osch
(Secret Location)
Entertainment VR/AR
VRDC @ GDC 2019
Beyond Gamification: Embodied Cognition for VR Games
by Claudio Pedica
(Independent)
Game VR/AR
XRDC 2018
'Brass Tactics': Reinventing the RTS for VR
by Patrick Lipo
(Hidden Path Entertainment)
Games & Entertainment
XRDC 2018
'Sprint Vector': Evolving VR for the Esports Scene
by Andrew Abedian
(Survios, Inc.)
Games & Entertainment
XRDC 2018
3D Scanning and XR Powered Home Improvement: A Lowe's Case Study
by Mason Sheffield
(Lowe's Innovation Labs Seattle)
Enterprise Training & Education
XRDC 2018
Adaptive Design in MR: UX Problems and Solutions
by Jada Williams
(Microsoft)
Innovation
GDC 2018
"Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (Pr...
by Alexey Panteleev
(NVIDIA)
Programming
GDC 2018
"Real-time Raytracing for Interactive Global Illumination Workflows in F...
by Alexey Panteleev
(NVIDIA)
Advocacy
GDC 2018
"Welcome to Facebook Developer Day" & "Instant Games: The Platform Awake...
by Mike Weingert
(Facebook)
Monetization
GDC 2018
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
VRDC @ GDC 2018
'Carne y Arena': Uncompromising Audio for Narrative VR
by Bill Rudolph
(Skywalker Sound)
Entertainment VR/AR
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'INVASION!': Crafting a VR Story
by Eric Darnell
(Baobab Studios)
Entertainment VR/AR
VRDC @ GDC 2018
'Pac-Man' HoloLens: Developing a Mixed Reality Game for a Broad Audience
by Hirofumi Motoyama
(Bandai Namco)
Game VR/AR
VRDC Fall 2017
'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck
by Nicole Lazzaro
(XEODesign, Inc.)
Games & Entertainment
VRDC Fall 2017
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
VRDC Fall 2017
'Obduction', from 2D to VR: A Postmortem and Lessons Learned
by Hannah Gamiel
(Cyan, Inc.)
Games & Entertainment
VRDC Fall 2017
'Rick and Morty: Virtual Rick-ality' Postmortem: VR Lessons *burrrp* Lea...
by Devin Reimer
(Owlchemy Labs)
Games & Entertainment
GDC 2017
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'ARK: Survival Evolved': Lessons from the Trenches of Early Access
by Jeremy Stieglitz
(Studio Wildcard)
Production & Team Management
VRDC @ GDC 2017
'To Be With Hamlet': Recreating Theatre's Intimacy in VR
by Javier Molina
(To Be With Hamlet)
Entertainment VR/AR
VRDC @ GDC 2017
'Westworld VR': Combining Linear and Interactive Content to Tell Charact...
by Colin Foran
(HBO)
Entertainment VR/AR
VRDC @ GDC 2017
30,000 Foot View of VR Development: Making 'EVEREST VR'
by Petur Thorarinsson
(Solfar Studios)
Game VR/AR
VRDC @ GDC 2017
A Year in VR: A Look Back at VR's Launch
by Colin Northway
(Northway Games)
Game VR/AR
VRDC Fall 2016
10 Tips for VR in the Retail/Trade/Event Space
by John Buzzell
(If/Then)
Brand Experience
VRDC Fall 2016
7 Ways VR Confounds Design Expectations
by Noah Falstein
(Google)
Games & Entertainment
VRDC Fall 2016
A Playful Approach to Prototyping for Virtual Reality
by Paul Bettner
(Playful Corp.)
Games & Entertainment
VRDC Fall 2016
Applications of Eye Tracking in Virtual Reality
by Tom Sengelaub
(SMI)
Innovation
GDC Europe 2016
'Armello': Bringing Tabletop Adventure to Life
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC Europe 2016
'HITMAN' Season 1: From Executive Producer to Showrunner
by Hannes Seifert
(Io-Interactive)
Business, Marketing and Management
GDC Europe 2016
'Life is Strange': The Blue Age of Storytelling
by Christian Divine
(Dontnod)
Design
GDC 2016
"Is that Me?" Identity Confusion & Narrative VR Challenges
by Eric "Giz" Gewirtz
(Seismic Games)
Game Narrative Summit
GDC 2016
"It's Just Emulation!" - The Challenge of Selling Old Games
by Frank Cifaldi
(Digital Eclipse)
Advocacy
GDC 2016
"Life is Strange" Case Study: Using Interactive Storytelling and Game De...
by Michel Koch
(Dontnod Entertainment)
Game Narrative Summit
GDC 2016
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
VRDC @ GDC 2016
'Lucky's Tale': The Unexpected Delight of Third-Person Virtual Reality, ...
by Dan Hurd
(Playful Corp)
Game VR/AR
VRDC @ GDC 2016
15 Years of Lessons From IEEE VR
by Pablo Figueroa
(Universidad de los Andes, Colombia)
Entertainment VR/AR
VRDC @ GDC 2016
A Year in Roomscale: Design Lessons from the HTC VIVE & Beyond
by Scott Stephan
(WEVR)
Entertainment VR/AR
VRDC @ GDC 2016
Architecting Archean: Simultaneously Building for Room-Scale and Mobile ...
by Jono Forbes
(Archean)
Entertainment VR/AR
GDC Europe 2015
4.5 Million Players in 100 Days: Lessons from Dying Light
by Pawel Rohleder
(Techland)
Business, Marketing and Management
GDC Europe 2015
5 Ways to Boost Your Agility
by Nathalie Goh-Livorness
(Microsoft)
Production
GDC Europe 2015
7 Years, 1 Game - Success Through Community - Lessons from the Trenches
by Greg Balajewicz
(BDA Entertainment Inc)
Business, Marketing and Management
GDC Next 2014
A User-Centric Approach to Mobile Game Measurement (Presented by Google)
by Russell Ketchum
(Google Inc)
Business & Marketing
GDC Next 2014
Advertising 101: The Journey of an Ad from Marketer to Consumer
by Michael Wright
(Facebook)
ADC
GDC Next 2014
Best in Apps - Powered by AppCircus
by Michael Wright
(Facebook)
Special Event
GDC Next 2014
Best Practices for Mobile VR Development
by Benjamin Miller
(WemoLab)
Design
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
- Chinese
GDC China 2014
80 DAYS Post-mortem: Letting the Game Tell the Story
by Jon Ingold
(inkle)
Indie
- Chinese
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
- Chinese
GDC China 2014
AI Positioning and Spatial Evaluation: A Primer
by Dam'n Isla
(The Molasses Flood)
Programming
- Chinese
GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
A Candid Interview with Star Citizen's Chris Roberts
by Mike Rose
(Gamasutra)
Business, Marketing and Management
GDC Europe 2014
A Great Disturbance in Development: The Dark Side of Early Access
by James Crowe
(Bohemia Interactive)
Business, Marketing and Management
GDC Europe 2014
Achieving International Success with Mobile Port and Publish
by Pascal Zuta
(Aeria Games)
Business, Marketing and Management
GDC 2014
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
10 Questions to Ask About the Future of Games (Presented by Digital Rive...
by Dean Takahashi
(VentureBeat)
Monetization
GDC 2014
14th Annual Game Developers Choice Awards
Special Event
ADC 2013
A Guide To Complying With COPPA's New Privacy Rules
by David Kim
(Animoca)
Entertainment Apps
ADC 2013
Analytics Driven Design
by Mark Robinson
(GamesAnalytics)
Entertainment Apps
ADC 2013
App Pricing Conundrum: Freemium vs Paid
by Donny Makower
(RED Interactive Agency)
Brand Marketing Apps
GDC Next 2013
An Experimental Approach to Interactive Entertainment
by Sunni Pavlovic
(thatgamecompany)
Future of Gaming
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Next 2013
Analogue Lessons for a Digital Age
by Kate Flack
(EA Mythic)
Future of Gaming
GDC Next 2013
Beta Testing: Succeed or Die
by Jori Pearsall
(GREE International)
Free to Play & New Game Business Models
GDC Europe 2013
10 Decisions That Took Warface to Our First 10 Million Users
by Nick Button-Brown
(Crytek GmbH)
Production
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
A Perfect Storm - Managing Community Through Sea Change
by Linda Carlson
(SOE)
Business, Marketing & Management
GDC Europe 2013
A World from Words: Highly Interactive Stories with Text
by Jon Ingold
(inkle)
Independent Games Summit
GDC 2013
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC Online 2012
3rd Annual Game Developers Choice Online Awards
Special Event
GDC Online 2012
7 Learnings from Making AION Europe Free-to-Play
by Carsten van Husen
(Gameforge 4D)
Business and Marketing
GDC Online 2012
A 4 Hour Story in 400 Simple Steps: Fallout DLC
by Chris Avellone
(Obsidian Entertainment)
Game Narrative Summit
GDC Online 2012
A Holistic Approach to A/B Testing
by Jesse Hull
(GSN Games)
Design
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC Europe 2012
A Developer's Guide to Surviving the Zombie (Freemium) Apocalypse
by Oscar Clark
(PapayaMobile)
Social and Online Games Summit
GDC Europe 2012
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
GDC 2012
12th Annual Game Developers Choice Awards
by Jan van der Crabben
(Travian Games)
Special Event
GDC 2012
14th Annual Independent Games Festival Awards
Special Event
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
A 'Mod'est Approach to Teaching Game Development
by Jesper Juul
(New York University)
GDC Education Summit
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
GDC China 2012
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
- Chinese
GDC China 2012
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
- Chinese
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
GDC China 2011
5MM Users in MyTown: Key Learnings from the #1 Geo-Location
Game
by Keith Lee
(Booyah)
Business & Marketing
GDC China 2011
5MM Users in MyTown: Key Learnings from the #1 Geo-Location
Game
by Keith Lee
(Booyah)
Business & Marketing
- Chinese
GDC Online 2011
150 Million Penguins Can't Be Wrong: Managing the Virtual World of Disne...
by Nicole Thompson
(Disney's Club Penguin)
Customer Experience
GDC Online 2011
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
GDC Online 2011
All Points Bulletin: Reloaded - Design & Monetization Challenges when AA...
by Bjorn Book-Larsson
(GamersFirst / K2 Network)
GDC Virtual Items Summit
GDC Online 2011
Balancing Your Game Economy: Lessons Learned
by Dan Hart
(Arkadium)
GDC Virtual Items Summit
GDC Europe 2011
169.939.900 Square Miles - Real World Games Far Beyond Check-Ins
by Andreas Suika
(flaregames)
Game Design
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
Programming
GDC Europe 2011
Adopting the Hollywood Production Model: How Revolution Reinvented Itsel...
by Charles Cecil
(Revolution)
Game Design
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
10 Lessons from 20 Years as an Entrepreneur: A Post-Mortem
by Don Daglow
Business and Management
GDC 2011
11th Annual Game Developers Choice Awards
by GDC
Game Design
GDC 2011
13th Annual Independent Games Festival Awards
Game Design
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
- Chinese
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC Online 2010
(D) None of the Above: Interactive Dialogue Without Multiple Choice
by Marleigh Norton
(Singapore-MIT GAMBIT Game Lab)
Game Narrative Summit
GDC Online 2010
3D State of Union: Are Consumers Ready?
by Yuanzhe (Michael) Cai
(Interpret LLC)
3D Stereoscopic Games Summit
GDC Online 2010
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
GDC Online 2010
Adapting the MMO to a Mobile Gaming Platform
by Cinco Barnes
(Spacetime Studios)
Design
GDC Europe 2010
3D Development Engine Shootout
by Mark Rein
(Epic Games)
Technology
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
GDC Europe 2010
Achievement Design: Lessons From an Xbox Live Community Study
by Mikael Jakobsson
(Malmoe University)
Business & Management
GDC Europe 2010
Advanced DirectX 11: DirectCompute by Example
by Jason Yang
(Advanced Micro Devices)
Technology
GDC 2010
12th Annual Independent Games Festival Awards
Special Event
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC 2010
A Big Dash of Success: How to Capture the Female iPhone Gamer
by Chris Williams
(PlayFirst)
iPhone Games Summit
GDC Austin/Online 2009
10 Ways to Make Your Game Appeal to Teens
by Joe Shochet
(Hangout Industries)
Design
GDC Austin/Online 2009
A New Social Era for Games: How Your Friends Are Changing the Way the Wo...
by Sebastien de Halleux
(Playfish)
Social Networking & Community
GDC Austin/Online 2009
Accelerating the QA Test Cycle Via Metrics and Automation
by Larry Mellon
Services
GDC Austin/Online 2009
Ace Usability and Avoid Kobayashi Maru
by Nicole Lazzaro
(XEODesign)
Design
GDC Europe 2009
Ask the Decision Makers: Find Out What Publishers Want And How To Get Wh...
by Sebastien Motte
(Microsoft Game Studios)
Business & Management
GDC Europe 2009
CCP: Winning the War
by Hilmar Veigar Petursson
(CCP)
Business & Management
GDC Europe 2009
Choice: The Ultimate Game Mechanic
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC Europe 2009
Designing for New Audiences
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC 2009
(303) Business in a Red Ocean: Surviving the Squeeze
by Wade Tinney
(Large Animal Games)
Casual Games Summit
GDC 2009
(303) Designing for the Blue Ocean
by John Welch
(Making Fun)
Casual Games Summit
GDC 2009
(303) Games that Connect People - Part 1
by Hugh de Loayza
(Zynga)
Casual Games Summit
GDC 2009
(303) Games that Connect People - Part 2
by Kenny Rosenblatt
(Arkadium)
Casual Games Summit
GDC Austin/Online 2008
At Their Service: Making a Difference by Putting Players First
by Lane Merrifield
(Walt Disney Internet Group / Club Penguin)
Online Games - Design
GDC Austin/Online 2008
Computer Entertainment 35 Years from Today
by Bruce Sterling
Writing for Games
GDC Austin/Online 2008
Dunder Mifflin Infinity: A Case Study in Using Game Mechanics to Drive C...
by Stephen Andrade
(NBC.com)
Worlds in Motion
GDC Austin/Online 2008
Google's First Real Talk on Lively Since its Debut
by Stephen Andrade
(NBC.com)
Worlds in Motion
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(305) Serious Games Summit
by Roger Smith
(US Army Simulation and Training)
Business and Management
GDC 2008
(307) Independent Games Summit
by Noel Llopis
(Snappy Touch)
Business and Management
GDC 2008
10th Annual Independent Games Festival Awards
Audio
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
Adventures in Character Design
by Tim Schafer
Game Design
GDC 2004
Behavioral Game Design
by John Hopson
(Bungie Inc.)
Audio
GDC 2004
Common C++ Performance Mistakes in Games
by Pete Isensee
Audio
GDC 2003
Dynamics for Designers
by Will Wright
(Stupid Fun Club)
Game Design
GDC 2003
Game Developers Choice Awards
by Will Wright
(Stupid Fun Club)
General Interest
GDC 2003
Great Game Graphics... Who Cares?
by Jason Rubin
(Naughty Dog)
Game Design
GDC 2003
Halo: Development Evolved
by Marty O'Donnell
(Bungie)
Game Design
GDC 2001
BSP Collision Detection As Used In MDK2 and NeverWinter Nights
by Stan Melax
(BioWare)
Programming
GDC 2001
Consoles vs. PCs: Is the PC Really Dead?
by Bing Gordon
(Kleiner Perkins Caufield & Byers)
Game Design
GDC 2001
Design Patterns for Massively Multiplayer Environments
by Rich Vogel
Audio
GDC 2001
Interactive Animated Characters
by Ken Perlin
(NYU)
Programming
GDC 2000
2000 GDC Keynote: Dr. Daniel Hillis
by Ken Perlin
(NYU)
Production
GDC 2000
Excerpt: Peter Molyneux introduces Black & White
by Peter Molyneux
(Lionhead Studios)
Production
GDC 2000
GamExecutive Conference: Addressing the Mass Market Effectively
by Thom Maslow
Production
GDC 2000
GamExecutive Conference: Broadband Market
by Thom Maslow
Production
GDC 1999
Changing for the Better: Redefining Game and Hardware Development throug...
by Bernie Stolar
(Sega of America)
Production
GDC 1999
Conference Keynote: Shigeru Miyamoto
by Shigeru Miyamoto
(Nintendo Co. Ltd.)
Business & Marketing
GDC 1999
The Future of Interactive Entertainment
by Phil Harrison
(Sony Computer Entertainment)
Business & Marketing
GDC 1999
The Quake 3 Arena Rendering Architecture
by Brian Hook
(Oculus)
Business & Marketing
GDC 1998
Blazing Fast Code
by Jon Bentley
Programming
GDC 1998
Collision Detection in Pac-Man Ghost Zone: Collision Techniques in a 3D ...
by Gilbert Colgate
Programming
GDC 1998
Herding Cats: How to Build, Manage and Sustain Successful Teams
by Richard Honeywood
(Independent)
Production
GDC 1998
High Performance Game Programming in C++
by Paul Pedriana
Programming
GDC 1997
1996 Developer Spotight
by Paul Pedriana
Game Career / Education
GDC 1997
Excerpt: Quake Postmortem - Optimizing Level Viewing
by Michael Abrash
(Rad Game Tools)
Programming
GDC 1997
Excerpt: Quake Postmortem - Polygons As Blobs
by Michael Abrash
(Rad Game Tools)
Programming
GDC 1997
Keynote: Legends of Game Design
by Michael Abrash
(Rad Game Tools)
Visual Arts