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
GDC 2016
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
GDC 2016
'Assassin's Creed Syndicate: London' Wasn't Built in a Day
by Damien Bastian
(Ubisoft)
Programming
GDC 2016
'Borderlands': The Pre-Sequel on Android - AAA Porting with NVIDIA CodeW...
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2016
'DomiNations' Year One: History Games As Live Service
by Tim Train
(Big Huge Games 2.0)
Free to Play Summit
GDC 2016
'Dragon Age Inquisition': Trespasser - Building to an Emotional Theme
by John Epler
(BioWare Edmonton)
Game Narrative Summit
GDC 2016
'Fallout 4's' Modular Level Design
by Joel Burgess
(Bethesda Game Studios)
Visual Arts
GDC 2016
'Guild Wars 2: Heart of Thorns'- Iterative MMO Development at Scale
by Sonya Wolfram
(ArenaNet, Inc.)
Production
GDC 2016
'King of Thieves': Designing a F2P Game that's Different
by Eugene Yailenko
(ZeptoLab)
Free to Play Summit
GDC 2016
'Ori and the Blind Forest': Sonic Polish Through Distributed Development
by Gareth Coker
(Gareth Coker Music)
Audio
GDC 2016
'SimCity BuildIt' - What Did I Learn as a Game Designer?
by Petri Ikonen
(Electronic Arts)
Smartphone & Tablet Games Summit
GDC 2016
'Simon's Slots' Postmortem
by Jesse Janosov
(Blue Crystal Labs, Inc.)
Free to Play Summit
GDC 2016
'The Armello' Postmortem: A Journey of Spirit & Peril
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC 2016
'The Walking Dead: No Man's Land' Postmortem
by Sulka Haro
(Next Games)
Free to Play Summit
GDC 2016
'The Witcher 3: Wild Hunt' Theory and Practice of Gamer-Centric Brand De...
by Marcin Iwinski
(CD Projekt RED)
Business, Marketing & Management
GDC 2016
'World of Tanks': Disrupting the Console Space with F2P
by TJ Wagner
(Wargaming)
Business, Marketing & Management
GDC 2016
10 Ways to Make Your Game More Diverse
by Meg Jayanth
(Freelance)
Advocacy
GDC 2016
16th Annual Game Developers Choice Awards
Special Event
GDC 2016
18th Annual Independent Games Festival Awards
Special Event
GDC 2016
5 Mistakes by Good Teams That Produce Bad Free to Play Games
by Don Daglow
(4thRing Inc.)
Business, Marketing & Management
GDC 2016
8 Bit & '8 Bitish' Graphics-Outside the Box
by Mark Ferrari
(Terrible Toybox)
Design
GDC 2016
8 Keys to a Long Career in Games
by Don Daglow
(4thRing Inc.)
Advocacy
GDC 2016
8 Ways to Succeed with Broadcasters (The Data May Surprise You!)
by Kathy Astromoff
(Twitch)
Business, Marketing & Management
GDC 2016
A Course About Game Balance
by Ian Schreiber
(Rochester Institute of Technology)
GDC Education Summit
GDC 2016
A Game That Listens - The Audio of INSIDE
by Martin Stig Andersen
(Independent)
Audio
GDC 2016
A Stitch in Time: Metaplanning for AI with Unusual Time Controls
by Christopher Hazard
(Hazardous Software Inc.)
AI Summit
GDC 2016
A Torch in the Dark: Using Creative Direction to Light 'The Darkest Dung...
by Chris Bourassa
(Red Hook Studios)
Independent Games Summit
GDC 2016
AAA Virtual Orchestration on an Indie Budget
by Wilbert Roget
(RogetMusic)
Audio
GDC 2016
Action Games Without Borders: Making Platinum-Quality Games For The World
by Atsushi Inaba
(PlatinumGames, Inc.)
Design
GDC 2016
Adapting Event Design for Casual F2P Titles
by Tim Nixon
(Runaway)
Free to Play Summit
GDC 2016
Advanced Ambient Occlusion Methods for Modern Games (presented by NVIDIA)
by Andrei Tatarinov
(NVIDIA)
Programming
GDC 2016
Advanced Environmental Storytelling in 'Spider: Rite of the Shrouded Moon'
by Randy Smith
(Tiger Style)
Game Narrative Summit
GDC 2016
Advanced Geometrically Correct Shadows for Modern Game Engines (presente...
by Jon Story
(NVIDIA)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Advanced Techniques and Optim...
by Timothy Lottes
(AMD)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Culling at the Speed of Light...
by Dmitry Zhdan
(NVIDIA)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Developing The Northlight Eng...
by Ville Timonen
(Remedy Games)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Object Space Rendering in Dir...
by Dan Baker
(Oxide Games)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Practical DirectX 12 - Progr...
by Gareth Thomas
(AMD)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Rendering 'Hitman' with Direc...
by Jonas Meyer
(Io Interactive)
Programming
GDC 2016
Advanced Rendering with DirectX 11 and DirectX 12 (presented by NVIDIA)
by Holger Gruen
(NVIDIA)
Programming
GDC 2016
Advanced VR Rendering Performance
by Alex Vlachos
(Valve)
Programming
GDC 2016
AI Behavior Editing and Debugging in 'Tom Clancy's The Division'
by Jonas Gillberg
(Massive Entertainment - a Ubisoft Studio)
AI Summit
GDC 2016
AI For Generated Worlds
by Damian Isla
(The Molasses Flood)
AI Summit
GDC 2016
AI Pre-Mortem: How to Approach Your AI Problems
by Damian Isla
(The Molasses Flood)
AI Summit
GDC 2016
All Choice No Consequence: Efficiently Branching Narrative
by Cassie Phillipps
(Pocket Gems / FailCon)
Game Narrative Summit
GDC 2016
Alphabear Postmortem
by David Edery
(Spry Fox)
Free to Play Summit
GDC 2016
Amazon Lumberyard and Amazon GameLift Building Blocks to Create Great G...
by Eric Schenk
(Amazon Lumberyard)
Programming