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)
Business & Marketing
GDC 2017
'DriveClub' Audio: From Console to VR
by Nicholas Ward-Foxton
(Sony Interactive Entertainment)
Audio
GDC 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
GDC 2017
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Programming
GDC 2017
'Ghost Recon Wildlands': Terrain Tools and Technology
by Guillaume Werle
(Ubisoft)
Visual Arts
GDC 2017
'Guild Wars' Microservices and 24/7 Uptime
by Stephen Clarke-Willson
(ArenaNet)
Programming
GDC 2017
'Ice Age Adventures': UX Diagnosis for a Live-Ops Game (Case Study)
by Om Tandon
(Digit Games Studio)
UX Summit
GDC 2017
'Job Simulator' Postmortem: VR Design, Tech, and Business Lessons Learned
by Devin Reimer
(Owlchemy Labs)
Business & Marketing
GDC 2017
'League of Legends' Client Update: Art Directing a Consistent and Scalab...
by Laura DeYoung
(Riot Games)
Visual Arts
GDC 2017
'Offworld Trading Company': An RTS Without Guns
by Soren Johnson
(Mohawk Games)
Design
GDC 2017
'Rainbow Six Siege': Optimizing Servers for the Cloud
by Jalal El Mansouri
(Ubisoft)
Programming
GDC 2017
'RimWorld': Contrarian, Ridiculous, and Impossible Game Design Methods
by Tynan Sylvester
(Ludeon Studios)
Design
GDC 2017
'Slime Rancher': A Preemptive Postmortem
by Nick Popovich
(Monomi Park)
Design
GDC 2017
'Unravel': Using Empathy as a Game Mechanic
by Martin Sahlin
(Coldwood)
Design
GDC 2017
4K Checkerboard in 'Battlefield 1' and 'Mass Effect Andromeda'
by Graham Wihlidal
(Frostbite Labs, Electronic Arts)
Programming
GDC 2017
9 Takeaways from 'Duelyst': From Tabletop to Digital Game
by Eric Lang
(Counterplay Games)
Design
GDC 2017
A City of a Thousand Choices: Prague City Hub in 'Deus Ex Mankind Divided'
by Sylvain Douce
(Eidos-Montreal)
Design
GDC 2017
A Thousand Tiny Tales: Emergent Storytelling in 'Slime Rancher'
by Nick Popovich
(Monomi Park)
Independent Games Summit
GDC 2017
Absolutely No Pressure: Continuing a Successful Game Series with 'Civili...
by Ed Beach
(Firaxis Games)
Design
GDC 2017
Academic Residencies for Game Designers
by Lisa Brown
(Independent)
GDC Education Summit
GDC 2017
Achieving High-Quality, Low-Cost Skin: An Environment Approach
by Adelle Bueno
(Square Enix)
Visual Arts
GDC 2017
Achieving Two Worlds, Every Year: How 'Magic the Gathering' Sustainably ...
by Jeremy Jarvis
(Wizards of the Coast)
Production & Team Management
GDC 2017
Advanced Agile Game Development Practices
by Clinton Keith
(Clinton Keith Consulting)
Production & Team Management
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned
by Tiago Rodrigues
(Ubisoft Montreal)
Programming
GDC 2017
Advocacy Microtalks 2017: Challenging the Industry in 20 Slides
by Dana Ruggiero
(Bath Spa University)
Advocacy
GDC 2017
Advocacy Microtalks 2017: Challenging the Industry in 20 Slides
by Dana Ruggiero
(Bath Spa University)
Advocacy
GDC 2017
AI Arborist: Proper Cultivation and Care for Your Behavior Trees
by Bobby Anguelov
(WB Games Montreal)
AI Summit
GDC 2017
All About That BaaS: To Build, Buy, or Rent a Server for Your Game?
by David Fox
(Double Coconut)
GDC Mobile Summit
GDC 2017
All Systems No: Learning from the Doomed Launch of 'Brigador'
by Hugh Monahan
(Stellar Jockeys)
Business & Marketing
GDC 2017
Animating an Agent of Mayhem
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Art Directing VFX for Stylized Games
by Jeremy Mitchell
(Double Fine Productions)
Visual Arts
GDC 2017
Art Direction of 'Street Fighter V': The Role of Art in Fighting Games
by Toshiyuki Kamei
(Capcom)
Visual Arts
GDC 2017
Assisting VR Gameplay Through the Use of Iconographic Music
by Kenneth Young
(AudBod)
Audio
GDC 2017
Audio Bootcamp XVI: "Audio Tech 101" & "Interactive Music Approaches"
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2017
Audio Bootcamp XVI: Approaching and Designing Audio for Interactive VR A...
by Sally Kellaway
(Ossic)
Audio
GDC 2017
Audio Bootcamp XVI: Different Approaches to Game Music
by Leonard J. Paul
(School of Video Game Audio)
Audio
GDC 2017
Audio Bootcamp XVI: Great Audio Design: By Any Means Necessary
by Matthew Lee Johnston
(Microsoft)
Audio
GDC 2017
Audio Bootcamp XVI: Party of One: How to Be "The Audio Department"
by Bonnie Bogovich
(BlackCatBonifide)
Audio
GDC 2017
Audio Postmortem: 'Into the Stars'
by Richard Ludlow
(Hexany Audio)
Audio
GDC 2017
Authored vs. Systemic: Finding a Balance for Combat AI in 'Uncharted 4'
by Matthew Gallant
(Naughty Dog)
Design
GDC 2017
Awesome Video Game Data 2017
by Geoffrey Zatkin
(EEDAR)
Business & Marketing
GDC 2017
Balancing 'League of Legends' for Every Player, from Bronze to Bengi
by Greg Street
(Riot Games)
Design
GDC 2017
Been There, Done That: Industry Vets Share Experiences and Advice
by Sela Davis
(VREAL)
Game Career Seminar
GDC 2017
Better Development Through Science: How Aliens, Odysseus, and Toyota Can...
by Justin Fischer
(Agency Principle, LLC)
Production & Team Management
GDC 2017
Board Game Design Day: 'Secret Hitler': Designing Conflict & High-Tensio...
by Mike Boxleiter
(Goat, Wolf & Cabbage LLC)
Design
GDC 2017
Board Game Design Day: Board Game Design and the Psychology of Loss Aver...
by Geoffrey Engelstein
(Mind Bullet Games)
Design
GDC 2017
Board Game Design Day: Creating 'Burgle Bros': The Fantasy of the Heist
by Tim Fowers
(Fowers Games)
Design
GDC 2017
Breaking Ad: The Formula for Winning Video Advertising
by Dillon Becker
(Storm8)
Business & Marketing
GDC 2017
Building Beauclair: Capital City in 'The Witcher 3: Wild Hunt - Blood an...
by Kacper Niepokolczycki
(CD PROJEKT RED)
Visual Arts
GDC 2017
Building Non-linear Narratives in 'Horizon: Zero Dawn'
by Leszek Szczepanski
(Guerrilla Games)
Game Narrative Summit
GDC 2017
Building the Stage for an Immersive Theater VR Experience
by Jaime Gonzalez
(Tequila Works)
Visual Arts
GDC 2017
Butterscotch Shenanigans: From Early Failures to Cross-Platform Success
by Samuel Coster
(Butterscotch Shenanigans)
Business & Marketing
GDC 2017
Character Pipeline and Customization System for 'Far Cry Primal'
by Julien Lalleve
(Ubisoft Montreal)
Visual Arts
GDC 2017
Circle in the Dark: The 'Darkest Dungeon' Community
by John Lindvay
(Red Hook Studios)
Business & Marketing
GDC 2017
Classic Game Postmortem: 'Oregon Trail'
by Don Rawitsch
(Rawitsch Consulting)
Design
GDC 2017
Classic Game Postmortem: 'Seaman'
by Yutaka Saito
(Independent)
Design
GDC 2017
Cold, Hard Cache: Insomniac's Cache Simulator
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Complete Postmortem of Marketing Campaign for 'This War of Mine'
by Patryk Grzeszczuk
(11 bit studios)
Business & Marketing
GDC 2017
Confronting Games and Ethics: Challenging Students to Be Critical Designers
by Karen Schrier
(Marist College)
GDC Education Summit
GDC 2017
Consumer Equity Crowdfunding: Crowdfunding Your Company
by Gordon Walton
(ArtCraft Entertainment, Inc.)
Business & Marketing
GDC 2017
Cozmo: Animation Pipeline for a Physical Robot
by Molly Jameson
(Anki)
Visual Arts
GDC 2017
Crash Course in Online Features for Programmers
by Claire Blackshaw
(Sony Computer Entertainment Europe)
Programming
GDC 2017
Creating a Tools Pipeline for 'Horizon: Zero Dawn'
by Dan Sumaili
(Guerrilla Games)
Programming
GDC 2017
Creating Compelling Characters: Insights from a Panel of Character Conce...
by Simon Stafsnes Andersen
(D-Pad Studio)
Visual Arts
GDC 2017
Creating Complex AI Behavior in 'Stellaris' Through Data Driven Design
by Mehrnaz Amanat Bari
(Paradox Interactive)
Programming
GDC 2017
Creating Franchise Characters
by Bob Bates
(Independent)
Game Narrative Summit
GDC 2017
Creating the Art of 'ABZU'
by Matt Nava
(Giant Squid Studios)
Visual Arts
GDC 2017
Creating the Musical Identity and Style of Your Game
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2017
Crush the Norm: Diversity Rules
by Kiki Olofsson
(King)
Advocacy
GDC 2017
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC 2017
Dark Patterns: How Good UX Can Be Bad UX
by Anisa Sanusi
(Frontier Developments)
UX Summit
GDC 2017
Data Binding Architectures for Rapid UI Creation in Unity
by Stephan Dilly
(InnoGames GmbH)
Programming
GDC 2017
Data-Driven Community Management: How to Use Your Existing Data to Drive...
by Richard Millington
(FeverBee)
Community Management Summit
GDC 2017
Deconstructing China: New Opportunities for Western Developers
by Randy Barenscott
(ZPLAY)
GDC Mobile Summit
GDC 2017
Depression-Proof Studio Culture: A How-To for Mental Wellness
by Russ Pitts
(Take This, Inc.)
Advocacy
GDC 2017
Designing a Trance: Meditation and Game Design
by Robin Arnott
(Independent)
Independent Games Summit
GDC 2017
Designing Interactive Fiction on 'Episode' in Three Phases
by Michael Dawson
(Pocket Gems)
Design
GDC 2017
Designing System Driven Dialogue in 'Mafia III'
by Remy Boicherot
(Hangar 13)
Design
GDC 2017
Deterministic vs. Replicated AI: Building the Battlefield of 'For Honor'
by Xavier Guilbeault
(Ubisoft)
Programming
GDC 2017
Development on a Shoestring: Ultra Low Budget Indie Games
by Oded Sharon
(Corbomite Games)
Business & Marketing
GDC 2017
Do You Copy? Dialog System and Tools in 'Firewatch'
by William Armstrong
(Unity Technologies)
Programming
GDC 2017
DON'T CHANGE A THING! The Challenges of Evolving 'Solitaire'
by Russell Carroll
(MobilityWare)
GDC Mobile Summit
GDC 2017
Don't You Dare Say "Showstopper": Bootstrapping Your Own QA Team
by Jesse Vigil
(USC Games)
GDC Education Summit
GDC 2017
DONNA: Gender Inclusive Game Education in Practice
by Jenny Brusk
(University of Skovde)
GDC Education Summit
GDC 2017
Education Soapbox
by Karen Schrier
(Marist College)
GDC Education Summit
GDC 2017
Efficient Texture Streaming in 'Titanfall 2'
by Chad Barb
(Respawn Entertainment)
Programming
GDC 2017
Embracing Disruption: What Blockchains Mean for the Game Industry
by Alex Amsel
(Ownage)
Business & Marketing
GDC 2017
Epic AND Interactive Music in 'Final Fantasy XV'
by Sho Iwamoto
(Square Enix)
Audio
GDC 2017
eSports Day: Building eSports: Twitch, 'Rocket League', and 'H1Z1: King ...
by Nick Allen
(Twitch)
Business & Marketing
GDC 2017
eSports Day: Smash Sisters: Fostering Camaraderie from the Ground Up
by Emily Sun
(Smash Sisters)
Design
GDC 2017
eSports Day: We Failed at Publishing Competitive Games so You Don't Have to
by Dave Lang
(Iron Galaxy Studios)
Business & Marketing
GDC 2017
eSports Day: We Failed at Publishing Competitive Games so You Don't Have to
by Dave Lang
(Iron Galaxy Studios)
Business & Marketing
GDC 2017
Everything I Said Was Wrong: Why Indie Is Different Now
by Lisa Brown
(Independent)
Independent Games Summit
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Fade to Black? Writing and Designing Sex Scenes in Games
by Michelle Clough
(Freelance)
Game Narrative Summit
GDC 2017
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Flame Retardant AI: Stopping AI Fires Before They Ignite
by Andrea Schiel
(Microsoft)
AI Summit
GDC 2017
Force and Fire: Making Your Game More Metal
by Jeff Howard
(Dakota State University)
Game Narrative Summit
GDC 2017
Forging Audio Workflow Changes on 'Destiny: Rise of Iron'
by Kareem Shuman
(Bungie)
Audio
GDC 2017
FrameGraph: Extensible Rendering Architecture in Frostbite
by Yuriy O'Donnell
(Frostbite / Electronic Arts)
Programming
GDC 2017
From Indie to 'Fable' & Back Again: 30 Years of "Wisdom"
by Dene Carter
(Fluttermind LLC)
Independent Games Summit
GDC 2017
From Shore to Horizon: Creating a Practical Tessellation Based Solution
by Nicolas Longchamps
(Eidos-Montreal)
Visual Arts
GDC 2017
Game Accessibility: Practical Visual Fixes from EA's 'Madden NFL' Franchise
by Karen Stevens
(EA Sports)
Advocacy
GDC 2017
Game Design Tools: For When Spreadsheets and Flowcharts Aren't Enough
by Katharine Neil
(Freelance)
Design
GDC 2017
Game Studio Leadership: You Can Do It
by Jesse Schell
(Schell Games LLC)
Business & Marketing
GDC 2017
GDC Microtalks 2017: Playing with Our Hearts
by Richard Lemarchand
(USC Games)
Design
GDC 2017
Geometry Caching Optimizations
by Zabir Hoque
(Epic Games)
Programming
GDC 2017
Get Journalists to Cover Your Game: Lessons from Online Dating, Praying ...
by Thomas Reisenegger
(ICO Partners)
Business & Marketing
GDC 2017
Get Noticed & Get Hired: Upgrading the Game Industry Resume
by David Lau
(Amazon)
Career Development
GDC 2017
Getting the Best Bang for Your Voice-Over Buck
by Stephen Barlow
(Blyts)
Audio
GDC 2017
GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
by Jaap van Muijden
(Guerrilla Games)
Visual Arts
GDC 2017
Helping It All Emerge: Managing Crowd AI in 'Watch Dogs 2'
by Roxanne Blouin-Payer
(Ubisoft)
AI Summit
GDC 2017
High Dynamic Range Color Grading and Display in Frostbite
by Alex Fry
(Electronic Arts)
Visual Arts
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
How Design Can Ensure Impartial Scientific Fairness in User Research
by Deborah Hendersen
(Microsoft)
Design
GDC 2017
How to Write an Audio Engine, Part Two
by Guy Somberg
(Echtra Inc.)
Programming
GDC 2017
How Twitch Made Me a Better Teacher
by Sean Bouchard
(USC Game Innovation Lab)
GDC Education Summit
GDC 2017
Huddle up! Making the [SPOILER] of 'INSIDE'
by Mikkel Bogeskov Svendsen
(Playdead)
Visual Arts
GDC 2017
I Will Now Talk About Two Audio Mix Techniques for About 25 Minutes
by RJ Mattingly
(PopCap Games / EA)
Audio
GDC 2017
Improving the Culture of Critique: Communicating Across Disciplines
by Jeff Hesser
(Harmonix)
Visual Arts
GDC 2017
Indie Mobile Game Dev Stories: Day 1
by Scott Brodie
(Heart Shaped Games)
GDC Mobile Summit
GDC 2017
Indie Mobile Game Dev Stories: Day 2
by Ryan Langley
(PikPok)
GDC Mobile Summit
GDC 2017
Indie Mobile Game Dev Stories: Day 2
by Ryan Langley
(PikPok)
GDC Mobile Summit
GDC 2017
Indigenous Games Lightning Talks
by Julia Keren Detar
(Untame)
Design
GDC 2017
Innovation on Demand: Paradox Interactive's Strategic Initiatives Division
by Doru Apreotesei
(Paradox Interactive)
Business & Marketing
GDC 2017
Insomniac's Web Tools: A Postmortem
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Interviewing for Game Design
by Richard Carrillo
(Ubisoft Toronto)
Design
GDC 2017
Invent a Game, Reinvent Yourself
by Jennifer Hazel
(CheckPoint Organisation)
Advocacy
GDC 2017
It Takes Two to Tango: Integrating UX Research and Production at EA
by Veronica Zammitto
(Electronic Arts)
UX Summit
GDC 2017
It's All in the Hands: VR Animation and Locomotion Systems in 'Lone Echo'
by Jacob Copenhaver
(Ready At Dawn)
Programming
GDC 2017
Knowing Your Niche: Using Facebook to Foster Positive Communities
by Lisa Blakie
(Runaway)
Community Management Summit
GDC 2017
Lean Live Ops: Free Your Devs!
by Joe Raeburn
(Space Ape Games)
GDC Mobile Summit
GDC 2017
Learn How Successful Indie Studios Enabled Virality for Their Games
by Aurora Klaeboe Berg
(Megacool)
GDC Mobile Summit
GDC 2017
Legacy Games: From 'Risk' to 'Pandemic' to 'SeaFall' & Beyond
by Rob Daviau
(Independent)
Design
GDC 2017
Lessons from Escape Rooms: Designing for the Real World and VR
by Laura E. Hall
(60 Minutes to Escape)
Design
GDC 2017
Level Design Workshop: A Narrative Approach to Level Design
by Jolie Menzel
(Ubisoft)
Design
GDC 2017
Level Design Workshop: Applying 3D Level Design Skills to the 2D World o...
by Lisa Brown
(Independent)
Design
GDC 2017
Level Design Workshop: Improving Tool Design Through Editor Triage
by Robin-Yann Storm
(Io-Interactive)
Design
GDC 2017
Level Design Workshop: Level Flow for a Video Game Mixtape
by Alejandro Quan-Madrid
(Independent)
Design
GDC 2017
Level Design Workshop: Rewarding Exploration in 'Deus Ex: Mankind Divided'
by Clemence Maurer
(Eidos-Montreal)
Design
GDC 2017
Level Design Workshop: Singleplayer vs. Multiplayer Level Design: A Para...
by Elisabeth Beinke-Schwartz
(Certain Affinity)
Design
GDC 2017
Lifetime Value: The Long Tail of Mid-Core Mobile Games
by Tammy Levy
(Kongregate)
Business & Marketing
GDC 2017
Localization Shenanigans in the Chinese Speaking World
by Jung-Sheng Lin
(IGDShare)
Advocacy
GDC 2017
Low Poly Modeling: Style Through Economy
by Ethan Redd
(Independent)
Game Career Seminar
GDC 2017
Making a Sustainable Change Towards Diversity & Inclusion
by Diane Hunkeler
(Wooga GmbH)
GDC Mobile Summit
GDC 2017
Making Diversity and Inclusion Work
by Soha E
(Riot Games)
Advocacy
GDC 2017
Making the Leap to Self Publishing
by Tim Nixon
(Runaway)
GDC Mobile Summit
GDC 2017
Managing Conflict on Small Teams
by Rebekah Saltsman
(Finji)
Independent Games Summit
GDC 2017
Managing Professional Communities, Peers and Entrepreneurs
by Kelly Wallick
(Indie MEGABOOTH)
Business & Marketing
GDC 2017
Many Paths, One Goal: Alternative Ways to Break In
by Tim Hargreaves
(Intel)
Game Career Seminar
GDC 2017
March of Mobile: The Evolution of Mobile Games and What Lies Ahead
by Scott Humphries
(Lorraine Studio)
GDC Mobile Summit
GDC 2017
Math for Game Programmers: Dark Secrets of the RNG
by Shay Pierce
(Dire Wolf Digital)
Programming
GDC 2017
Math for Game Programmers: Predictable Projectiles
by Chris Stark
(Robot Entertainment)
Programming
GDC 2017
Math for Game Programmers: Ranking Systems: Elo, TrueSkill and Your Own
by Mario Izquierdo
(Twitch Interactive)
Programming
GDC 2017
Micro-Postmortems
by Christine Love
(Love Conquers All Games)
Game Career Seminar
GDC 2017
Mobile Gaming and the Retention Rhetoric
by Martine Spaans
(Tamalaki Publishing)
GDC Mobile Summit
GDC 2017
Mobile Revenue Forecasting: A Guide to Not Losing Your Shirt
by Mike Gordon
(Iron Horse Games)
GDC Mobile Summit
GDC 2017
Modify Everything! Data-Driven Dynamic Gameplay Effects on 'For Honor'
by Aurelie Le Chevalier
(Ubisoft)
Programming
GDC 2017
More Than MIDI: Working with Live Musicians as an Indie
by Ryan Ike
(Independent)
Audio
GDC 2017
My Players Are Monkeys: Building Games for Animal Research
by Benjamin Kalb
(Blanket Fort Games)
Design
GDC 2017
Networking Scripted Weapons and Abilities in 'Overwatch'
by Dan Reed
(Blizzard Entertainment)
Programming
GDC 2017
Next Level Creature Sound Design
by David Philipp
(Noiseworks)
Audio
GDC 2017
Overcoming Community Negativity: An Exercise in Sanity
by Nick van Vugt
(Uken Games)
Community Management Summit
GDC 2017
PBR Diffuse Lighting for GGX+Smith Microsurfaces
by Earl Hammon, Jr.
(Respawn Entertainment)
Programming
GDC 2017
PCG Shotgun: 6 Techniques for Leveraging AI in Content Generation
by Tyler Coleman
(Retora Games)
AI Summit
GDC 2017
Physics Animation in 'Uncharted 4: A Thief's End'
by Michal Mach
(Naughty Dog)
Visual Arts
GDC 2017
Player Traversal Mechanics in the Vast World of 'Horizon: Zero Dawn'
by Paul van Grinsven
(Guerrilla Games)
Visual Arts
GDC 2017
Players Are People Too
by Jacob Van Rooyen
(Big Viking Games)
Business & Marketing
GDC 2017
Playing the Middle: Balancing Trust, Creativity, and Business in the Sci...
by Ian Livingston
(Electronic Arts)
UX Summit
GDC 2017
Playtesting: Avoiding Evil Data
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Porting a Real Life Castle into Your Game When You're Broke
by Joseph Azzam
(World Void)
Visual Arts
GDC 2017
Postmortem of 'Wheel of Fortune Slots: The Ultimate Collection'
by Lawrence Valenti
(GSN Games)
GDC Mobile Summit
GDC 2017
Practical Contract Law 201 for Indie Developers: Moderately Scary Edition
by Chris Reid
(Chris Reid Law)
Independent Games Summit
GDC 2017
Producer Bootcamp: Embracing Ambiguity: How to Do Good Work When You Don...
by Ruth Tomandl
(Oculus)
Production & Team Management
GDC 2017
Production: Working at the Heart of the Team Part TWO!
by Grant Shonkwiler
(Shonkventures)
Production & Team Management
GDC 2017
Prototyping Your Monetization: Evaluating Monetization Potential Early
by Adam Telfer
(Wooga GmbH)
Business & Marketing
GDC 2017
Realistic Performances in Games
by Ryan M. James
(Naughty Dog)
Design
GDC 2017
Reinventing a Mobile Developer: From Early Hits to Enduring Success
by Ben Liu
(Pocket Gems)
GDC Mobile Summit
GDC 2017
Replicating Chaos: Vehicle Replication in 'Watch Dogs 2'
by Matt Delbosc
(Ubisoft Toronto)
Programming
GDC 2017
Rewards in Video Games
by Travis Day
(Blizzard Entertainment)
Design
GDC 2017
Rules of the Game: Another Five Techniques from Particularly Crafty Des...
by Richard Rouse III
(Paranoid Productions)
Design
GDC 2017
Seven Years in Alpha: 'Thumper' Postmortem
by Marc Flury
(Drool)
Independent Games Summit
GDC 2017
Shifting from a Small Community into a Large and Established One
by Sara Cecilia Lempiainen
(Unity Technologies)
Community Management Summit
GDC 2017
Simple and Powerful Animation Compression
by Nicholas Frechette
(Eidos-Montreal)
Programming
GDC 2017
Small Games, Big Feels: Storytelling with Vignettes
by Simon-Albert Boudreault
(Concordia University)
Game Narrative Summit
GDC 2017
Snap to Character: Building Strong Player Attachment Through Narrative
by Harrison Pink
(Hangar 13 Games)
Design
GDC 2017
So, You Want to Be a Game Professor?
by Ian Schreiber
(RIT)
Advocacy
GDC 2017
Solving Titan Sized Problems: Evolving Titan Combat in 'Titanfall 2'
by Carlos Pineda
(Respawn Entertainment)
Design
GDC 2017
Steps for Effective Localization
by Nadege Josa
(SIE)
Production & Team Management
GDC 2017
Still Logged In: What AR and VR Can Learn from MMOs
by Raph Koster
(Altered Tuning)
Design
GDC 2017
Stop Killing Our Servers!
by Sela Davis
(VREAL)
Programming
GDC 2017
Story of an Indie Game with 70 Million Players: A 'Transformice' Postmortem
by Melanie Christin
(Atelier 801)
Business & Marketing
GDC 2017
Storytelling is a Team Sport
by Rayna Anderson
(Eidos-Montreal)
Game Narrative Summit
GDC 2017
Storytelling Tools to Boost Your Indie Game's Narrative and Gameplay
by Mata Haggis
(NHTV University, Breda, & Copper Stone Sea)
Independent Games Summit
GDC 2017
Strategic Design Or: Why 'Dark Souls' is the Ikea of Games
by Justin Fischer
(Agency Principle, LLC)
Business & Marketing
GDC 2017
Stylized Character Creation in UE4 Mobile Games
by Jeremy Ernst
(Epic Games)
Visual Arts
GDC 2017
Systems Make Statements: Simulations and Intentional Design
by Elizabeth Sampat
(PopCap Games)
Design
GDC 2017
Taking Back What's Ours: The AI of 'Dishonored 2'
by Xavier Sadoulet
(Arkane Studios)
AI Summit
GDC 2017
Teaching Virtual Reality Game Development
by Jesse Schell
(Schell Games LLC)
GDC Education Summit
GDC 2017
Tech Toolbox
by Chris Martens
(North Carolina State University)
Independent Games Summit
GDC 2017
Tech Toolbox
by Chris Martens
(North Carolina State University)
Independent Games Summit
GDC 2017
Technical Artist Bootcamp: Building an Offline Simulation Pipeline
by Ben Laidlaw
(343 Industries, Microsoft)
Visual Arts
GDC 2017
Technical Artist Bootcamp: Introduction to Proceduralism
by Luiz Kruel
(SideFX Software)
Visual Arts
GDC 2017
Technical Artist Bootcamp: Tech Art for Educators
by Mary Denman
(EA Tiburon)
Visual Arts
GDC 2017
Telling Reactive Stories in an Agent-Driven World in 'Little Invasion Ta...
by Mitu Khandaker-Kokoris
(Spirit AI)
AI Summit
GDC 2017
Telling Story Through Sound: Building an Interactive "Radio Play"
by Bonnie Bogovich
(BlackCatBonifide)
Game Narrative Summit
GDC 2017
The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns'
by Francois Alliot
(Nerial)
Independent Games Summit
GDC 2017
The Data Building Pipeline of 'Overwatch'
by David Clyde
(Blizzard Entertainment)
Programming
GDC 2017
The Evolution of Rodeo in 'Titanfall'
by Chin Xiang Chong
(Respawn Entertainment)
Programming
GDC 2017
The Flash Games Postmortem
by John Cooney
(Kongregate)
Design
GDC 2017
The Gamer's Brain, Part 3: The UX of Engagement and Immersion (or Retent...
by Celia Hodent
(Epic Games)
Design
GDC 2017
The Great Divide: Unique Visuals and Deterministic Gameplay in 'Deserts ...
by Yossarian King
(Blackbird Interactive Inc.)
Visual Arts
GDC 2017
The Illusion of Motion: Making Magic with Textures in the Vertex Shader
by Mario Palmero
(Tequila Works)
Visual Arts
GDC 2017
The Importance of Working with Influencers to Grow Your Game's Audience
by Becky Taylor
(Innervate)
Community Management Summit
GDC 2017
The Last Game I Make Before I Die: The 'Crashlands' Postmortem
by Samuel Coster
(Butterscotch Shenanigans)
Independent Games Summit
GDC 2017
The Mix: Understanding Your Tools & How to Use Them
by Rev. Dr. Bradley D. Meyer
(Sucker Punch Productions)
Audio
GDC 2017
The Narrative Innovation Showcase
by Matthew Weise
(Fiction Control)
Game Narrative Summit
GDC 2017
The Science of Off-Roading: 'Uncharted 4's' 4x4
by Edward Pereira
(Naughty Dog)
Programming
GDC 2017
The Sound and Music of 'Hyper Light Drifter'
by Rich Vreeland
(Disasterpeace)
Independent Games Summit
GDC 2017
The Sound of 'Job Simulator': Audio Immersion in VR
by Daniel Perry
(Owlchemy Labs)
Audio
GDC 2017
The Sound of Horror 'Resident Evil 7: Biohazard'
by Kenji Kojima
(Capcom)
Audio
GDC 2017
The World as Your Canvas: Telling Location-Based Stories
by Lucas Johnson
(Silverstring Media Inc.)
Game Narrative Summit
GDC 2017
The Year in Mobile Games
by Steve Meretzky
(King)
GDC Mobile Summit
GDC 2017
Thirty Things I Hate About Your Game Pitch
by Brian Upton
(Game On The Rails)
Business & Marketing
GDC 2017
Throwing Out the Dopamine Shots: Reward Psychology Without the Neurotrash
by Ben Lewis-Evans
(Epic Games)
UX Summit
GDC 2017
Training Designers to Collaborate with Researchers: Reframing, Scaffoldi...
by Benjamin Stokes
(American University)
GDC Education Summit
GDC 2017
Tree's Company: Systemic AI Design in 'Just Cause 3'
by Robert Meyer
(Avalanche Studios)
Programming
GDC 2017
Trolls: The Cost of Doing Nothing
by Chris Priebe
(Two Hat/Community Sift)
Business & Marketing
GDC 2017
Turning Disenchanted Players Back into Allies in 3 Steps
by Michael Fedor
(Pocket Gems)
Business & Marketing
GDC 2017
Unscoring the World of 'Kenshi'
by Kole Hicks
(Kole Audio Solutions)
Audio
GDC 2017
UX Methodologies for Holistic Product Design
by Paul Rybicki
(Electronic Arts)
UX Summit
GDC 2017
Vikings! How We Tapped a Non-Game Community to Build Support for Our Rel...
by Emmy Jonassen
(Snow Cannon Games)
Business & Marketing
GDC 2017
Virtual Insanity: Lessons Learned from Creating a Virtual Reality Engine
by Liz Mercuri
(Unity)
Game Career Seminar
GDC 2017
Visual Effects Bootcamp: Artistic Principles of VFX
by Hadidjah Chamberlain
(Blizzard Entertainment)
Visual Arts
GDC 2017
Visual Effects Bootcamp: Like a Mace to the Face: Leaving the Battlefiel...
by Andreas Glad
(Partikel)
Visual Arts
GDC 2017
Visual Effects Bootcamp: Rapid Talks
by Nadab Goksu
(EA DICE)
Visual Arts
GDC 2017
We Taught Game Dev MOOCs and Lived to Tell the Tale
by Stephen Jacobs
(RIT)
GDC Education Summit