GDC 2017
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
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
'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
'ARK: Survival Evolved': Lessons from the Trenches of Early Access
by Jeremy Stieglitz
(Studio Wildcard)
Business & Marketing
GDC 2017
'Bound': Emotions Through Ballet and Modern Art
by Michal Staniszewski
(Plastic)
Visual Arts
GDC 2017
'Design Home' Postmortem: Concept Through Launch
by Chris McGill
(Glu Mobile)
GDC Mobile Summit
GDC 2017
'Destiny' Shader Pipeline
by Natalya Tatarchuk
(Bungie)
Programming
GDC 2017
'Deus Ex: Breach': Experimenting Within the Boundaries of a AAA Franchise
by Fleur Marty
(Eidos-Montreal)
Design
GDC 2017
'DOOM': Behind the Music
by Mick Gordon
(Game Audio Australia)
Audio
GDC 2017
'DriveClub' Audio: From Console to VR
by Nicholas Ward-Foxton
(Sony Interactive Entertainment)
Audio
GDC 2017
'DriveClub' Audio: From Console to VR
by Nicholas Ward-Foxton
(Sony Interactive Entertainment)
Audio
GDC 2017
'Evolve': An Adventure in Accessibility Retrofitting
by Tara Voelker
(Gaikai)
Advocacy
GDC 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
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
'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
'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
'Guild Wars' Microservices and 24/7 Uptime
by Stephen Clarke-Willson
(ArenaNet)
Programming
GDC 2017
'Headlander': Discovering Modern Methods in Sound via 70's Sci-Fi
by David Earl
(David Earl Productions)
Audio
GDC 2017
'Homefront' to 'God of War': Using Music to Build Suspense
by Winifred Phillips
(Generations Productions LLC)
Audio
GDC 2017
'Hyper Light Drifter': Secrets of Kickstarter, Design, & Pizza
by Teddy Dief
(Heart Machine)
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
'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
'Job Simulator' Postmortem: VR Design, Tech, and Business Lessons Learned
by Devin Reimer
(Owlchemy Labs)
Business & Marketing
GDC 2017
'Jocoi': Three Challenges of Designing for Grief
by Sabine Harrer
(Copenhagen Game Collective)
Independent Games Summit
GDC 2017
'League of Legends' Client Update: Art Directing a Consistent and Scalab...
by Laura DeYoung
(Riot Games)
Visual Arts
GDC 2017
'League of Legends' Client Update: Art Directing a Consistent and Scalab...
by Laura DeYoung
(Riot Games)
Visual Arts
GDC 2017
'Legendary: GoH' 5 Lessons from 12 Months of LiveOps Growth
by Ethan Levy
(N3twork)
GDC Mobile Summit
GDC 2017
'Line Wobbler' & 'Beasts of Balance': Two Routes to Custom Hardware Good...
by Alex Fleetwood
(Sensible Object)
Independent Games Summit
GDC 2017
'Mini Metro': When Less is More
by Jamie Churchman
(Independent)
Design
GDC 2017
'Nioh': Talking with Samurai
by Fumihiko Yasuda
(Koei Tecmo Games)
Design
GDC 2017
'Offworld Trading Company': An RTS Without Guns
by Soren Johnson
(Mohawk Games)
Design
GDC 2017
'Offworld Trading Company': An RTS Without Guns
by Soren Johnson
(Mohawk Games)
Design
GDC 2017
'Overwatch' Gameplay Architecture and Netcode
by Timothy Ford
(Blizzard Entertainment)
Programming
GDC 2017
'Owlboy': The Evolving Art of a 10 Year Project
by Jo-Remi Madsen
(D-Pad Studio)
Independent Games Summit
GDC 2017
'Owlboy': The Motivational Power of Inspiration
by Simon Stafsnes Andersen
(D-Pad Studio)
Visual Arts
GDC 2017
'Pokemon GO' & Designing Interactive Games for the Real World
by Dennis Hwang
(Niantic, Inc.)
GDC Mobile Summit
GDC 2017
'Project Discovery': Lessons From Scientific Research via 'EVE Online'
by Attila Szantner
(MMOS Srl)
Advocacy
GDC 2017
'Rainbow Six Siege': Optimizing Servers for the Cloud
by Jalal El Mansouri
(Ubisoft)
Programming
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
'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
'Slime Rancher': A Preemptive Postmortem
by Nick Popovich
(Monomi Park)
Design
GDC 2017
'Tacoma': An Experimental VO Production Postmortem
by Michael Csurics
(The Brightskull Entertainment Group)
Audio
GDC 2017
'Unravel': Using Empathy as a Game Mechanic
by Martin Sahlin
(Coldwood)
Design
GDC 2017
'Unravel': Using Empathy as a Game Mechanic
by Martin Sahlin
(Coldwood)
Design
GDC 2017
'Watch Dogs 2': PC Version Success Story with NVIDIA (Presented by NVIDIA)
by Jaakko Haapasalo
(NVIDIA)
Production & Team Management
GDC 2017
(Opportunity) Cost Effective Marketing & PR for Indies
by Chris Dwyer
(Independent)
Independent Games Summit
GDC 2017
17th Annual Game Developers Choice Awards
by Tim Schafer
(Doublefine)
Special Event
GDC 2017
19th Annual Independent Games Festival Awards
by Nina Freeman
(Fullbright)
Special Event
GDC 2017
2 Immersive 4 VR: Reinventing 'Rock Band'
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
3D Audio in VR: Animation, Mo-Cap and 360 Video
by Christopher Hegstrom
(The Sound Lab at Technicolor)
Audio
GDC 2017
4K Checkerboard in 'Battlefield 1' and 'Mass Effect Andromeda'
by Graham Wihlidal
(Frostbite Labs, Electronic Arts)
Programming
GDC 2017
4K Checkerboard in 'Battlefield 1' and 'Mass Effect Andromeda'
by Graham Wihlidal
(Frostbite Labs, Electronic Arts)
Programming
GDC 2017
5G and Mobile Gaming: The Carriers Strike Back!
by Kristian Segerstrale
(Super Evil Megacorp)
GDC Mobile Summit
GDC 2017
9 Takeaways from 'Duelyst': From Tabletop to Digital Game
by Eric Lang
(Counterplay Games)
Design
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 City of a Thousand Choices: Prague City Hub in 'Deus Ex Mankind Divided'
by Sylvain Douce
(Eidos-Montreal)
Design
GDC 2017
A Crash Course in Business and Leadership for Indie Game CEO's and GM's
by Don Daglow
(4thRing Inc.)
Independent Games Summit
GDC 2017
A New Dimension to 'Below': Personal Discovery and Adaptation
by Dan Cox
(Capybara Games)
Visual Arts
GDC 2017
A Practical Guide for Doing Ethical Player Testing
by Mia Consalvo
(Concordia University)
Advocacy
GDC 2017
A Thousand Tiny Tales: Emergent Storytelling in 'Slime Rancher'
by Nick Popovich
(Monomi Park)
Independent Games Summit
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
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
Academic Residencies for Game Designers
by Lisa Brown
(Independent)
GDC Education Summit
GDC 2017
Accelerating Your VR Games with VRWorks (Presented by NVIDIA)
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2017
Achieving High-Quality, Low-Cost Skin: An Environment Approach
by Adelle Bueno
(Square Enix)
Visual Arts
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
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 Entrepreneurship: Avoiding Total Studio Disaster
by Jason Della Rocca
(Execution Labs)
Business & Marketing
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Cinematic Depth of Field" & "Advanced Particle ...
by Richard Tonge
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: How to Thrive on the Bleeding Edge Whilst Avoidi...
by Jurjen Katsman
(Nixxes)
Programming
GDC 2017
Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned
by Tiago Rodrigues
(Ubisoft Montreal)
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
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
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 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
All Systems No: Learning from the Doomed Launch of 'Brigador'
by Hugh Monahan
(Stellar Jockeys)
Business & Marketing
GDC 2017
Always Be Composing: The Flexible Music System of 'Plants vs. Zombies He...
by Becky Allen
(PopCap Games / EA)
Audio
GDC 2017
Animating 'Dauntless': Slaying AAA Animation on the Indie Scale
by Simon Unger
(Phoenix Labs)
Visual Arts
GDC 2017
Animating an Agent of Mayhem
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Animating an Agent of Mayhem
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Animation Bootcamp: A Study of Creature Animation in Film and Games
by Jalil Sadool
(CGTarian Online Animation School)
Visual Arts
GDC 2017
Animation Bootcamp: Animation Microtalks
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Animation Bootcamp: Cuphead Process and Philosophy
by Jake Clark
(Studio MDHR)
Visual Arts
GDC 2017
Animation Bootcamp: Motion Capture Performance: An Actors Approach
by Andrew Ray
(Society of American Fight Directors)
Visual Arts
GDC 2017
Animation Bootcamp: Pushing Boundaries: Animating Expansion Packs for 'T...
by Sebastian Kalemba
(CD Projekt RED)
Visual Arts
GDC 2017
Animation Bootcamp: The First Person Animation of 'Overwatch'
by Matthew Boehm
(Blizzard Entertainment)
Visual Arts
GDC 2017
Animation Bootcamp: Tricks of the Trade
by Almudena Soria
(Naughty Dog)
Visual Arts
GDC 2017
Animation Bootcamp:" 'Uncharted 4': Naughty Dog's Animation Workflow" & ...
by Jeremy Yates
(Naughty Dog)
Visual Arts
GDC 2017
Art Directing VFX for Stylized Games
by Jeremy Mitchell
(Double Fine Productions)
Visual Arts
GDC 2017
Art Directing VFX for Stylized Games
by Jeremy Mitchell
(Double Fine Productions)
Visual Arts
GDC 2017
Art Direction Bootcamp: "Graphic Design Thinking" & "Finding the Soul of...
by Jason Connell
(Sucker Punch)
Visual Arts
GDC 2017
Art Direction Bootcamp: Cinematic Environment Production for 'Uncharted 4'
by Erick Pangilinan
(Naughty Dog)
Visual Arts
GDC 2017
Art Direction Bootcamp: Creating a Believable Hero
by Brian Horton
(Infinity Ward)
Visual Arts
GDC 2017
Art Direction Bootcamp: Pantalones! Things I Wished Someone Told Me Prio...
by Denis Rogic
(Independent)
Visual Arts
GDC 2017
Art Direction Bootcamp: The Art of Preproduction
by Greg Foertsch
(Firaxis Games)
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
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
Assisting VR Gameplay Through the Use of Iconographic Music
by Kenneth Young
(AudBod)
Audio
GDC 2017
Audio Adventures in 'VR Worlds'
by Joe Thwaites
(Sony Interactive Entertainment Europe)
Audio
GDC 2017
Audio Bootcamp XVI: "Audio Tech 101" & "Interactive Music Approaches"
by Tomas Neumann
(Blizzard Entertainment)
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: 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: Different Approaches to Game Music
by Leonard J. Paul
(School of Video Game Audio)
Audio
GDC 2017
Audio Bootcamp XVI: Fighting Legos: Audio Choreography for Battle Design
by Khris Brown
(KBA Voice)
Audio
GDC 2017
Audio Bootcamp XVI: Great Audio Design: By Any Means Necessary
by Matthew Lee Johnston
(Microsoft)
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 Bootcamp XVI: Party of One: How to Be "The Audio Department"
by Bonnie Bogovich
(BlackCatBonifide)
Audio
GDC 2017
Audio Bootcamp XVI: Performance Based Sound Design
by Matt Piersall
(GL33k)
Audio
GDC 2017
Audio Postmortem: 'Into the Stars'
by Richard Ludlow
(Hexany Audio)
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
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
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
Balancing 'League of Legends' for Every Player, from Bronze to Bengi
by Greg Street
(Riot Games)
Design
GDC 2017
Balancing the Economy for 'Albion Online'
by Matt Woodward
(Sandbox Interactive)
Design
GDC 2017
Been There, Done That: Industry Vets Share Experiences and Advice
by Sela Davis
(VREAL)
Game Career Seminar
GDC 2017
Been There, Done That: Industry Vets Share Experiences and Advice
by Sela Davis
(VREAL)
Game Career Seminar
GDC 2017
Behavior is Brittle: Testing Game AI
by Sergio Ocio Barriales
(Hangar 13/2K)
AI Summit
GDC 2017
Best Practices & Tips for Producing Awesome First-Party Streams to Grow ...
by Victor "Spooky" Fontanez
(SplitmediaLabs Ltd / XSplit)
Business & Marketing
GDC 2017
Best Practices for Launching Successfully on Google Play Panel (Presente...
by Adam Gutterman
(Google Play Games)
Business & Marketing
GDC 2017
Better Development Through Science: How Aliens, Odysseus, and Toyota Can...
by Justin Fischer
(Agency Principle, LLC)
Production & Team Management
GDC 2017
Better Development Through Science: How Aliens, Odysseus, and Toyota Can...
by Justin Fischer
(Agency Principle, LLC)
Production & Team Management
GDC 2017
Beyond Ageism: Exploring VR Games for an Older Audience
by Bob De Schutter
(Miami University)
Advocacy
GDC 2017
Beyond Framerate: Taming Your Timeslice Through Asynchrony
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2017
Beyond the BA: Navigating Status as a Department, Center or Program, Whi...
by Mia Consalvo
(Concordia University)
GDC Education Summit
GDC 2017
Beyond the Install: "Building Robust Communities on Mobile" & "True Indi...
by Dave Geffon
(Google Play Games)
Business & Marketing
GDC 2017
BioWare Embedded QA: Your Support Class
by Barbara Klimek
(BioWare)
Production & Team Management
GDC 2017
Board Game Design Day: 'Mechs vs. Minions': Why Would Riot Make a Board ...
by Chris Cantrell
(Riot Games)
Design
GDC 2017
Board Game Design Day: 'Puzzle Strike': A Design Diary
by David Sirlin
(Sirlin Games)
Design
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: '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: 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
Board Game Design Day: Creating 'Burgle Bros': The Fantasy of the Heist
by Tim Fowers
(Fowers Games)
Design
GDC 2017
Board Game Design Day: Design Epiphanies from 'Qwirkle' and Other Games
by Susan McKinley Ross
(Idea Duck)
Design
GDC 2017
Board Game Design Day: The Making of 'Pandemic Legacy'
by Rob Daviau
(Independent)
Design
GDC 2017
Board Game Design Day: The State & Future of Board Game Design
by Eric Lang
(Counterplay Games)
Design
GDC 2017
Breaking Ad: The Formula for Winning Video Advertising
by Dillon Becker
(Storm8)
Business & Marketing
GDC 2017
Breaking Ad: The Formula for Winning Video Advertising
by Dillon Becker
(Storm8)
Business & Marketing
GDC 2017
Breaking Marginalized Character Narrative Molds to Write Better, Richer ...
by Shawn Allen
(NuChallenger)
Game Narrative Summit
GDC 2017
Bringing Fantasy to Life in 'Final Fantasy XV'
by Dan Inoue
(Square Enix)
Game Narrative Summit
GDC 2017
Bringing Hell to Life: AI and Full Body Animation in 'DOOM'
by Jake Campbell
(id Software)
AI Summit
GDC 2017
Bringing Touch to VR and AR with Ultrasound (Presented by Ultrahaptics Ltd)
by Robin Alter
(Ultrahaptics Ltd)
Design
GDC 2017
Build Mobile and Voice Games with Google (Presented by Google)
by Abe Haskins
(Google)
Programming
GDC 2017
Build Resilient Online Games with Amazon GameLift (Presented by Amazon L...
by Chris Byskal
(Amazon)
Programming
GDC 2017
Building a Scalable AAA Game Engine (Presented by Amazon Lumberyard)
by Hao Chen
(Amazon)
Programming
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 Beauclair: Capital City in 'The Witcher 3: Wild Hunt - Blood an...
by Kacper Niepokolczycki
(CD PROJEKT RED)
Visual Arts
GDC 2017
Building Emotional VR Character Experiences Really Fast (Presented by Au...
by Tom Sanocki
(Limitless Ltd.)
Visual Arts
GDC 2017
Building Game Mechanics to Elevate Narrative in 'Oxenfree'
by Sean Krankel
(Night School Studio)
Independent Games Summit
GDC 2017
Building Non-linear Narratives in 'Horizon: Zero Dawn'
by Leszek Szczepanski
(Guerrilla Games)
Game Narrative Summit
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
Building the Stage for an Immersive Theater VR Experience
by Jaime Gonzalez
(Tequila Works)
Visual Arts
GDC 2017
Building Worlds Using Math(s)
by Sean Murray
(Hello Games)
Programming
GDC 2017
Butterscotch Shenanigans: From Early Failures to Cross-Platform Success
by Samuel Coster
(Butterscotch Shenanigans)
Business & Marketing
GDC 2017
Butterscotch Shenanigans: From Early Failures to Cross-Platform Success
by Samuel Coster
(Butterscotch Shenanigans)
Business & Marketing
GDC 2017
Can You See Me Now? Building Robust AI Sensory Systems
by Eric Martel
(Ubisoft)
AI Summit
GDC 2017
Care and Feeding of Wild Fansites
by Linda Carlson
(Trion Worlds)
Community Management Summit
GDC 2017
Change and Constant: Breaking Conventions with 'The Legend of Zelda: Bre...
by Hidemaro Fujibayashi
(Nintendo)
Design
GDC 2017
Character Pipeline and Customization System for 'Far Cry Primal'
by Julien Lalleve
(Ubisoft Montreal)
Visual Arts
GDC 2017
Character Pipeline and Customization System for 'Far Cry Primal'
by Julien Lalleve
(Ubisoft Montreal)
Visual Arts
GDC 2017
Cinematics and Storytelling with Unity (Presented by Unity Technologies)
by Adam Myhill
(Unity Technologies)
Visual Arts
GDC 2017
Circle in the Dark: The 'Darkest Dungeon' Community
by John Lindvay
(Red Hook Studios)
Business & Marketing
GDC 2017
Circle in the Dark: The 'Darkest Dungeon' Community
by John Lindvay
(Red Hook Studios)
Business & Marketing
GDC 2017
Classic Game Postmortem: 'Deus Ex'
by Warren Spector
(OtherSide Entertainment)
Design
GDC 2017
Classic Game Postmortem: 'Oregon Trail'
by Don Rawitsch
(Rawitsch Consulting)
Design
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
Classic Game Postmortem: 'Seaman'
by Yutaka Saito
(Independent)
Design
GDC 2017
Classic Game Postmortem: 'Sid Meier's Civilization'
by Sid Meier
(Firaxis Games)
Design
GDC 2017
Closing Down Game Communities: How to Plan a Dignified Breakup
by Chloe Swain
(Lionbridge Game Services)
Community Management Summit
GDC 2017
Cold, Hard Cache: Insomniac's Cache Simulator
by Andreas Fredriksson
(Insomniac Games)
Programming
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
Complete Postmortem of Marketing Campaign for 'This War of Mine'
by Patryk Grzeszczuk
(11 bit studios)
Business & Marketing
GDC 2017
Composer Confessions: Massive, Often Painful, Lessons Learned
by Wilbert Roget
(Independent)
Audio
GDC 2017
Confronting Games and Ethics: Challenging Students to Be Critical Designers
by Karen Schrier
(Marist College)
GDC Education Summit
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
Consumer Equity Crowdfunding: Crowdfunding Your Company
by Gordon Walton
(ArtCraft Entertainment, Inc.)
Business & Marketing
GDC 2017
Continuous World Generation in 'No Man's Sky'
by Innes McKendrick
(Hello Games)
Programming
GDC 2017
Cozmo: Animation Pipeline for a Physical Robot
by Molly Jameson
(Anki)
Visual Arts
GDC 2017
Cozmo: Animation Pipeline for a Physical Robot
by Molly Jameson
(Anki)
Visual Arts
GDC 2017
Crackpot AI Devs: Unproven Game AI Techniques that Might Possibly Work
by Tyler Coleman
(Retora Games)
AI Summit
GDC 2017
Crafting Promotions That Work, and How I Created One That Didn't (Presen...
by Mike Hines
(Amazon)
Monetization
GDC 2017
Crash Course in Online Features for Programmers
by Claire Blackshaw
(Sony Computer Entertainment Europe)
Programming
GDC 2017
Crash Course in Online Features for Programmers
by Claire Blackshaw
(Sony Computer Entertainment Europe)
Programming
GDC 2017
Creating 'League of Legends' Champions: Our Production Framework Revealed
by Jeremy Lee
(Riot Games)
Production & Team Management
GDC 2017
Creating a Tools Pipeline for 'Horizon: Zero Dawn'
by Dan Sumaili
(Guerrilla Games)
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 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 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 Franchise Characters
by Bob Bates
(Independent)
Game Narrative Summit
GDC 2017
Creating Interactive Film Scripts for 3D Adventures with Ink
by Joseph Humfrey
(inkle Ltd)
Programming
GDC 2017
Creating the Art of 'ABZU'
by Matt Nava
(Giant Squid Studios)
Visual Arts
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
Creating the Musical Identity and Style of Your Game
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2017
Creating VR Experiences: Unity's Tools and Best Practices (Presented by ...
by Matt Schoen
(Unity Technologies)
Design
GDC 2017
Creation of Planet-Scale Shared Augmented Realities: 'Pokemon GO' and 'I...
by Edward Wu
(Niantic)
Programming
GDC 2017
Crush the Norm: Diversity Rules
by Kiki Olofsson
(King)
Advocacy
GDC 2017
Crush the Norm: Diversity Rules
by Kiki Olofsson
(King)
Advocacy
GDC 2017
D3D Async Compute for Physics: Bullets, Bandages, and Blood (Presented b...
by Richard Tonge
(NVIDIA)
Visual Arts
GDC 2017
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
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
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 Binding Architectures for Rapid UI Creation in Unity
by Stephan Dilly
(InnoGames GmbH)
Programming
GDC 2017
Data Driven Granular Synthesis for Video Games
by Sadjad Siddiq
(Square Enix)
Audio
GDC 2017
Data-Driven Community Management: How to Use Your Existing Data to Drive...
by Richard Millington
(FeverBee)
Community Management Summit
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
Deconstructing China: New Opportunities for Western Developers
by Randy Barenscott
(ZPLAY)
GDC Mobile Summit
GDC 2017
Dedicated Game Server Scaling and Big Data Analytics with Google Cloud (...
by Mark Mandel
(Google)
Business & Marketing
GDC 2017
Deep Learning for Game Developers (Presented by NVIDIA)
by Bryan Catanzaro
(NVIDIA)
Visual Arts
GDC 2017
Demo Derby: Music
by Becky Allen
(PopCap Games / EA)
Audio
GDC 2017
Demo Derby: Sound Design
by Alex Brandon
(EarGames)
Audio
GDC 2017
Depression-Proof Studio Culture: A How-To for Mental Wellness
by Russ Pitts
(Take This, Inc.)
Advocacy
GDC 2017
Depression-Proof Studio Culture: A How-To for Mental Wellness
by Russ Pitts
(Take This, Inc.)
Advocacy
GDC 2017
Design is Not Your Enemy: Producing the 'Gears of War 4' Campaign
by Zoe Curnoe
(The Coalition, Microsoft)
Design
GDC 2017
Designing a Trance: Meditation and Game Design
by Robin Arnott
(Independent)
Independent Games Summit
GDC 2017
Designing a Trance: Meditation and Game Design
by Robin Arnott
(Independent)
Independent Games Summit
GDC 2017
Designing F2P on Paper: The Metagame of 'Train Conductor World'
by Simon Joslin
(The Voxel Agents)
GDC Mobile Summit
GDC 2017
Designing Interactive Fiction on 'Episode' in Three Phases
by Michael Dawson
(Pocket Gems)
Design
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
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
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
Development on a Shoestring: Ultra Low Budget Indie Games
by Oded Sharon
(Corbomite Games)
Business & Marketing
GDC 2017
DirectX 12 Case Studies (Presented by NVIDIA)
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Do You Copy? Dialog System and Tools in 'Firewatch'
by William Armstrong
(Unity Technologies)
Programming
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 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
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
DONNA: Gender Inclusive Game Education in Practice
by Jenny Brusk
(University of Skovde)
GDC Education Summit
GDC 2017
Dots That Go for Walks: How to Maximize Minimal UI
by Margaret Robertson
(PlayDots)
GDC Mobile Summit
GDC 2017
Double Tap
by Ste Curran
(Corridor of Uncertainty)
Advocacy
GDC 2017
EA Presents N-teract: Next Generation Multi-Character Interactions
by Henry Allen
(Electronic Arts)
Visual Arts
GDC 2017
Early Access: Are You Prepared?
by Brian Hicks
(Bohemia Interactive)
Design
GDC 2017
Education Soapbox
by Karen Schrier
(Marist College)
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
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
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
Epic AND Interactive Music in 'Final Fantasy XV'
by Sho Iwamoto
(Square Enix)
Audio
GDC 2017
eSports Day: Arcade to eSports: How Your Competitive Game Influences Pla...
by Tom Cannon
(Evolution Championship Series)
Design
GDC 2017
eSports Day: Building eSports: Twitch, 'Rocket League', and 'H1Z1: King ...
by Nick Allen
(Twitch)
Business & Marketing
GDC 2017
eSports Day: Building eSports: Twitch, 'Rocket League', and 'H1Z1: King ...
by Nick Allen
(Twitch)
Business & Marketing
GDC 2017
eSports Day: eSports Journalism: Challenges and Opportunities
by Roy Graham
(The Meta)
Business & Marketing
GDC 2017
eSports Day: Grassroots Growth: How Game Communities Built an eSport Sce...
by TL Taylor
(MIT / AnyKey)
Design
GDC 2017
eSports Day: How Professional Competitive Gaming Will Impact Developers ...
by Pieter van den Heuvel
(eSports, Newzoo)
Business & Marketing
GDC 2017
eSports Day: Smash Sisters: Fostering Camaraderie from the Ground Up
by Emily Sun
(Smash Sisters)
Design
GDC 2017
eSports Day: Smash Sisters: Fostering Camaraderie from the Ground Up
by Emily Sun
(Smash Sisters)
Design
GDC 2017
eSports Day: Team Owners: Understanding the Drive & Business
by Dan Fiden
(Cloud9)
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
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
Everything I Said Was Wrong: Why Indie Is Different Now
by Lisa Brown
(Independent)
Independent Games Summit
GDC 2017
Everything's on Fire and No One Knows What to Do
by Chris Avellone
(Freelance)
Game Narrative 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
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
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
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Fast, Cheap and Flashy: An Indie Art Direction Adventure
by Adam deGrandis
(Chickadee Games LLC)
Visual Arts
GDC 2017
Finding 'Duskers': Innovation Through Better Design Pillars
by Tim Keenan
(Misfits Attic)
Independent Games Summit
GDC 2017
Flame Retardant AI: Stopping AI Fires Before They Ignite
by Andrea Schiel
(Microsoft)
AI 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
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
Forging Audio Workflow Changes on 'Destiny: Rise of Iron'
by Kareem Shuman
(Bungie)
Audio
GDC 2017
Forging Honor: Providing a Coherent Vision for a New IP
by Jason VandenBerghe
(Ubisoft)
Design
GDC 2017
FrameGraph: Extensible Rendering Architecture in Frostbite
by Yuriy O'Donnell
(Frostbite / Electronic Arts)
Programming
GDC 2017
FrameGraph: Extensible Rendering Architecture in Frostbite
by Yuriy O'Donnell
(Frostbite / Electronic Arts)
Programming
GDC 2017
Friendship, Curiosity & Challenge: Focusing Your Career as an Indie Dev
by Jenn Sandercock
(Inquisiment)
Independent Games Summit
GDC 2017
From DCC to Pixels in Seconds: Rapid and Continuous Iteration in Lumbery...
by Nicholas Lawson
(Amazon)
Programming
GDC 2017
From Indie to 'Fable' & Back Again: 30 Years of "Wisdom"
by Dene Carter
(Fluttermind LLC)
Independent Games Summit
GDC 2017
From Indie to 'Fable' & Back Again: 30 Years of "Wisdom"
by Dene Carter
(Fluttermind LLC)
Independent Games Summit
GDC 2017
From Rational to Emotional: Designs that Increase Player Retention
by Jim Brown
(Epic Games)
UX Summit
GDC 2017
From Shore to Horizon: Creating a Practical Tessellation Based Solution
by Nicolas Longchamps
(Eidos-Montreal)
Visual Arts
GDC 2017
From Shore to Horizon: Creating a Practical Tessellation Based Solution
by Nicolas Longchamps
(Eidos-Montreal)
Visual Arts
GDC 2017
Fuel Your Game Dev Dream: Make Money on Mobile with Unity (Presented by ...
by Mark Choi
(Unity Technologies)
Monetization
GDC 2017
Full Speed Flying in VR! The R&D Behind Eagle Flight (Presented by Autod...
by Olivier Palmieri
(Ubisoft)
Design
GDC 2017
Future of Art Production in Games
by Andrew Maximov
(Naughty Dog)
Visual Arts
GDC 2017
Game Accessibility: Practical Visual Fixes from EA's 'Madden NFL' Franchise
by Karen Stevens
(EA Sports)
Advocacy
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 Design Tools: For When Spreadsheets and Flowcharts Aren't Enough
by Katharine Neil
(Freelance)
Design
GDC 2017
Game Physics on the GPU with PhysX 3.4 (Presented by NVIDIA)
by Kier Storey
(NVIDIA)
Programming
GDC 2017
Game Studio Leadership: You Can Do It
by Jesse Schell
(Schell Games LLC)
Business & Marketing
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
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
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 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
Get the Most from Vulkan in Unity with Practical Examples from Infinite ...
by Mikko Strandborg
(Unity Technologies)
Programming
GDC 2017
Getting Productivity from Play: How Ubisoft Is Making Better Tools by Us...
by David Lightbown
(Ubisoft)
Programming
GDC 2017
Getting the Best Bang for Your Voice-Over Buck
by Stephen Barlow
(Blyts)
Audio
GDC 2017
Getting the Best Bang for Your Voice-Over Buck
by Stephen Barlow
(Blyts)
Audio
GDC 2017
Getting the Message: Machine Learning + In-Game Messaging FTW!
by Steve Palley
(Pixelberry Studios)
Business & Marketing
GDC 2017
Google Developer Day Keynote (Presented by Google)
by Noah Falstein
(Google)
Business & Marketing
GDC 2017
GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
by Jaap van Muijden
(Guerrilla Games)
Visual Arts
GDC 2017
GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
by Jaap van Muijden
(Guerrilla Games)
Visual Arts
GDC 2017
Hacking into the Combat AI of 'Watch Dogs 2'
by Chae Dickie-Clark
(Ubisoft)
AI Summit
GDC 2017
Happy Inside the Box: The Art of 'Old Man's Journey'
by Clemens Scott
(Broken Rules)
Visual Arts
GDC 2017
Healthy Culture Healthy Team: Perspectives from PopCap's Team Audio
by Becky Allen
(PopCap Games / EA)
Audio
GDC 2017
Helping It All Emerge: Managing Crowd AI in 'Watch Dogs 2'
by Roxanne Blouin-Payer
(Ubisoft)
AI Summit
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
High Dynamic Range Color Grading and Display in Frostbite
by Alex Fry
(Electronic Arts)
Visual Arts
GDC 2017
High Quality Mobile VR with Unreal Engine and Oculus (Presented by ARM)
by Ryan Vance
(Epic Games)
Programming
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
Hitchhiker's Guide to Rapid Prototypes!
by Mark Barrett
(PopCap)
Game Career Seminar
GDC 2017
How (and When) to Not Give up on Your Game
by Brandon Sheffield
(Necrosoft Games)
Game Career Seminar
GDC 2017
How a Galaxy Far, Far Away Stays on Brand (Presented by Virtuos)
by Kristian Pedlow
(Virtuos Sparx)
Visual Arts
GDC 2017
How Defold Helps Indie Devs Perform Live Updates with AWS (Presented by ...
by Bjorn Ritzl
(King.com)
Production & Team Management
GDC 2017
How Design Can Ensure Impartial Scientific Fairness in User Research
by Deborah Hendersen
(Microsoft)
Design
GDC 2017
How Design Can Ensure Impartial Scientific Fairness in User Research
by Deborah Hendersen
(Microsoft)
Design
GDC 2017
How Game Developers Define Success
by Dana Ruggiero
(Bath Spa University)
Advocacy
GDC 2017
How GitHub Works with Unity (Presented by GitHub)
by Andreia Gaita
(GitHub)
Programming
GDC 2017
How to Cut the Tether and Work from Anywhere
by Jon Jones
(smArtist)
Business & Marketing
GDC 2017
How to Scale from Simple to Complex Atlas Workflows with the New 2D Spri...
by Paul Tham
(Unity Technologies)
Programming
GDC 2017
How to Stream Your Game to Millions with GeForce NOW (Presented by NVIDIA)
by Phil Eisler
(NVIDIA)
Business & Marketing
GDC 2017
How to Survive and Thrive on No Budget (Presented by Amazon)
by Alex Nichiporchik
(tinyBuild)
Production & Team Management
GDC 2017
How to Write an Audio Engine, Part Two
by Guy Somberg
(Echtra Inc.)
Programming
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
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
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
I Will Now Talk About Two Audio Mix Techniques for About 25 Minutes
by RJ Mattingly
(PopCap Games / EA)
Audio
GDC 2017
Immersive Design: Enterprise Applications for Virtual Reality (Presented...
by Brian Pene
(Autodesk)
Design
GDC 2017
Improving Games Accessibility in Children's Games Through QA
by Hannah Bunce
(BBC)
Advocacy
GDC 2017
Improving the Culture of Critique: Communicating Across Disciplines
by Jeff Hesser
(Harmonix)
Visual Arts
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 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
Indie Mobile Game Dev Stories: Day 2
by Ryan Langley
(PikPok)
GDC Mobile Summit
GDC 2017
Indie Soapbox
by Brie Code
(Tru Luv Media)
Independent Games Summit
GDC 2017
Indigenous Games Lightning Talks
by Julia Keren Detar
(Untame)
Design
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
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
Insomniac's Web Tools: A Postmortem
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Integrating Amazon APIs in Unity (Presented by Amazon)
by Peter Heinrich
(Amazon)
Programming
GDC 2017
Interactive Music 2.0: Merging the Game World with Your Score
by Olivier Deriviere
(Ameo Prod, Inc)
Audio
GDC 2017
Interviewing for Game Design
by Richard Carrillo
(Ubisoft Toronto)
Design
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
Invent a Game, Reinvent Yourself
by Jennifer Hazel
(CheckPoint Organisation)
Advocacy
GDC 2017
Inviting Player Creativity Through Game Mechanics
by Holly Gramazio
(Matheson Marcault)
Design
GDC 2017
It Takes Two to Tango: Integrating UX Research and Production at EA
by Veronica Zammitto
(Electronic Arts)
UX Summit
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
It's All in the Hands: VR Animation and Locomotion Systems in 'Lone Echo'
by Jacob Copenhaver
(Ready At Dawn)
Programming
GDC 2017
It's Not All About Unicorns: Sustainable Diversity in the Classroom
by Elizabeth LaPensee
(Michigan State University)
GDC Education Summit
GDC 2017
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Evan Skolnick
(Telltale Games)
Game Narrative Summit
GDC 2017
Killer Portfolio or Portfolio Killer: Part 1, Advice from Industry Artists
by Greg Foertsch
(Firaxis Games)
Game Career Seminar
GDC 2017
Knowing Your Niche: Using Facebook to Foster Positive Communities
by Lisa Blakie
(Runaway)
Community Management Summit
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
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
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
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
Lessons from Escape Rooms: Designing for the Real World and VR
by Laura E. Hall
(60 Minutes to Escape)
Design
GDC 2017
Lessons Learned Creating UI for 'The Division'
by Christian Savoie
(Massive Entertainment - a Ubisoft Studio)
Programming
GDC 2017
Level Design Workshop: A Narrative Approach to Level Design
by Jolie Menzel
(Ubisoft)
Design
GDC 2017
Level Design Workshop: A Narrative Approach to Level Design
by Jolie Menzel
(Ubisoft)
Design
GDC 2017
Level Design Workshop: An Approach to Holistic Level Design
by Steve Lee
(Arkane)
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: Applying 3D Level Design Skills to the 2D World o...
by Lisa Brown
(Independent)
Design
GDC 2017
Level Design Workshop: Designing 'Celeste'
by Matt Thorson
(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: 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: 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: 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
Level Design Workshop: Singleplayer vs. Multiplayer Level Design: A Para...
by Elisabeth Beinke-Schwartz
(Certain Affinity)
Design
GDC 2017
Life as a Composer: Striking a Balance
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2017
Lifetime Value: The Long Tail of Mid-Core Mobile Games
by Tammy Levy
(Kongregate)
Business & Marketing
GDC 2017
Lifetime Value: The Long Tail of Mid-Core Mobile Games
by Tammy Levy
(Kongregate)
Business & Marketing
GDC 2017
Lightning Talks (Presented by Google)
by Mark Mandel
(Google)
Monetization
GDC 2017
Linking Students to the Right Games Industry Scholarships and Mentorships
by Don Daglow
(4thRing Inc.)
GDC Education Summit
GDC 2017
Live Game Streaming: It's Not Just About eSports
by Stephen Ellis
(Facebook)
Business & Marketing
GDC 2017
Localization Shenanigans in the Chinese Speaking World
by Jung-Sheng Lin
(IGDShare)
Advocacy
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
Low Poly Modeling: Style Through Economy
by Ethan Redd
(Independent)
Game Career Seminar
GDC 2017
Making 'Night in the Woods' Better with Open Source
by Jon Manning
(Secret Lab)
Independent Games Summit
GDC 2017
Making a Sustainable Change Towards Diversity & Inclusion
by Diane Hunkeler
(Wooga GmbH)
GDC Mobile Summit
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 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
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 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
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
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
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: B-Rep for Triangulated Polyhedra
by Gino van den Bergen
(dtecta)
Programming
GDC 2017
Math for Game Programmers: Dark Secrets of the RNG
by Shay Pierce
(Dire Wolf Digital)
Programming
GDC 2017
Math for Game Programmers: Dark Secrets of the RNG
by Shay Pierce
(Dire Wolf Digital)
Programming
GDC 2017
Math for Game Programmers: Harmonic Functions and Mean-Value
by Nicholas Vining
(Gaslamp Games)
Programming
GDC 2017
Math for Game Programmers: Noise-Based RNG
by Squirrel Eiserloh
(SMU Guildhall)
Programming
GDC 2017
Math for Game Programmers: Predictable Projectiles
by Chris Stark
(Robot Entertainment)
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
Math for Game Programmers: Ranking Systems: Elo, TrueSkill and Your Own
by Mario Izquierdo
(Twitch Interactive)
Programming
GDC 2017
Math for Game Programmers: Solving Nintendo's CodinGame Challenge
by Mike Acton
(Insomniac Games)
Programming
GDC 2017
Math for Game Programmers: The Math of Deep Learning
by Alex Champandard
(creative.ai)
Programming
GDC 2017
Micro-Postmortems
by Christine Love
(Love Conquers All Games)
Game Career Seminar
GDC 2017
Micro-Postmortems
by Christine Love
(Love Conquers All Games)
Game Career Seminar
GDC 2017
Mobile Game Designer Notebook
by Daniel Cook
(Spry Fox)
GDC Mobile Summit
GDC 2017
Mobile Gaming and the Retention Rhetoric
by Martine Spaans
(Tamalaki Publishing)
GDC Mobile Summit
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
Mobile Revenue Forecasting: A Guide to Not Losing Your Shirt
by Mike Gordon
(Iron Horse Games)
GDC Mobile Summit
GDC 2017
Modern Networking for Diverse Game Communities
by Elizabeth Sampat
(PopCap Games)
Advocacy
GDC 2017
Modify Everything! Data-Driven Dynamic Gameplay Effects on 'For Honor'
by Aurelie Le Chevalier
(Ubisoft)
Programming
GDC 2017
Modify Everything! Data-Driven Dynamic Gameplay Effects on 'For Honor'
by Aurelie Le Chevalier
(Ubisoft)
Programming
GDC 2017
More "I", Less "A" in AI Interviews
by Rez Graham
(Independent)
AI Summit
GDC 2017
More Than MIDI: Working with Live Musicians as an Indie
by Ryan Ike
(Independent)
Audio
GDC 2017
More Than MIDI: Working with Live Musicians as an Indie
by Ryan Ike
(Independent)
Audio
GDC 2017
Motion Warping in 'Gears of War 4': Doing More with Less
by Steven Dickinson
(Microsoft)
Visual Arts
GDC 2017
My Players Are Monkeys: Building Games for Animal Research
by Benjamin Kalb
(Blanket Fort Games)
Design
GDC 2017
Narrative Sorcery: Coherent Storytelling in an Open World
by Jon Ingold
(inkle Ltd)
Design
GDC 2017
Networking Scripted Weapons and Abilities in 'Overwatch'
by Dan Reed
(Blizzard Entertainment)
Programming
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
Next Level Creature Sound Design
by David Philipp
(Noiseworks)
Audio
GDC 2017
NVIDIA Aftermath: A New Way of Debugging Crashes on the GPU (Presented b...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
NVIDIA Vulkan Update (Presented by NVIDIA)
by Mathias Schott
(NVIDIA)
Programming
GDC 2017
Open Source Game Analytics Powered by AWS (Presented by Amazon)
by Yali Sassoon
(Snowplow)
Programming
GDC 2017
Originality Factor in 'Fallout' Music
by Inon Zur
(Inon Zur Inc)
Audio
GDC 2017
Our Games Are Not Linear, So Why Are Our Careers?
by Nick Button-Brown
(BAFTA)
Advocacy
GDC 2017
Overcoming Community Negativity: An Exercise in Sanity
by Nick van Vugt
(Uken Games)
Community Management Summit
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
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
PCG Shotgun: 6 Techniques for Leveraging AI in Content Generation
by Tyler Coleman
(Retora Games)
AI Summit
GDC 2017
Photogrammetry for Games: Art, Technology and Pipeline Integration for A...
by Chris Cowan
(NVIDIA)
Visual Arts
GDC 2017
Physics Animation in 'Uncharted 4: A Thief's End'
by Michal Mach
(Naughty Dog)
Visual Arts
GDC 2017
Physics Animation in 'Uncharted 4: A Thief's End'
by Michal Mach
(Naughty Dog)
Visual Arts
GDC 2017
Play Your Way to Higher Pay: What Leaders Can Learn from Game Designers
by Scott Crabtree
(Happy Brain Science)
Business & Marketing
GDC 2017
Player Traversal Mechanics in the Vast World of 'Horizon: Zero Dawn'
by Paul van Grinsven
(Guerrilla Games)
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
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
Playing the Middle: Balancing Trust, Creativity, and Business in the Sci...
by Ian Livingston
(Electronic Arts)
UX Summit
GDC 2017
Playing Your Cards Right: The Hierarchical Portfolio Search AI of 'Prism...
by David Churchill
(Lunarch Studios)
AI Summit
GDC 2017
Playtesting: Avoiding Evil Data
by Adriaan de Jongh
(Independent)
Independent Games 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
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
Postmortem of 'Wheel of Fortune Slots: The Ultimate Collection'
by Lawrence Valenti
(GSN Games)
GDC Mobile Summit
GDC 2017
Postmortem: 'Salt and Sanctuary'
by James Silva
(Ska Studios)
Independent Games Summit
GDC 2017
Practical Contract Law 201 for Indie Developers: Moderately Scary Edition
by Chris Reid
(Chris Reid Law)
Independent Games Summit
GDC 2017
Practical Contract Law 201 for Indie Developers: Moderately Scary Edition
by Chris Reid
(Chris Reid Law)
Independent Games Summit
GDC 2017
Practical Procedural Generation for Everyone
by Kate Compton
(Independent)
Independent Games Summit
GDC 2017
Procedural Narrative Generation
by Rogelio Cardona-Rivera
(North Carolina State University)
Game Narrative Summit
GDC 2017
Producer Bootcamp: Embracing Ambiguity: How to Do Good Work When You Don...
by Ruth Tomandl
(Oculus)
Production & Team Management
GDC 2017
Producer Bootcamp: Embracing Ambiguity: How to Do Good Work When You Don...
by Ruth Tomandl
(Oculus)
Production & Team Management
GDC 2017
Producer Bootcamp: High Performance Producers
by Aaron Thibault
(Gearbox Software / Borderlands Games)
Production & Team Management
GDC 2017
Producer Bootcamp: Marketing and Production, BFFs Forever!
by Alex Moyet
(Amcade)
Production & Team Management
GDC 2017
Producer Bootcamp: Producer Panel
by Laura Fryer
(Oculus)
Production & Team Management
GDC 2017
Producer Bootcamp: Pulling It All Together: Production in These Changing...
by Caryl Shaw
(Amazon Game Services)
Production & Team Management
GDC 2017
Production: Working at the Heart of the Team Part TWO!
by Grant Shonkwiler
(Shonkventures)
Production & Team Management
GDC 2017
Production: Working at the Heart of the Team Part TWO!
by Grant Shonkwiler
(Shonkventures)
Production & Team Management
GDC 2017
Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV
by Prasert Prasertvithyakarn
(Square Enix)
Programming
GDC 2017
Prototyping Your Monetization: Evaluating Monetization Potential Early
by Adam Telfer
(Wooga GmbH)
Business & Marketing
GDC 2017
Prototyping Your Monetization: Evaluating Monetization Potential Early
by Adam Telfer
(Wooga GmbH)
Business & Marketing
GDC 2017
Punch It (Up): Writing for Star Trek in VR
by Jay Posey
(Red Storm Entertainment)
Game Narrative Summit
GDC 2017
Put a Face on It: The Aesthetics of Cute
by Jenny Jiao Hsia
(Hexecutable)
Independent Games Summit
GDC 2017
Quest for the Healthy Metagame: Balancing Cards in 'Clash Royale'
by Stefan Engblom
(Supercell)
Design
GDC 2017
Raising a Ruckus: Bringing the Blues to 'Mafia III'
by James Bonney
(BigLoudSound)
Audio
GDC 2017
Raising the Bar: 2016's Accessibility Advancements
by Ian Hamilton
(IHDC)
Advocacy
GDC 2017
Reaching the Largest Gaming Platform of All: The Web. WebGL, WebVR and g...
by Ken Russell
(Google)
Programming
GDC 2017
Real-Time Rendering Advances from NVIDIA Research (Presented by NVIDIA)
by Chris Wyman
(NVIDIA)
Programming
GDC 2017
Real-Time Rendering for Feature Film: Rogue One, a Case Study
by John Knoll
(Industrial Light & Magic)
Visual Arts
GDC 2017
Realistic Performances in Games
by Ryan M. James
(Naughty Dog)
Design
GDC 2017
Realistic Performances in Games
by Ryan M. James
(Naughty Dog)
Design
GDC 2017
Recruiting and Retaining Young Programming Talent: Beyond Salary and Perks
by Tom Carbone
(FIEA)
Programming
GDC 2017
Redefining the Sound of the Great War: Soundscape of 'Battlefield 1'
by Andreas Almstrom
(EA DICE)
Audio
GDC 2017
Refocusing on VR Innovation: Can Standards Simplify Cross-Platform Virtu...
by Devin Reimer
(Owlchemy Labs)
Programming
GDC 2017
Reinventing a Mobile Developer: From Early Hits to Enduring Success
by Ben Liu
(Pocket Gems)
GDC Mobile Summit
GDC 2017
Reinventing a Mobile Developer: From Early Hits to Enduring Success
by Ben Liu
(Pocket Gems)
GDC Mobile Summit
GDC 2017
Reliving the Horror: Taking 'Resident Evil 7' Forward by Looking Back
by Koshi Nakanishi
(Capcom)
Design
GDC 2017
Remastering 'Day of the Tentacle' and 'Grim Fandango'
by Oliver Franzke
(Double Fine Productions)
Visual Arts
GDC 2017
Rendering Low LOD Cars at Lightning Speed in 'Forza Motorsport 6'
by Gustavo Nunes
(Microsoft)
Programming
GDC 2017
Replay Technology in 'Overwatch': Kill Cam, Gameplay, and Highlights
by Philip Orwig
(Blizzard Entertainment)
Programming
GDC 2017
Replicating Chaos: Vehicle Replication in 'Watch Dogs 2'
by Matt Delbosc
(Ubisoft Toronto)
Programming
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
Rewards in Video Games
by Travis Day
(Blizzard Entertainment)
Design
GDC 2017
Rising Tides: Stories in Audio Mentorship and Community (a Microtalk)
by Becky Allen
(PopCap Games / EA)
Audio
GDC 2017
Rules of the Game: Another Five Techniques from Particularly Crafty Des...
by Richard Rouse III
(Paranoid Productions)
Design
GDC 2017
Rules of the Game: Another Five Techniques from Particularly Crafty Des...
by Richard Rouse III
(Paranoid Productions)
Design
GDC 2017
Running a Post-Apocalyptic Indie Studio
by Robert Zubek
(SomaSim LLC)
Independent Games Summit
GDC 2017
Running a Virtual World via ECS (Presented by Amazon)
by Tara Hernandez
(Linden Lab)
Programming
GDC 2017
S***'s on Fire! A Cautionary Tale in Community Crisis Management
by Emma Siu
(Electronic Arts / Firemonkeys)
Community Management Summit
GDC 2017
Save Yourself: Game History is in Your Hands
by Laine Nooney
(Georgia Tech)
Advocacy
GDC 2017
Scaling 'League of Legends' Development: The Strategic Work System Expla...
by Anthony Leung
(Riot Games)
Production & Team Management
GDC 2017
Selling Out: What a Year of F2P Taught an Art-House Indie
by Margaret Robertson
(PlayDots)
Design
GDC 2017
Seven Years in Alpha: 'Thumper' Postmortem
by Marc Flury
(Drool)
Independent Games Summit
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
Shifting from a Small Community into a Large and Established One
by Sara Cecilia Lempiainen
(Unity Technologies)
Community Management Summit
GDC 2017
Shipping with Unity: Improving the Last Mile (Presented by Unity Technol...
by Sara Cecilia Lempiainen
(Unity Technologies)
Design
GDC 2017
Shoot for the Sky: The Ambitious HDR Time-Lapse Skies of 'Forza Horizon 3'
by Jamie Wood
(Playground Games)
Visual Arts
GDC 2017
Simple and Powerful Animation Compression
by Nicholas Frechette
(Eidos-Montreal)
Programming
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
Small Games, Big Feels: Storytelling with Vignettes
by Simon-Albert Boudreault
(Concordia University)
Game Narrative Summit
GDC 2017
Smarter Growth, Powered by Google's Machine Learning (Presented by Google)
by Sissie Hsiao
(Google)
Business & Marketing
GDC 2017
Snap to Character: Building Strong Player Attachment Through Narrative
by Harrison Pink
(Hangar 13 Games)
Design
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
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
Solving Titan Sized Problems: Evolving Titan Combat in 'Titanfall 2'
by Carlos Pineda
(Respawn Entertainment)
Design
GDC 2017
Sounds Deep: Spatial Audio from the Ground Up
by Ian Kelly
(Google)
Audio
GDC 2017
Steps for Effective Localization
by Nadege Josa
(SIE)
Production & Team Management
GDC 2017
Steps for Effective Localization
by Nadege Josa
(SIE)
Production & Team Management
GDC 2017
Still Grooving: Game Dev Life Set to Live Music
by Teddy Dief
(Heart Machine)
Independent Games Summit
GDC 2017
Still Logged In: What AR and VR Can Learn from MMOs
by Raph Koster
(Altered Tuning)
Design
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
Stop Killing Our Servers!
by Sela Davis
(VREAL)
Programming
GDC 2017
STOP SHOUTING! Collaboration Through Candid Conversation
by Scott Crabtree
(Happy Brain Science)
Production & Team Management
GDC 2017
Story of an Indie Game with 70 Million Players: A 'Transformice' Postmortem
by Melanie Christin
(Atelier 801)
Business & Marketing
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 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
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
Strategic Design Or: Why 'Dark Souls' is the Ikea of Games
by Justin Fischer
(Agency Principle, LLC)
Business & Marketing
GDC 2017
Study Abroad: The Missing Piece in Undergraduate Games Education?
by Elizabeth Lawley
(Rochester Institute of Technology)
GDC Education Summit
GDC 2017
Stylized Character Creation in UE4 Mobile Games
by Jeremy Ernst
(Epic Games)
Visual Arts
GDC 2017
Stylized Character Creation in UE4 Mobile Games
by Jeremy Ernst
(Epic Games)
Visual Arts
GDC 2017
Succeed with Streamers Using Lumberyard's Twitch Integrations (Presented...
by Ross Gardner
(Amazon)
Programming
GDC 2017
Success in Mobile VR Development
by Rade Stojsavljevic
(Oculus)
Design
GDC 2017
Systems Make Statements: Simulations and Intentional Design
by Elizabeth Sampat
(PopCap Games)
Design
GDC 2017
Systems Make Statements: Simulations and Intentional Design
by Elizabeth Sampat
(PopCap Games)
Design
GDC 2017
Take Advantage of NVIDIA Ansel Photo Mode and GeForce Platform Features ...
by Halldor Fannar
(NVIDIA)
Programming
GDC 2017
Taking Back What's Ours: The AI of 'Dishonored 2'
by Xavier Sadoulet
(Arkane Studios)
AI Summit
GDC 2017
Taking Back What's Ours: The AI of 'Dishonored 2'
by Xavier Sadoulet
(Arkane Studios)
AI Summit
GDC 2017
Teaching by Design: Tips for Effective Tutorials from 'Mushroom 11'
by Itay Keren
(Untame)
UX Summit
GDC 2017
Teaching Games with Games 4: Yet Another Six Exercises in Play
by Catt Small
(Etsy)
GDC Education Summit
GDC 2017
Teaching Virtual Reality Game Development
by Jesse Schell
(Schell Games LLC)
GDC Education 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
Tech Toolbox
by Chris Martens
(North Carolina State University)
Independent Games Summit
GDC 2017
Technical Art Techniques of Naughty Dog: Vertex Shaders and Beyond
by Andrew Maximov
(Naughty Dog)
Visual Arts
GDC 2017
Technical Artist Bootcamp: A Tech Artist's Guide to VR
by Mary Cassin
(Google)
Visual Arts
GDC 2017
Technical Artist Bootcamp: Building an Offline Simulation Pipeline
by Ben Laidlaw
(343 Industries, Microsoft)
Visual Arts
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: Introduction to Proceduralism
by Luiz Kruel
(SideFX Software)
Visual Arts
GDC 2017
Technical Artist Bootcamp: Shaders 201: Creating Art with Math
by Ben Cloward
(BioWare)
Visual Arts
GDC 2017
Technical Artist Bootcamp: Tech Art for Educators
by Mary Denman
(EA Tiburon)
Visual Arts
GDC 2017
Technical Artist Bootcamp: Tech Art for Educators
by Mary Denman
(EA Tiburon)
Visual Arts
GDC 2017
Technical Direction: Communication, ROI and Triage
by Mike Acton
(Insomniac Games)
Programming
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 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
Telling Story Through Sound: Building an Interactive "Radio Play"
by Bonnie Bogovich
(BlackCatBonifide)
Game Narrative Summit
GDC 2017
The Anatomy of Gaming Motivations: What We Learned from 250,000 Gamers
by Nick Yee
(Quantic Foundry)
Business & Marketing
GDC 2017
The Animation Pipeline of 'Overwatch'
by Jesse Davis
(Blizzard Entertainment)
Visual Arts
GDC 2017
The Art of 'Overwatch': Evolving a Legacy
by William Petras
(Blizzard)
Visual Arts
GDC 2017
The Art of (Self) Reinvention in the Games Industry
by Don Daglow
(4thRing Inc.)
Production & Team Management
GDC 2017
The Autodesk Vision and Strategy for Games and VR (Presented by Autodesk)
by TJ Galda
(Autodesk)
Visual Arts
GDC 2017
The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns'
by Francois Alliot
(Nerial)
Independent Games Summit
GDC 2017
The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns'
by Francois Alliot
(Nerial)
Independent Games Summit
GDC 2017
The Creative Spectrum: One Creative's Journey to Embrace Their Inner Weirdo
by Louise O'Connor
(Rare Ltd.)
Visual Arts
GDC 2017
The Data Building Pipeline of 'Overwatch'
by David Clyde
(Blizzard Entertainment)
Programming
GDC 2017
The Data Building Pipeline of 'Overwatch'
by David Clyde
(Blizzard Entertainment)
Programming
GDC 2017
The Design of Time: Understanding Human Attention and Economies of Engag...
by Chelsea Howe
(Owlchemy Labs)
Business & Marketing
GDC 2017
The Evolution of Rodeo in 'Titanfall'
by Chin Xiang Chong
(Respawn 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 Flash Games Postmortem
by John Cooney
(Kongregate)
Design
GDC 2017
The Freedom Fallacy: Understanding "Player Autonomy" in Game Design
by Scott Rigby
(Immersyve)
Design
GDC 2017
The Future of Eye Tracking Technology (Presented by Tobii)
by Joakim Carlen
(Tobii)
Programming
GDC 2017
The Future of Real-Time Lighting: A Panel (Presented by ARM)
by Andrew Maximov
(Naughty Dog)
Visual Arts
GDC 2017
The Future of Rendering in Unity (Presented by Unity Technologies)
by Tim Cooper
(Unity Technologies)
Programming
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 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 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 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 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 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 Mix: Understanding Your Tools & How to Use Them
by Rev. Dr. Bradley D. Meyer
(Sucker Punch Productions)
Audio
GDC 2017
The Most Turbulent of Years: Creating the Characters and World of 'Mafia...
by William Harms
(Hangar 13)
Game Narrative Summit
GDC 2017
The Narrative Innovation Showcase
by Matthew Weise
(Fiction Control)
Game Narrative Summit
GDC 2017
The Narrative Innovation Showcase
by Matthew Weise
(Fiction Control)
Game Narrative Summit
GDC 2017
The Quest for the Perfect Game Dev Mentorship Program
by Tanya Short
(Pixelles)
Advocacy
GDC 2017
The Rendering of 'Below': Low Complexity, High Density Detail
by Colin Weick
(Capybara Games)
Independent Games Summit
GDC 2017
The Science of Off-Roading: 'Uncharted 4's' 4x4
by Edward Pereira
(Naughty Dog)
Programming
GDC 2017
The Science of Off-Roading: 'Uncharted 4's' 4x4
by Edward Pereira
(Naughty Dog)
Programming
GDC 2017
The Simplest AI Trick in the Book
by Xavier Sadoulet
(Arkane Studios)
AI Summit
GDC 2017
The Sound and Music of 'Hyper Light Drifter'
by Rich Vreeland
(Disasterpeace)
Independent Games Summit
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 'Job Simulator': Audio Immersion in VR
by Daniel Perry
(Owlchemy Labs)
Audio
GDC 2017
The Sound of 'No Man's Sky'
by Paul Weir
(Earcom)
Audio
GDC 2017
The Sound of Horror 'Resident Evil 7: Biohazard'
by Kenji Kojima
(Capcom)
Audio
GDC 2017
The Sound of Horror 'Resident Evil 7: Biohazard'
by Kenji Kojima
(Capcom)
Audio
GDC 2017
The Witness on Android: Postmortem (Presented by NVIDIA)
by Denis Barkar
(NVIDIA)
Programming
GDC 2017
The World as Your Canvas: Telling Location-Based Stories
by Lucas Johnson
(Silverstring Media Inc.)
Game Narrative Summit
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
The Year in Mobile Games
by Steve Meretzky
(King)
GDC Mobile Summit
GDC 2017
Thinking Globally: Building the Optimistic Future of 'Overwatch'
by Michael Chu
(Blizzard Entertainment)
Design
GDC 2017
Thirty Things I Hate About Your Game Pitch
by Brian Upton
(Game On The Rails)
Business & Marketing
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
Throwing Out the Dopamine Shots: Reward Psychology Without the Neurotrash
by Ben Lewis-Evans
(Epic Games)
UX Summit
GDC 2017
Tooth and Tail: Building Community Within Open Game Development
by Andy Nguyen
(Pocketwatch Games)
Independent Games Summit
GDC 2017
Toward Film-Like Pixel Quality in Real-Time Games (Presented by Amazon L...
by Hao Chen
(Amazon)
Programming
GDC 2017
Training Designers to Collaborate with Researchers: Reframing, Scaffoldi...
by Benjamin Stokes
(American University)
GDC Education 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
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
Trolls: The Cost of Doing Nothing
by Chris Priebe
(Two Hat/Community Sift)
Business & Marketing
GDC 2017
Turing Tantrums: AI Devs Rant!!
by Eric Martel
(Ubisoft)
AI Summit
GDC 2017
Turning Disenchanted Players Back into Allies in 3 Steps
by Michael Fedor
(Pocket Gems)
Business & Marketing
GDC 2017
Turning Disenchanted Players Back into Allies in 3 Steps
by Michael Fedor
(Pocket Gems)
Business & Marketing
GDC 2017
Unpopular Opinion: All Narrative is Linear
by Amy Claussen
(Independent)
Game Narrative Summit
GDC 2017
Unscoring the World of 'Kenshi'
by Kole Hicks
(Kole Audio Solutions)
Audio
GDC 2017
Unscoring the World of 'Kenshi'
by Kole Hicks
(Kole Audio Solutions)
Audio
GDC 2017
Up Sh*t Creek: Pro Tips for Managing the Unmanageable Project
by Amy Dallas
(ClutchPlay Games LLC)
Production & Team Management
GDC 2017
Utilizing Box Copy to Enhance Game Writing Pedagogy
by Seth Hudson
(George Mason University)
GDC Education Summit
GDC 2017
UX Methodologies for Holistic Product Design
by Paul Rybicki
(Electronic Arts)
UX Summit
GDC 2017
UX Methodologies for Holistic Product Design
by Paul Rybicki
(Electronic Arts)
UX Summit
GDC 2017
Vehicle Audio of 'Mafia III': Recreating a Classic Era in Automotive His...
by Matt Bauer
(2K Games)
Audio
GDC 2017
Video Game Design Practices in a Symultaneous Synchronous/Asynchronous O...
by Marko Suvajdzic
(University of Florida)
GDC Education 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
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
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: Artistic Principles of VFX
by Hadidjah Chamberlain
(Blizzard Entertainment)
Visual Arts
GDC 2017
Visual Effects Bootcamp: How to Go from Good to Great
by Christina Wun
(Riot Games)
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: 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
Visual Effects Bootcamp: Rapid Talks
by Nadab Goksu
(EA DICE)
Visual Arts
GDC 2017
Visual Effects Bootcamp: The Rise of Realtime
by Drew Skillman
(Google)
Visual Arts
GDC 2017
VR Best Practices: Putting the Fun in VR Funhouse (Presented by NVIDIA)
by Amanda Bott
(NVIDIA)
Visual Arts
GDC 2017
VR Discussion Panel: What We Have Learned and Predicting the Future (Pre...
by Olivier Palmieri
(Ubisoft)
Design
GDC 2017
VR in China -- How Hypereal Sees It (Presented by Hypereal)
by John Gu
(Hypereal)
Business & Marketing
GDC 2017
VR Market 2017: Data and Insights
by Patrick Walker
(EEDAR)
Business & Marketing
GDC 2017
Vulkan Game Development on Mobile (Presented by The Khronos Group)
by Alen Ladavac
(Croteam)
Programming
GDC 2017
Vulkan on Desktop Deep Dive (Presented by The Khronos Group)
by Dan Baker
(Oxide Games)
Programming
GDC 2017
We Taught Game Dev MOOCs and Lived to Tell the Tale
by Stephen Jacobs
(RIT)
GDC Education Summit
GDC 2017
We Taught Game Dev MOOCs and Lived to Tell the Tale
by Stephen Jacobs
(RIT)
GDC Education Summit
GDC 2017
When Vulkan was One: Looking Back, Looking Ahead (Presented by The Khron...
by Alon Or-bach
(Samsung R&D)
Programming
GDC 2017
You Look Smashing: Procedural Art Direction of 'We Happy Few'
by Whitney Clayton
(Compulsion Games)
Visual Arts
GDC 2017
You Suck at Showcasing Your Game
by Nicolae Berbece
(Those Awesome Guys)
Business & Marketing
GDC 2017
Zoom, Enhance, Synthesize! Magic Image Upscaling and Material Synthesis ...
by Marco Foco
(NVIDIA)
Visual Arts