GDC 2018
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2018
$0 to $1 Million: The Raw Numbers Behind Indie Success
by Tanya X. Short
(Kitfox Games)
Business & Marketing
GDC 2018
'A Mortician's Tale': A Different View on How Games Treat Death
by Gabby DaRienzo
(Laundry Bear Games)
Independent Games Summit
GDC 2018
'Assassin's Creed Origins': Monitoring and Validation of World Design Data
by Nicholas Routhier
(Ubisoft Montreal)
Design
GDC 2018
'C.A.T.S.' Postmortem: Concept Development through the Eyes of a Designe...
by Eugene Yailenko
(ZeptoLab)
GDC Mobile Summit
GDC 2018
'Crashlands': Design by Chaos
by Seth Coster
(Butterscotch Shenanigans)
Design
GDC 2018
'Gorogoa': The Design of a Cosmic Acrostic
by Jason Roberts
(Buried Signal)
Independent Games Summit
GDC 2018
'Halo Wars 2': A UX Postmortem
by Max Szlagor
(Microsoft 343 Industries)
UX Summit
GDC 2018
'Heaven's Vault': Creating a Dynamic Detective Story
by Jon Ingold
(inkle)
Design
GDC 2018
'Horizon Zero Dawn': A QA Open World Case Study
by Ana Barbuta
(Guerrilla Games)
Production & Team Management
GDC 2018
'Mass Effect Andromeda' Audio Retrospective
by Michael Kent
(Bioware)
Audio
GDC 2018
'Race for the Galaxy': A Neural Network in Production
by Theresa Duringer
(Temple Gates Games)
AI Summit
GDC 2018
10 Lessons Learned Working on Rewarded Videos
by Nebojsa Duric
(Nordeus)
Business & Marketing
GDC 2018
5 Year Journey to Predictability
by Sergei Vasiuk
(Wargaming)
Business & Marketing
GDC 2018
8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'
by Michael Stallone
(Netherrealm Games)
Programming
GDC 2018
A Matter of Music Design: Driving Gameplay with Music
by Eric Hamel
(Worthing & Moncrieff)
Audio
GDC 2018
A Modern Take on Historical Fiction: Music for 'Call of Duty WWII'
by Wilbert Roget
(Independent)
Audio
GDC 2018
A Practical Approach to Developing Forward-Facing Rigs, Tools and Pipelines
by Michael Malinowski
(Creative Assembly)
Visual Arts
GDC 2018
AAA Gaming While Blind
by Karen Stevens
(EA SPORTS)
UX Summit
GDC 2018
Acing the Whiteboard Interview
by Ellen Beeman
(DigiPen Institute of Technology)
Career Development
GDC 2018
Addressing Exploit Abuse in 'EVE Online' with Customer Care
by David Einarsson
(CCP Games)
Production & Team Management
GDC 2018
Adopting Continuous Delivery
by Jafar Soltani
(Rare, Ltd.)
Production & Team Management
GDC 2018
Advanced Graphics Techniques Tutorial: "New Techniques for Accurate Real...
by Max McMullen
(Microsoft)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: GPU-Based Clay Simulation and Ray...
by Sebastian Aaltonen
(Second Order)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: The Elusive Frame Timing: A Case ...
by Alen Ladavac
(Croteam)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: The Latest Graphics Technology in...
by Tatu Aalto
(Remedy Entertainment)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: Water Rendering in 'Far Cry 5'
by Branislav Grujic
(Ubisoft Toronto)
Programming
GDC 2018
AI-Driven QA: Simulating Massively Multiplayer Behavior for Debugging Games
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC 2018
All the Families: The Making of 'Animation Throwdown'
by Peter Eykemans
(Kongregate)
GDC Mobile Summit
GDC 2018
Alternative Paths in Indie Dev
by Kaho Abe
(Independent)
Independent Games Summit
GDC 2018
American Expats Share Their Stories
by Elizabeth Sampat
(SYBO Games)
Advocacy
GDC 2018
An Evidence-Based Mental Health Model for Game Developers
by Jennifer Hazel
(CheckPoint Organisation)
Independent Games Summit
GDC 2018
An Interactive Sound Dystopia: Real-Time Audio Processing in 'NieR:Autom...
by Shuji Kohata
(PlatinumGames, Inc.)
Audio
GDC 2018
Animating Quill: Creating an Emotional Experience
by Richard Lico
(Polyarc)
Visual Arts
GDC 2018
Animation Bootcamp: Animation Leadership: Teaching Your Team to Fish
by Nick Chilano
(Blizzard Entertainment)
Visual Arts
GDC 2018
Applying AAA Techniques on Mobile Games: Understanding Flow Maps and Its...
by Shaoyong "Abel" Zhang
(NetEase Games)
Visual Arts
GDC 2018
Art Direction Bootcamp: " 'Windup': An Animation Feature Quality Renderi...
by Yibing Jiang
(Unity Technologies)
Visual Arts
GDC 2018
Art Direction Bootcamp: Artistry in a New Medium: 'Lone Echo' and the Ma...
by Nathan Phail-Liff
(Ready at Dawn)
Visual Arts
GDC 2018
Art Direction for AAA UI
by Omer Younas
(DICE LA)
Visual Arts
GDC 2018
Artist Workflow Improved: Digital Content Creation Tools Roundtripping &...
by Mike Wuetherick
(Unity Technologies)
Visual Arts
GDC 2018
Audio Asset Management Tips and Tricks
by Richard Ludlow
(Hexany Audio)
Production & Team Management
GDC 2018
Audio Bootcamp XVII: "Programming Composers and Composing Programmers" &...
by Gina Zdanowicz
(Serial Lab Studios)
Audio
GDC 2018
Audio Bootcamp XVII: "Programming Composers and Composing Programmers" &...
by Gina Zdanowicz
(Serial Lab Studios)
Audio
GDC 2018
Audio Bootcamp XVII: 5D Audio
by Aaron Brown
(Aaron Brown Sound)
Audio
GDC 2018
Audio Bootcamp XVII: Zen and the Art of Game Audio Maintenance
by Anton Woldhek
(Guerrilla Games)
Audio
GDC 2018
Audio Bootcamp XVII: Zen and the Art of Game Audio Maintenance
by Anton Woldhek
(Guerrilla Games)
Audio
GDC 2018
Audio Propagation Through the Ears of VERA
by Jeff Ballard
(Microsoft)
Audio
GDC 2018
Automated Testing and Profiling for 'Call of Duty'
by Jan van Valburg
(Activision)
Production & Team Management
GDC 2018
Behind the Scenes at the 'Million Onion Hotel'
by Yoshiro Kimura
(Onion Games)
Design
GDC 2018
Beta vs Soft Launch in Mobile Games
by Mladen Dulanovic
(Nordeus)
Production & Team Management
GDC 2018
Between Tech and Art: The Vegetation of 'Horizon Zero Dawn'
by Gilbert Sanders
(Guerrilla Games)
Visual Arts
GDC 2018
Beyond Bots: Making Machine Learning Accessible and Useful
by Wolff Dobson
(Google)
AI Summit
GDC 2018
Beyond Bots: Making Machine Learning Accessible and Useful
by Wolff Dobson
(Google)
AI Summit
GDC 2018
Beyond Procedural Horizons: Exploring Different Uses of Procedural Conte...
by Emily Short
(Spirit AI)
AI Summit
GDC 2018
Beyond the Blue-Skinned Space Babe: Deconstructing the Empowered Asari i...
by Alexandra M. Lucas
(Microsoft Cortana)
Game Narrative Summit
GDC 2018
Board Game Design Day: 'Mansions of Madness' 2nd Edition: Postmortem of ...
by Andrew Fischer
(Fantasy Flight Games)
Design
GDC 2018
Board Game Design Day: 'Race for the Galaxy': Digital Design Gems
by Theresa Duringer
(Temple Gates Games)
Design
GDC 2018
Board Game Design Day: Balancing Mechanics for Your Card Game's Unique "...
by Dylan Mayo
(The Pokemon Company International)
Design
GDC 2018
Board Game Design Day: Designing 'Race for the Galaxy': Making a Strateg...
by Tom Lehmann
(Independent)
Design
GDC 2018
Board Game Design Day: The Design Challenges of 'Legacy' Games
by JR Honeycutt
(Waitress Games)
Design
GDC 2018
Board Game Design Day: White, Brown, and Pink: The Flavors of Tabletop G...
by Geoff Engelstein
(Mars International)
Design
GDC 2018
Boss Up: Boss Battle Design Fundamentals and Retrospective
by Itay Keren
(Untame)
Design
GDC 2018
Bridging the Gap Between UX Principles and Game Design
by Jim Brown
(Epic Games)
UX Summit
GDC 2018
Bringing Mars Down to Earth: Designing Educational Games with Real Scien...
by Peter Slattery
(IDEO)
Advocacy
GDC 2018
Build Great Tools: Workflow Guidelines from Vicarious Visions
by Jeff Stewart
(Vicarious Visions)
Design
GDC 2018
By Grabthar's Hammer, What a Savings: Making the Most of Texture Memory ...
by Jon Manning
(Secret Lab)
Visual Arts
GDC 2018
Character Control with Neural Networks and Machine Learning
by Daniel Holden
(Ubisoft Montreal)
Programming
GDC 2018
Character Development in Non-Linear Spaces: 'Uncharted: The Lost Legacy'
by Josh Scherr
(Naughty Dog, Inc.)
Game Narrative Summit
GDC 2018
Chatbot Game Manifesto: Golden Rules for Making a New Kind of Game
by Emmanuel Corno
(Independent)
Design
GDC 2018
Circular Separable Convolution Depth of Field
by Kleber Garcia
(Electronic Arts)
Programming
GDC 2018
Classic Game Postmortem: 'Sonic the Hedgehog'
by Hirokazu Yasuhara
(Unity Technology Japan)
Design
GDC 2018
Classic Game Postmortem: 'Ultima Online'
by Raph Koster
(Independent)
Production & Team Management
GDC 2018
Cluster Forward Rendering and Anti-Aliasing in 'Detroit: Become Human'
by Ronan Marchalot
(Quantic Dream)
Programming
GDC 2018
Community Snowballing in 'PlayerUnknown's Battlegrounds': From Pre-Alpha...
by Sammie Kang
(PUBG Corp.)
Business & Marketing
GDC 2018
Composing an Interactive Musical: Lessons Learned from Creating 'Figment'
by Niels Sorensen
(Bedtime Digital Games)
Audio
GDC 2018
Crafting RPG Worlds in Real Environments with AR
by Zilvinas Ledas
(Tag of Joy)
Game Narrative Summit
GDC 2018
Creating a Development Culture that Embraces Change
by Conor Crowley
(Jagex, Ltd.)
Production & Team Management
GDC 2018
Creating Console Quality Audio on Mobile: 'Club Penguin Island'
by Toby Hulse
(The Walt Disney Company)
Audio
GDC 2018
Cuba, Nairobi, Borneo, Oh My! Creating Games Education (Very) Abroad
by Lindsay Grace
(American University Game Lab)
Educators Summit
GDC 2018
Data-Driven or Data-Blinded? Uses and Abuses of Analytics in Games
by Emily Greer
(Kongregate)
Design
GDC 2018
Disabilities: Helping Students Survive and Thrive
by Henry Bawden
(Columbus State Community College)
Educators Summit
GDC 2018
Don'ts: How NOT to Work in Game Audio
by Ryan Ike
(Independent)
Audio
GDC 2018
Education and Esports: Getting Competitive with New Classes
by Roger Altizer
(Utah University)
Educators Summit
GDC 2018
Educators Soapbox
by Seth Hudson
(George Mason University)
Educators Summit
GDC 2018
Educators Soapbox
by Seth Hudson
(George Mason University)
Educators Summit
GDC 2018
Epic Sync: Wrangling the Work of Highly Interdependent Dev Teams at Bungie
by Linda Fane
(Bungie)
Production & Team Management
GDC 2018
Eros in Play: Writing and Designing Sex Scenes (Part 2)
by Michelle Clough
(Independent)
Game Narrative Summit
GDC 2018
Esports In-Depth: The Role of Game Developers in Building Sports of the ...
by Bryce Blum
(Catalyst Sports & Media)
Business & Marketing
GDC 2018
Exploring Helplessness in Games with 'Bury Me, My Love'
by Florent Maurin
(The Pixel Hunt)
Advocacy
GDC 2018
Failing to Fail: The Spiderweb Software Way
by Jeff Vogel
(Spiderweb Software)
Independent Games Summit
GDC 2018
Failure Workshop
by Tanya X. Short
(Kitfox Games)
Independent Games Summit
GDC 2018
Fair Play Alliance Keynote (Presented by Fair Play Alliance)
by Kimberly Voll
(Riot Games)
Design
GDC 2018
Foolproofing the Controls for 'What Remains of Edith Finch'
by Evan Rogers
(Giant Sparrow)
Independent Games Summit
GDC 2018
Fostering Diversity in Games
by JC Lau
(Bungie)
Advocacy
GDC 2018
Game Design Beyond Screens and Joysticks
by Tatiana Vilela dos Santos
(MechBird)
Design
GDC 2018
Game Design Patterns for Building Friendships
by Daniel Cook
(Spry Fox)
Design
GDC 2018
Games and Social Justice: Adopting Service Learning for Games Education
by Gillian Smith
(Worcester Polytechnic Institute)
Educators Summit
GDC 2018
Games as a Service is Dead
by Michael Gordon
(Iron Horse Games, LLC)
GDC Mobile Summit
GDC 2018
Games as Medicine: FDA Approval Methods
by Noah Falstein
(The Inspiracy)
Business & Marketing
GDC 2018
Gaming Instantly: The Facebook Messenger Games Market
by Leo Olebe
(Facebook)
GDC Mobile Summit
GDC 2018
GDC Microtalks 2018: Playing with Fire
by Richard Lemarchand
(University of Southern California)
Design
GDC 2018
Get Started Rolling Your Own Tools!
by Shane Marks
(Necrosoft Games)
Career Development
GDC 2018
Giving a Voice to the Machines of 'Horizon Zero Dawn'
by Pinar Temiz
(Guerrilla Games)
Audio
GDC 2018
Going Cross-Platform: Is It Worth the Effort?
by Tammy Levy
(Kongregate)
GDC Mobile Summit
GDC 2018
Going Off-Script: Refactoring the NPC Mission System in 'Assassin's Cree...
by Jean-Marie Santoni-Costantini
(Ubisoft)
AI Summit
GDC 2018
Good Design Makes Happy Customers: A Microtransaction Design Primer
by Crystin Cox
(ArenaNet)
Design
GDC 2018
HDR Image Based Lighting: From Acquisition to Render
by Artem Kryzhanovskyi
(Independent)
Visual Arts
GDC 2018
Hierarchical Dynamic Pathfinding for Large Voxel Worlds
by Benoit Alain
(Sauropod Studio)
Programming
GDC 2018
History Shaping Design: Inequality and Player Behavior
by Julia Keren Detar
(Untame)
Design
GDC 2018
Honorable Intentions: Player Behavior Today at Riot Games
by Kimberly Voll
(Riot Games)
Design
GDC 2018
How to Find and Engage a Great Artist: A Non-Artist Primer
by Adam deGrandis
(Chickadee Games)
Independent Games Summit
GDC 2018
How to Use Machine Learning, Live Telemetry Analysis, and Computer Visio...
by Alex Casassovici
(Showdown)
Community Management Summit
GDC 2018
Hutch: Fantastic Mistakes and How to Avoid Them
by Andrew Watson
(Hutch)
Production & Team Management
GDC 2018
Immersing a Creative World into a Usable UI
by Steph Chow
(Steph Chow Design)
UX Summit
GDC 2018
Improving Critique of Game Projects with Expert and Peer Feedback
by Jessica Hammer
(Carnegie Mellon University)
Educators Summit
GDC 2018
Indie After College: Surviving the Transition
by Ted DiNola
(Oculus)
Game Career Seminar
GDC 2018
Indie Soapbox
by Justin Ma
(Subset Games)
Independent Games Summit
GDC 2018
Indistinguishable from Magic: Lessons Learned from Creating Merchandise ...
by Eli Cymet
(Snowman)
Production & Team Management
GDC 2018
Inertialization: High-Performance Animation Transitions in 'Gears of War'
by David Bollo
(Microsoft)
Programming
GDC 2018
Intelligent Game Design on 'Rainbow Six Siege'
by Leroy Athanassof
(Ubisoft)
Design
GDC 2018
Intelligent Game Design on 'Rainbow Six Siege'
by Leroy Athanassof
(Ubisoft)
Design
GDC 2018
It Can Be Two Things: My Indie Career
by Elizabeth Sampat
(SYBO Games)
Independent Games Summit
GDC 2018
It IS Rocket Science! The Physics of 'Rocket League' Detailed
by Jared Cone
(Psyonix)
Design
GDC 2018
It's Not Fake, It's Pro Wrestling: Applying Wrestling Storytelling in Games
by Luis De Leon
(2401 Studios)
Game Narrative Summit
GDC 2018
Juggle ALL THE THINGS! Community Managing Tons of Games
by Linda Carlson
(Trion Worlds)
Community Management Summit
GDC 2018
Know Your Market: Making Indie Games That Sell
by Erik Johnson
(Infinite Monkeys Entertainment, Ltd.)
Independent Games Summit
GDC 2018
Leaders: Working at the Heart of the Team!
by Grant Shonkwiler
(Shonkventures)
Production & Team Management
GDC 2018
Level Design Workshop: An Architectural Approach to Level Design: Creati...
by Christopher Totten
(Pie for Breakfast Studios)
Design
GDC 2018
Level Design Workshop: Balancing Action and RPG in 'Horizon Zero Dawn' Q...
by Blake Rebouche
(Guerrilla Games)
Design
GDC 2018
Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips ...
by David Shaver
(Naughty Dog, Inc.)
Design
GDC 2018
Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips ...
by David Shaver
(Naughty Dog, Inc.)
Design
GDC 2018
Level Design Workshop: Set this Game in Order: Organizing Hundreds of Le...
by Nathan Fouts
(Mommy's Best Games)
Design
GDC 2018
Level Design Workshop: The Holy Grail of Multiplayer Level Design: Maps ...
by Andrew Yoder
(Hi-Rez Studios)
Design
GDC 2018
Loot for Learning: Virtual Currency in a Game Design Program
by Edward Castronova
(Indiana University)
Educators Summit
GDC 2018
Making Them Care: The Narrative Burden for Creating Empathy
by Heidi McDonald
(iThrive Games)
Game Narrative Summit
GDC 2018
Managing Your Community's Mental Health: Where's the Line?
by Jennifer Hazel
(CheckPoint Organisation)
Community Management Summit
GDC 2018
Meditation for Devs: Maintaining Your Sanity for Crunch and Beyond
by Amanda Gardner
(The Deep End Games)
Advocacy
GDC 2018
Mitigating Abuse Before It Happens
by Tara Brannigan
(flaregames)
Community Management Summit
GDC 2018
Mobile Game Dev Stories
by Andrew Watson
(Hutch)
GDC Mobile Summit
GDC 2018
Mobile Game Dev Stories
by Andrew Watson
(Hutch)
GDC Mobile Summit
GDC 2018
Mobile Game Launch Best Practices: From Soft Launch to Working with the ...
by Kevin Flynn
(Mobile Game Partners)
GDC Mobile Summit
GDC 2018
Mobile Game Launch Best Practices: From Soft Launch to Working with the ...
by Kevin Flynn
(Mobile Game Partners)
GDC Mobile Summit
GDC 2018
No Booth, No Problem: Showcasing Your Game on the Go
by Martin Nerurkar
(Sharkbomb Studios)
Game Career Seminar
GDC 2018
Partnership on 'Darkest Dungeon': The Double-Edged Sword
by Tyler Sigman
(Red Hook Studios)
Independent Games Summit
GDC 2018
Performance and Memory Postmortem for 'Middle-earth: Shadow of War'
by Piotr Mintus
(Monolith Productions)
Programming
GDC 2018
Player Engagement in VR Cinematics
by Gabor Soos
(Sony London Studio)
Visual Arts
GDC 2018
Plot and Parcel: Procedural Level Design in 'XCom 2'
by Brian Hess
(Firaxis Games)
Design
GDC 2018
Power of the Pack: Success via Community-Based Development
by Philomena Schwab
(Stray Fawn Studio)
Independent Games Summit
GDC 2018
Practical IP Law for Indie Developers 301: Plain Scary Edition
by Christopher Reid
(Chris Reid Law)
Independent Games Summit
GDC 2018
Precomputed Global Illumination in Frostbite
by Yuriy O'Donnell
(Electronic Arts)
Programming
GDC 2018
Procedural World Generation of 'Far Cry 5'
by Etienne Carrier
(Ubisoft)
Visual Arts
GDC 2018
Procedurally Generating History in 'Caves of Qud'
by Jason Grinblat
(Freehold Games)
Independent Games Summit
GDC 2018
Producer Bootcamp: Be the Best Producer for Your Team
by Ruth Tomandl
(Oculus Research)
Production & Team Management
GDC 2018
Producer Bootcamp: Creativity and Processes: The Production Challenge of...
by Nouredine Abboud
(Ubisoft)
Production & Team Management
GDC 2018
Producer Bootcamp: Hello, I'm Your Producer! Strategies for Introducing ...
by Veronica Peshterianu
(System Era Softworks)
Production & Team Management
GDC 2018
Producer Bootcamp: Production Tales: Managing Up, Managing Down
by Brynley Gibson
(Curve Digital)
Production & Team Management
GDC 2018
Productive Dissension: How a Diverse Writers' Room Created 'Life is Stra...
by Zak Garriss
(Deck Nine Games)
Game Narrative Summit
GDC 2018
Rallying the Resistance: 'Frog Fractions 2' Alternate Reality Game
by Justin Bortnick
(Twinbeard)
Design
GDC 2018
Real-Time Reflections in 'Mafia III' and Beyond
by Martin Sobek
(2K Games)
Visual Arts
GDC 2018
Real-Time VFX: A Visual Language Spectrum
by Sarah Grissom
(FXVille)
Visual Arts
GDC 2018
Rebuilding Your Engine During Development: Lessons from 'Mafia III'
by Jan Kratochvil
(Hangar 13 Games)
Production & Team Management
GDC 2018
Rendering Technology in 'Agents of Mayhem'
by Scott Kircher
(Volition)
Programming
GDC 2018
Rovio: A Two Year Journey into Modernizing the Production Process
by Cyril Barrow
(Rovio Entertainment)
Production & Team Management
GDC 2018
Rules of the Game: Five Further Techniques from Rather Clever Designers
by Raph Koster
(Independent)
Production & Team Management
GDC 2018
Running a Mobile Games Studio for Six Years: A Tale of Four Challenges
by Sebastian Nussbaum
(Wooga GmbH)
GDC Mobile Summit
GDC 2018
Scoring 'Middle-earth: Shadow of War': A Postmortem
by Garry Schyman
(Garry Schyman Productions)
Audio
GDC 2018
Shading of 'Spellsouls': Achieving AAA Quality on Mobile
by Srdja Stetic-Kozic
(Nordeus)
Programming
GDC 2018
Shoestring Soft Launch: Low Budget, High Value Launch Strategy
by Tom Kinniburgh
(Mobile Free to Play)
Business & Marketing
GDC 2018
Significantly Improving Your Skill System with TrueSkill through Time
by Josh Menke
(343 Industries)
Design
GDC 2018
Social Media Influencers and Non-Traditional Marketing: Legal Pitfalls a...
by Will Bucher
(Debevoise & Plimpton)
Business & Marketing
GDC 2018
Start Scaling Your Servers!
by Sela Davis
(VREAL)
Programming
GDC 2018
Steam in 2017: State of the Marketplace
by Sergey Galyonkin
(Epic Games)
Business & Marketing
GDC 2018
Successful Freelancing in Game Audio
by Akash Thakkar
(Independent)
Game Career Seminar
GDC 2018
Teaching Game Development to School Kids: What We Did, How You Can Too
by Jeremiah Blanchard
(University of Florida)
Advocacy
GDC 2018
Teaching Procedural Storytelling
by Michael Mateas
(UC Santa Cruz)
Educators Summit
GDC 2018
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2018
Technical Artist Bootcamp: Contributing to Open Source
by Bob White
(Volition)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Identifying Technical Art by Its Habits
by Robbert-Jan Brems
(Unity Technologies)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Learning an Established Content Creation Pipe...
by Ross Patel
(BioWare)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Procedural Islands of 'Dauntless'
by Mykola Konyk
(Phoenix Labs)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Production Values: Improving Quality, Longevi...
by Jodie Azhar
(Creative Assembly)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Rigging with Triangles
by Richard Katz
(Blizzard Entertainment)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Shaders 301
by Ben Cloward
(BioWare)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Zen in the Art of Rigging
by Brian Venisky
(Avalanche Studios)
Visual Arts
GDC 2018
Terrain Rendering in 'Far Cry 5'
by Jeremy Moore
(Ubisoft)
Programming
GDC 2018
The Art of 'Monument Valley 2'
by David Fernandez Huerta
(ustwo games)
Visual Arts
GDC 2018
The Art of 'Monument Valley 2'
by David Fernandez Huerta
(ustwo games)
Visual Arts
GDC 2018
The Asset Build System of 'Far Cry 5'
by Remi Quenin
(Ubisoft Montreal)
Programming
GDC 2018
The Business of Being Indie: A Production Survival Guide
by Amy Dallas
(ClutchPlay Games, LLC)
Production & Team Management
GDC 2018
The Chemistry of an Online Game Jam: Help Your Community Deliver
by Oleg Pridiuk
(King)
Community Management Summit
GDC 2018
The Diary of a Modern PR Campaign: How to Plan Your Game's Promotion
by Thomas Reisenegger
(Future Friends Games)
Business & Marketing
GDC 2018
The Importance of VIP in Free-to-Play
by Nick van Vugt
(Uken Games)
Business & Marketing
GDC 2018
The Lighting Technology of 'Detroit: Become Human'
by Guillaume Caurant
(Quantic Dream)
Programming
GDC 2018
The Narrative Innovation Showcase 2018
by Leighton Gray
(Game Grumps)
Game Narrative Summit
GDC 2018
The Power of an Embedded Community Platform to Inform, Engage, Educate a...
by Nicolas Nottin
(flaregames GmbH)
Community Management Summit
GDC 2018
The Schema is Mightier than the Sword: How Player Cognition Predicts Gam...
by Vanessa Hemovich
(DigiPen Institute of Technology)
UX Summit
GDC 2018
The Secrets to Creating an Indie Game Franchise
by Christy Dena
(Universe Creation 101)
Game Narrative Summit
GDC 2018
The Sound of 'GoNNER': Exploring the Intertwined Relationship Between So...
by Martin Kvale
(Krillbite Studio)
Independent Games Summit
GDC 2018
The Visual Effects Technology of 'Destiny'
by Ali Mayyasi
(Bungie)
Visual Arts
GDC 2018
The Year in Mobile Games
by Steve Meretzky
(King)
GDC Mobile Summit
GDC 2018
To Err is to Play: Human Error and Game Design
by Ben Lewis-Evans
(Epic Games)
Design
GDC 2018
Tools Tutorial Day: Bungie's Asset Pipeline: 'Destiny 2' and Beyond
by Brandon Moro
(Bungie)
Programming
GDC 2018
Tools Tutorial Day: Shipping 'Call of Duty'
by Paul Haile
(Infinity Ward)
Production & Team Management
GDC 2018
Tools Tutorial Day: Tools to Reduce Open Bug Count at Media Molecule
by Amy Phillips
(Media Molecule)
Programming
GDC 2018
Translating Art into Technology: Physically Inspired Shading in 'Destiny 2'
by Alexis Haraux
(Bungie)
Visual Arts
GDC 2018
Vehicle Feel Masterclass: Balancing Arcade Accessibility with Simulation...
by Matthew Harris
(Criterion Games)
Design
GDC 2018
Virtual Insanity: Meta AI on 'Assassin's Creed: Origins'
by Charles Lefebvre
(Ubisoft Montreal)
Design
GDC 2018
Visual Effects Bootcamp: Autonomy in Real-Time Effects: Artist Driven To...
by Bill Kladis
(Epic Games)
Visual Arts
GDC 2018
Visual Effects Bootcamp: How VR is Going to Break All the Rules in VFX
by Wyeth Johnson
(Epic Games)
Visual Arts
GDC 2018
Visual Effects Bootcamp: The Elementary Particles
by Mickaelle Ruckert
(Arkane Studios)
Visual Arts
GDC 2018
Visual Effects Bootcamp: Zip! Thwack! Ping! Animation Principles of VFX
by Michael Lyndon
(SideFX)
Visual Arts
GDC 2018
Walk Tall, My Friends: Giving Life to AI-Buddies in 'Final Fantasy XV'
by Prasert "Sun" Prasertvithyakarn
(Square Enix)
Design
GDC 2018
Walking, Talking, and Projectiles: Storytelling Tools in 'Destiny 2'
by Evan Moran
(Bungie)
Programming
GDC 2018
We Made a Game, Now What? Industry Awareness in the Classroom
by Christopher Totten
(Pie for Breakfast Studios)
Educators Summit
GDC 2018
Weaving 13 Prototypes into 1 Game: Lessons from 'Edith Finch'
by Ian Dallas
(Giant Sparrow)
Production & Team Management
GDC 2018
Whose Game Is It, Anyway? How Community Relationships Shape Games: Lesso...
by Rebecca Ford
(Digital Extremes)
Business & Marketing
GDC 2018
Writing and Narrative Design: A Relationship
by Eric Stirpe
(Telltale Games)
Design
GDC 2018
Writing Modular Characters for System-Driven Games
by Tanya X. Short
(Kitfox Games)
Design
GDC 2018
You're Not Broken: Finding Your Creative Way Through Difficult Times
by Laralyn McWilliams
(Skydance Interactive)
Vision
GDC 2018
Your Indie Game on Console: A Practical Guide to Porting
by Thomas O'Connor
(PlayEveryWare)
Independent Games Summit
GDC 2018
|FIRSTNAME| and Tiger Emojis: Takeaways from Bizarrely (Un)successful Em...
by Adriaan de Jongh
(Independent)
Independent Games Summit