GDC 2018
"Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (Pr...
by Alexey Panteleev
(NVIDIA)
Programming
GDC 2018
"Real-time Raytracing for Interactive Global Illumination Workflows in F...
by Alexey Panteleev
(NVIDIA)
Advocacy
GDC 2018
"Welcome to Facebook Developer Day" & "Instant Games: The Platform Awake...
by Mike Weingert
(Facebook)
Monetization
GDC 2018
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
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
$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
'A Mortician's Tale': A Different View on How Games Treat Death
by Gabby DaRienzo
(Laundry Bear Games)
Independent Games Summit
GDC 2018
'ARK Survival Evolved': Early Access Composing and Its Unique Issues
by Gareth Coker
(Independent)
Audio
GDC 2018
'ARMS': Building 'Mario Kart 8' Insights into a Showcase Nintendo Switch...
by Kosuke Yabuki
(Nintendo)
Design
GDC 2018
'Assassin's Creed Origins': Monitoring and Validation of World Design Data
by Nicholas Routhier
(Ubisoft Montreal)
Design
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
'C.A.T.S.' Postmortem: Concept Development through the Eyes of a Designe...
by Eugene Yailenko
(ZeptoLab)
GDC Mobile Summit
GDC 2018
'Cosmic Top Secret': Do We Really Know Each Other?
by Trine Laier
(Klassefilm aps & Those Eyes)
Independent Games Summit
GDC 2018
'Crashlands': Design by Chaos
by Seth Coster
(Butterscotch Shenanigans)
Design
GDC 2018
'Crashlands': Design by Chaos
by Seth Coster
(Butterscotch Shenanigans)
Design
GDC 2018
'Dead by Daylight': Object of Obsession
by Dave Richard
(Behaviour Digital)
Design
GDC 2018
'Destiny 2': Linear Music in an Open World
by Skye Lewin
(Bungie)
Audio
GDC 2018
'Dream Daddy': How Game Grumps Created Player Inclusivity and You Can Too
by Tyler Hutchison
(Game Grumps)
Advocacy
GDC 2018
'For Honor': From a Great Launch to a Challenging Live Period
by Damien Kieken
(Ubisoft)
Production & Team Management
GDC 2018
'Fortnite': An Unconventional Launch
by Ed Zobrist
(Epic Games)
Business & Marketing
GDC 2018
'Friday the 13th': Design and Balance for Asymmetrical Horror
by David Langeliers
(IllFonic)
Design
GDC 2018
'Good Pizza, Great Pizza': Game Design, Iteration, and Business Lessons ...
by Anthony Lai
(TapBlaze)
Production & Team Management
GDC 2018
'Gorogoa': The Design of a Cosmic Acrostic
by Jason Roberts
(Buried Signal)
Independent Games Summit
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
'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
'Heaven's Vault': Creating a Dynamic Detective Story
by Jon Ingold
(inkle)
Design
GDC 2018
'Horizon Zero Dawn': A Game Design Postmortem
by Eric Boltjes
(Guerrilla Games)
Design
GDC 2018
'Horizon Zero Dawn': A QA Open World Case Study
by Ana Barbuta
(Guerrilla Games)
Production & Team Management
GDC 2018
'Horizon Zero Dawn': A QA Open World Case Study
by Ana Barbuta
(Guerrilla Games)
Production & Team Management
GDC 2018
'Legendary: Game of Heroes': Designing for Live
by Ethan Levy
(N3twork)
GDC Mobile Summit
GDC 2018
'Mass Effect Andromeda' Audio Retrospective
by Michael Kent
(Bioware)
Audio
GDC 2018
'Mass Effect Andromeda' Audio Retrospective
by Michael Kent
(Bioware)
Audio
GDC 2018
'Middle-earth: Shadow of War': Asset Pipeline Growing Pains
by Doug Heimer
(Monolith Productions)
Programming
GDC 2018
'Monster Hunter: World' Postmortem: Concept Design through Prototyping a...
by Yuya Tokuda
(Capcom)
Design
GDC 2018
'Move or Die': Why It's Worth It to Chase Your Tail
by Nicolae Berbece
(Those Awesome Guys)
Independent Games Summit
GDC 2018
'Primal Rage II' from Heartbreak to Resurrection: The Journey After Canc...
by Chris Tang
(Hitsparks Games)
Advocacy
GDC 2018
'Race for the Galaxy': A Neural Network in Production
by Theresa Duringer
(Temple Gates Games)
AI Summit
GDC 2018
'Race for the Galaxy': A Neural Network in Production
by Theresa Duringer
(Temple Gates Games)
AI Summit
GDC 2018
'Rick and Morty: Virtual Rick-ality' Postmortem: VR Lessons *Burrrp* Lea...
by Alex Schwartz
(Owlchemy Labs)
Design
GDC 2018
'Rocket League': Language Ban System Postmortem
by Devin Connors
(Psyonix)
Community Management Summit
GDC 2018
'Shadow Tactics' Postmortem: Commandos with Ninja
by Moritz Wagner
(Mimimi Productions)
Design
GDC 2018
'Splatoon' and 'Splatoon 2': How to Invent a Stylish Franchise with Glob...
by Hisashi Nogami
(Nintendo)
Design
GDC 2018
'West of Loathing' Design Postmortem
by Zack Johnson
(Asymmetric)
Design
GDC 2018
10 Lessons Learned Working on Rewarded Videos
by Nebojsa Duric
(Nordeus)
Business & Marketing
GDC 2018
10 Lessons Learned Working on Rewarded Videos
by Nebojsa Duric
(Nordeus)
Business & Marketing
GDC 2018
10 Years of Evolution of the 'Assassin's Creed' Brand
by Jean Guesdon
(Ubisoft)
Production & Team Management
GDC 2018
15 Years of 'Ratchet & Clank': A Lombax Story
by Brian Allgeier
(Insomniac Games)
Production & Team Management
GDC 2018
18th Annual Game Developers Choice Awards
by Robin Hunicke
(Funomena)
Special Event
GDC 2018
20th Annual Independent Games Festival Awards
by Trent Kusters
(League of Geeks)
Special Event
GDC 2018
5 Year Journey to Predictability
by Sergei Vasiuk
(Wargaming)
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
8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'
by Michael Stallone
(Netherrealm Games)
Programming
GDC 2018
A Fun Time in Which Some No-Good Game Developers May or May Not Discuss ...
by YOKO TARO
(Independent)
Design
GDC 2018
A How-To Guide for Muslim Representation in Video Games
by Osama Dorias
(Warner Brothers Montreal)
Advocacy
GDC 2018
A Long Dark Road: Blending Player and Authored Story in a Sandbox Surviv...
by Raphael van Lierop
(Hinterland Games)
Production & Team Management
GDC 2018
A Matter of Music Design: Driving Gameplay with Music
by Eric Hamel
(Worthing & Moncrieff)
Audio
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 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
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
AAA Gaming While Blind
by Karen Stevens
(EA SPORTS)
UX Summit
GDC 2018
Accelerating Your VR Games with VRWorks (Presented by NVIDIA)
by Cem Cebenoyan
(NVIDIA)
Programming
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
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
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: "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: 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 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: 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
Advanced Graphics Techniques Tutorial: Water Rendering in 'Far Cry 5'
by Branislav Grujic
(Ubisoft Toronto)
Programming
GDC 2018
Advanced Reddit Tactics: Front-Paging and Winning Big When It Happens
by Elyot Grant
(Lunarch Studios, Inc.)
Business & Marketing
GDC 2018
Advances in the HDR Ecosystem (Presented by NVIDIA)
by Evan Hart
(NVIDIA)
Programming
GDC 2018
Advocacy Microtalks: 20 Slides for Taking Action
by Mitu Khandaker
(Spirit AI)
Advocacy
GDC 2018
Aftermath: Advances in GPU Crash Debugging (Presented by NVIDIA)
by Alex Dunn
(NVIDIA)
Programming
GDC 2018
AI Wish List: What Do Designers Want out of AI?
by Raph Koster
(Independent)
AI Summit
GDC 2018
AI-Driven QA: Simulating Massively Multiplayer Behavior for Debugging Games
by Shuichi Kurabayashi
(Cygames, Inc.)
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
All the Families: The Making of 'Animation Throwdown'
by Peter Eykemans
(Kongregate)
GDC Mobile Summit
GDC 2018
Allegorithmic's Keynote: What's New with Substance (Presented by Allegor...
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2018
Allegorithmic's Keynote: What's New with Substance (Presented by Allegor...
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2018
Alternative Paths in Indie Dev
by Kaho Abe
(Independent)
Independent Games Summit
GDC 2018
Alternative Paths in Indie Dev
by Kaho Abe
(Independent)
Independent Games Summit
GDC 2018
Amazon Keynote: Game On! Beyond Traditional Esports (Presented by Amazon)
by Marja Koopmans
(Amazon)
Monetization
GDC 2018
American Expats Share Their Stories
by Elizabeth Sampat
(SYBO Games)
Advocacy
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 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
An Interactive Sound Dystopia: Real-Time Audio Processing in 'NieR:Autom...
by Shuji Kohata
(PlatinumGames, Inc.)
Audio
GDC 2018
An Introduction to Building Voice-First Games on Alexa (Presented by Ama...
by Chris Subagio
(Amazon)
Programming
GDC 2018
Animating Quill: Creating an Emotional Experience
by Richard Lico
(Polyarc)
Visual Arts
GDC 2018
Animating Quill: Creating an Emotional Experience
by Richard Lico
(Polyarc)
Visual Arts
GDC 2018
Animation Bootcamp: 'Middle-earth: Shadow of War': Creating Multi-Charac...
by John Piel
(Monolith Productions)
Visual Arts
GDC 2018
Animation Bootcamp: Animation Isn't the Answer
by Paul McComas
(Electronic Arts)
Visual Arts
GDC 2018
Animation Bootcamp: Animation Leadership: Teaching Your Team to Fish
by Nick Chilano
(Blizzard Entertainment)
Visual Arts
GDC 2018
Animation Bootcamp: Animation Leadership: Teaching Your Team to Fish
by Nick Chilano
(Blizzard Entertainment)
Visual Arts
GDC 2018
Animation Bootcamp: Animation Microtalks
by Lana Bachynski
(Blizzard Entertainment)
Visual Arts
GDC 2018
Animation Bootcamp: Bringing Life to the Machines of 'Horizon Zero Dawn'
by Richard Oud
(Guerrilla Games)
Visual Arts
GDC 2018
Animation Bootcamp: From Red to Rukey: Building and Animating Characters...
by Camilo Vanegas
(Supergiant Games)
Visual Arts
GDC 2018
Animation Bootcamp: High Resolution Pixel Art and Animation
by Kyle Bunk
(Firaxis Games)
Visual Arts
GDC 2018
Animation Bootcamp: Tricks of the Trade
by Gwen Frey
(The Molasses Flood)
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
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: " 'Windup': An Animation Feature Quality Renderi...
by Yibing Jiang
(Unity Technologies)
Visual Arts
GDC 2018
Art Direction Bootcamp: "The Distributed Art Direction of 'Edith Finch' ...
by Chelsea Hash
(Giant Sparrow)
Visual Arts
GDC 2018
Art Direction Bootcamp: "Three Steps to Becoming a Better Artist Immedia...
by Horia Dociu
(ArenaNet)
Visual Arts
GDC 2018
Art Direction Bootcamp: A No Nonsense Approach to Designing Robot Dinosaurs
by Jan-Bart Van Beek
(Guerrilla Games)
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 Bootcamp: Artistry in a New Medium: 'Lone Echo' and the Ma...
by Nathan Phail-Liff
(Ready at Dawn)
Visual Arts
GDC 2018
Art Direction Bootcamp: Inspiring Creativity through Internal Game Jams
by Peet Cooper
(Riot Games)
Visual Arts
GDC 2018
Art Direction for AAA UI
by Omer Younas
(DICE LA)
Visual Arts
GDC 2018
Art Direction for AAA UI
by Omer Younas
(DICE LA)
Visual Arts
GDC 2018
Art Direction: Escaping Your Comfort Zone
by Liam Wong
(Ubisoft)
Visual Arts
GDC 2018
Artist Workflow Improved: Digital Content Creation Tools Roundtripping &...
by Mike Wuetherick
(Unity Technologies)
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 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: "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: 5D Audio
by Aaron Brown
(Aaron Brown Sound)
Audio
GDC 2018
Audio Bootcamp XVII: A Composer's Guide to the Galaxy
by Elvira Bjorkman
(Two Feathers Studios)
Audio
GDC 2018
Audio Bootcamp XVII: Design to Shine: Crafting a Unique Sonic Palette to...
by Brian Trifon
(Finishing Move, Inc.)
Audio
GDC 2018
Audio Bootcamp XVII: Reel Talk
by Kevin Regamey
(Power Up Audio)
Audio
GDC 2018
Audio Bootcamp XVII: Talking about Talking: Recording and Producing Well...
by Amanda Rose Smith
(Independent)
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 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
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
Automated Testing and Profiling for 'Call of Duty'
by Jan van Valburg
(Activision)
Production & Team Management
GDC 2018
Been There Done That: Industry Veterans Share Experience and Advice
by Kim McAuliffe
(gamesto.love)
Game Career Seminar
GDC 2018
Behind the Scenes at the 'Million Onion Hotel'
by Yoshiro Kimura
(Onion Games)
Design
GDC 2018
Behind the Scenes at the 'Million Onion Hotel'
by Yoshiro Kimura
(Onion Games)
Design
GDC 2018
Beneath the Flesh of Walls: The Making of Sierra's 'Mystery House'
by Laine Nooney
(New York University)
Advocacy
GDC 2018
Beta vs Soft Launch in Mobile Games
by Mladen Dulanovic
(Nordeus)
Production & Team Management
GDC 2018
Beta vs Soft Launch in Mobile Games
by Mladen Dulanovic
(Nordeus)
Production & Team Management
GDC 2018
Better than the Original: Making a Sequel to 'SteamWorld Dig'
by Brjann Sigurgeirsson
(Image & Form International AB)
Independent Games Summit
GDC 2018
Between Tech and Art: The Vegetation of 'Horizon Zero Dawn'
by Gilbert Sanders
(Guerrilla Games)
Visual Arts
GDC 2018
Between Tech and Art: The Vegetation of 'Horizon Zero Dawn'
by Gilbert Sanders
(Guerrilla Games)
Visual Arts
GDC 2018
Beyond 'Killzone': Creating New AI Systems for 'Horizon Zero Dawn'
by Julian Berteling
(Guerrilla Games)
AI Summit
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 Bots: Making Machine Learning Accessible and Useful
by Wolff Dobson
(Google)
AI Summit
GDC 2018
Beyond Emitters: Shader and Surface Driven GPU Particle FX Techniques
by Christina Coffin
(Independent)
Visual Arts
GDC 2018
Beyond Performance: Introducing NVIDIA's New Graphics Debugger (Presente...
by Aurelio Reis
(NVIDIA)
Programming
GDC 2018
Beyond Procedural Horizons: Exploring Different Uses of Procedural Conte...
by Emily Short
(Spirit AI)
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
Beyond the Blue-Skinned Space Babe: Deconstructing the Empowered Asari i...
by Alexandra M. Lucas
(Microsoft Cortana)
Game Narrative Summit
GDC 2018
Bidirectional Search: Is It for Me?
by Nathan Sturtevant
(University of Denver)
AI 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: '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: '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: Balancing Mechanics for Your Card Game's Unique "...
by Dylan Mayo
(The Pokemon Company International)
Design
GDC 2018
Board Game Design Day: Cardboard Interfaces: UX for Board Games
by Randy Hoyt
(Foxtrot Games)
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: 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: The Design Challenges of 'Legacy' Games
by JR Honeycutt
(Waitress Games)
Design
GDC 2018
Board Game Design Day: The State and Future of Board Games: From Apps to...
by Paul Dean
(Shut Up & Sit Down)
Design
GDC 2018
Board Game Design Day: White, Brown, and Pink: The Flavors of Tabletop G...
by Geoff Engelstein
(Mars International)
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
Boss Up: Boss Battle Design Fundamentals and Retrospective
by Itay Keren
(Untame)
Design
GDC 2018
Breaking Through: Psychosis and the Making of 'Hellblade'
by Dominic Matthews
(Ninja Theory, Ltd.)
Advocacy
GDC 2018
Bridging Community Divides in Cross-Platform MMOs
by Eric Cleaver
(NetEase Games)
Community Management Summit
GDC 2018
Bridging the Gap Between UX Principles and Game Design
by Jim Brown
(Epic Games)
UX Summit
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
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
Build Great Tools: Workflow Guidelines from Vicarious Visions
by Jeff Stewart
(Vicarious Visions)
Design
GDC 2018
Building an Inclusive Tech Lab: How and Why You Should Too
by Tara Voelker
(Mixer)
Advocacy
GDC 2018
Building an Open-Ended Conversation System for Expressive Game Characters
by Aaron Reed
(Spirit AI)
AI Summit
GDC 2018
Building for the Next Billion: The India Opportunity
by Arpita Kapoor
(Mech Mocha)
Business & Marketing
GDC 2018
Building Games That Can Be Understood at a Glance
by Zach Gage
(Independent)
Independent Games Summit
GDC 2018
Building Scalable and Flexible Analytics Architectures for Games on AWS ...
by Brent Nash
(Amazon Game Studios)
Programming
GDC 2018
Built for Twitch: Increase Your Game's Reach and Retention with Twitch I...
by Daniel Hebb
(Twitch)
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
By Grabthar's Hammer, What a Savings: Making the Most of Texture Memory ...
by Jon Manning
(Secret Lab)
Visual Arts
GDC 2018
Capture Amazing Content with NVIDIA Ansel Photo Mode and Highlights Vide...
by Bryan Dudash
(NVIDIA)
Programming
GDC 2018
Capturing Great Footage for Game Trailers
by Derek Lieu
(Independent)
Visual Arts
GDC 2018
Character Control with Neural Networks and Machine Learning
by Daniel Holden
(Ubisoft Montreal)
Programming
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
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
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
Circular Separable Convolution Depth of Field
by Kleber Garcia
(Electronic Arts)
Programming
GDC 2018
Classic Game Postmortem: 'NBA Jam'
by Mark Turmell
(Zynga)
Design
GDC 2018
Classic Game Postmortem: 'Sonic the Hedgehog'
by Hirokazu Yasuhara
(Unity Technology Japan)
Design
GDC 2018
Classic Game Postmortem: 'Sonic the Hedgehog'
by Hirokazu Yasuhara
(Unity Technology Japan)
Design
GDC 2018
Classic Game Postmortem: 'The Bard's Tale I and II'
by Michael Cranford
(Days Fly)
Design
GDC 2018
Classic Game Postmortem: 'Ultima Online'
by Raph Koster
(Independent)
Production & Team Management
GDC 2018
Classic Game Postmortem: 'Ultima Online'
by Raph Koster
(Independent)
Production & Team Management
GDC 2018
Cloth Self Collision with Predictive Contacts
by Chris Lewin
(Electronic Arts)
Programming
GDC 2018
Cluster Forward Rendering and Anti-Aliasing in 'Detroit: Become Human'
by Ronan Marchalot
(Quantic Dream)
Programming
GDC 2018
Cluster Forward Rendering and Anti-Aliasing in 'Detroit: Become Human'
by Ronan Marchalot
(Quantic Dream)
Programming
GDC 2018
Community Marketing and Management at Your Best and Worst Times
by Malin Castegren
(Paradox Interactive)
Business & Marketing
GDC 2018
Community Snowballing in 'PlayerUnknown's Battlegrounds': From Pre-Alpha...
by Sammie Kang
(PUBG Corp.)
Business & Marketing
GDC 2018
Community Snowballing in 'PlayerUnknown's Battlegrounds': From Pre-Alpha...
by Sammie Kang
(PUBG Corp.)
Business & Marketing
GDC 2018
Composer Confessions Microtalks 2: More Massive, Often Painful Lessons L...
by Gareth Coker
(Independent)
Audio
GDC 2018
Composing an Interactive Musical: Lessons Learned from Creating 'Figment'
by Niels Sorensen
(Bedtime Digital Games)
Audio
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
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 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
Creating Console Quality Audio on Mobile: 'Club Penguin Island'
by Toby Hulse
(The Walt Disney Company)
Audio
GDC 2018
Creating Living, Breathing Key Art for Your Front-End
by David Monroe
(Ubisoft)
Visual Arts
GDC 2018
Creating Photorealistic Procedural Materials with Substance Designer (Pr...
by Daniel Thiger
(Bungie)
Visual Arts
GDC 2018
Crossing Oceans with Game Making Workshops
by Rilla Khaled
(Concordia University)
Educators Summit
GDC 2018
Cuba, Nairobi, Borneo, Oh My! Creating Games Education (Very) Abroad
by Lindsay Grace
(American University Game Lab)
Educators Summit
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
Data-Driven or Data-Blinded? Uses and Abuses of Analytics in Games
by Emily Greer
(Kongregate)
Design
GDC 2018
Dealing with Scope Change in 'Heat Signature' and 'Gunpoint'
by Tom Francis
(Suspicious Developments)
Independent Games Summit
GDC 2018
Deconstructor of Fun: Breaking Down Top Mobile F2P Games
by Adam Telfer
(MobileFreeToPlay.com)
Design
GDC 2018
Deep Learning for Animation and Content Creation (Presented by NVIDIA)
by Gavriel State
(NVIDIA)
Programming
GDC 2018
Deep Learning for Game Developers (Presented by NVIDIA)
by Bryan Catanzaro
(NVIDIA)
Programming
GDC 2018
Deep Learning: Beyond the Hype
by Magnus Nordin
(Electronic Arts)
Programming
GDC 2018
Defining the Laws for a Parallel Reality
by Keiichi Matsuda
(Leap Motion)
UX Summit
GDC 2018
Demo Derby: Music
by Wilbert Roget
(Independent)
Audio
GDC 2018
Demo Derby: Sound Design
by Jaclyn Shumate
(Microsoft)
Audio
GDC 2018
Denial-of-Service Mitigation
by Fletcher Dunn
(Valve)
Programming
GDC 2018
Depiction of War in Games: Can You Do Better?
by Andrew Barron
(Bohemia Interactive Simulations)
Game Narrative Summit
GDC 2018
Design in Depth at Supercell: Why Great Ideas Aren't Enough
by Touko Tahkokallio
(Supercell)
Design
GDC 2018
Design In-App Purchases for Success (Presented by Unity Technologies)
by Stephen Sullivan
(Unity Technologies)
Programming
GDC 2018
Design Tests and What to Expect from Them
by Peter Buchardt
(Studio Gobo, Playdead)
Game Career Seminar
GDC 2018
Designing Great Interactive Narratives on Mobile
by Jon Ingold
(inkle)
Game Narrative Summit
GDC 2018
Designing Text UX for Effortless Reading
by Joseph Humfrey
(inkle)
Visual Arts
GDC 2018
Designing Unforgettable 'Titanfall' Single Player Levels with Action Blocks
by Christopher Dionne
(Respawn Entertainment)
Design
GDC 2018
Developing the Art of 'Fortnite'
by Peter Ellis
(Epic Games)
Visual Arts
GDC 2018
DevOps for Game Developers with Microsoft Azure (Presented by Microsoft ...
by Jessica Deen
(Microsoft)
Programming
GDC 2018
Disabilities: Helping Students Survive and Thrive
by Henry Bawden
(Columbus State Community College)
Educators Summit
GDC 2018
Disabilities: Helping Students Survive and Thrive
by Henry Bawden
(Columbus State Community College)
Educators Summit
GDC 2018
Don't Break the Chain: Maintaining Productivity on Your 19th Game
by Jason Rohrer
(Independent)
Independent Games Summit
GDC 2018
Don'ts: How NOT to Work in Game Audio
by Ryan Ike
(Independent)
Audio
GDC 2018
Don'ts: How NOT to Work in Game Audio
by Ryan Ike
(Independent)
Audio
GDC 2018
Drives: Helping More Players Get from First-Taste to Satisfaction
by Jason VandenBerghe
(ArenaNet)
Design
GDC 2018
Dynamic Dialogue: The Game Designer's Guide to Voice Recording
by Andrea Toyias
(Blizzard Entertainment)
Audio
GDC 2018
Education and Esports: Getting Competitive with New Classes
by Roger Altizer
(Utah University)
Educators Summit
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
Educators Soapbox
by Seth Hudson
(George Mason University)
Educators Summit
GDC 2018
Embracing Push Forward Combat in 'DOOM'
by Kurt Loudy
(id Software)
Design
GDC 2018
Emergent Storytelling Techniques in 'The Sims'
by Matt Brown
(Maxis EA)
Design
GDC 2018
Emerging Composers Guide to Productivity and Work/Life Balance
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2018
Empires to Ages: Storytelling Lessons Learned in 14 Years at BioWare
by Mike Laidlaw
(Croslea Insights, Inc.)
Game Narrative Summit
GDC 2018
Empowering Gaming Communities: Unlocking the Virtuous Cycle (Presented b...
by Mike Johnston
(Facebook)
Production & Team Management
GDC 2018
Enjin Coin: Blockchain Will Change Virtual Game Items Forever (Presented...
by Witek Radomski
(Enjin)
Monetization
GDC 2018
Eos is Alive: The AI Systems of 'Final Fantasy XV'
by Youichiro Miyake
(Square Enix)
AI Summit
GDC 2018
Epic Sync: Wrangling the Work of Highly Interdependent Dev Teams at Bungie
by Linda Fane
(Bungie)
Production & Team Management
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
Eros in Play: Writing and Designing Sex Scenes (Part 2)
by Michelle Clough
(Independent)
Game Narrative Summit
GDC 2018
Esports Day: Building Collegiate Esports from Student Clubs to Varsity T...
by Phill Alexander
(Miami University)
Design
GDC 2018
Esports Day: Confronting the PC/Console Divide
by Latoya Peterson
(The Undefeated)
Design
GDC 2018
Esports Day: Crossing Over: Traditional Sports Come to Esports
by Ryan Garfat
(ESPN Esports)
Business & Marketing
GDC 2018
Esports Day: Esports Is How Old?? Stories and Lessons from Those Who Wer...
by T.L. Taylor
(MIT)
Business & Marketing
GDC 2018
Esports Day: Merging Sports and Esports: Traditional Sports Owners Inves...
by Marty Strenczewilk
(Splyce)
Business & Marketing
GDC 2018
Esports Day: Putting the Horse Before the Cart: Building Foundations for...
by James Murff
(Simplikation)
Design
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
Esports In-Depth: The Role of Game Developers in Building Sports of the ...
by Bryce Blum
(Catalyst Sports & Media)
Business & Marketing
GDC 2018
Expanding Animation and Design Capabilities in Post-Launch 'Battlefield 1'
by Ryan Duffin
(EA DICE)
Visual Arts
GDC 2018
Experimental Gameplay Workshop
by Nathalie Lawhead
(alienmelon)
Design
GDC 2018
Exploring Helplessness in Games with 'Bury Me, My Love'
by Florent Maurin
(The Pixel Hunt)
Advocacy
GDC 2018
Exploring Helplessness in Games with 'Bury Me, My Love'
by Florent Maurin
(The Pixel Hunt)
Advocacy
GDC 2018
Exploring Hidden Stories in the World of 'XCOM 2'
by Justin Rodriguez
(Firaxis Games)
Game Career Seminar
GDC 2018
Exploring Trends of Multiplayer Game Infrastructure with Amazon Gamelift...
by Chris Byskal
(Amazon Web Services)
Programming
GDC 2018
Extreme SIMD: Optimized Collision Detection in 'Titanfall'
by Earl Hammon
(Respawn Entertainment)
Programming
GDC 2018
Failing to Fail: The Spiderweb Software Way
by Jeff Vogel
(Spiderweb Software)
Independent Games Summit
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
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
Fair Play Alliance Keynote (Presented by Fair Play Alliance)
by Kimberly Voll
(Riot Games)
Design
GDC 2018
Find More of Your Best Players with Google's Machine Learning (Presented...
by David Mitby
(Google)
Business & Marketing
GDC 2018
Finding Inspiration: Tools for When You're Stuck
by Lauren Cason
(ustwo games)
Visual Arts
GDC 2018
Fixing the Hyperdrive: Maximizing Rendering Performance on NVIDIA GPUs (...
by Louis Bavoil
(NVIDIA)
Programming
GDC 2018
Fizzy Brushstrokes: The Art of 'Knights and Bikes'
by Rex Crowle
(Foam Sword)
Visual Arts
GDC 2018
Foolproofing the Controls for 'What Remains of Edith Finch'
by Evan Rogers
(Giant Sparrow)
Independent Games Summit
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
Fostering Diversity in Games
by JC Lau
(Bungie)
Advocacy
GDC 2018
Frictionless Fun: Building Connected Communities (Presented by Facebook)
by Alex Hopmann
(Facebook)
Production & Team Management
GDC 2018
Frictionless Media: Why Community Is the New Marketing
by Mike Sheetal
(PlayBrain, Inc.)
Community Management Summit
GDC 2018
From Corporate to Indie and Back Again
by Damian Kastbauer
(ArenaNet)
Audio
GDC 2018
From Game Jam to the Creation of 'Starlink: Battle for Atlas'
by Matthew Rose
(Ubisoft Toronto)
Production & Team Management
GDC 2018
From Vanity Metrics to Actionable Data: Setting Up an Effective Data Pip...
by James Gwertzman
(PlayFab, Inc.)
GDC Mobile Summit
GDC 2018
Frostbite GPU Emitter Graph System
by Sebastien Hillaire
(Electronic Arts)
Visual Arts
GDC 2018
Funding What When
by Jason Della Rocca
(Execution Labs)
Independent Games Summit
GDC 2018
Game a Week: Teaching Students to Prototype
by Douglas Wilson
(Die Gute Fabrik)
Educators Summit
GDC 2018
Game Art Remastered: From Crash, to Kerrigan, to Corley Motors
by Yujin Kiem
(Shiny Shoe)
Visual Arts
GDC 2018
Game Design Beyond Screens and Joysticks
by Tatiana Vilela dos Santos
(MechBird)
Design
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
Game Design Patterns for Building Friendships
by Daniel Cook
(Spry Fox)
Design
GDC 2018
Game Education is Global: Contexts and Collaborations
by William Huber
(Abertay University, School of Art, Media and Games)
Educators Summit
GDC 2018
Game Mechanics for Storytelling in 'Monument Valley 2'
by Lea Schonfelder
(ustwo games)
Design
GDC 2018
Games and Social Justice: Adopting Service Learning for Games Education
by Gillian Smith
(Worcester Polytechnic Institute)
Educators Summit
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 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
Games as Medicine: FDA Approval Methods
by Noah Falstein
(The Inspiracy)
Business & Marketing
GDC 2018
Games for Messaging Platforms
by Laurens Rutten
(CoolGames)
Business & Marketing
GDC 2018
Games from Theory: Teaching Game Studies as a Game Development Tool
by Jesper Juul
(Danish Design School)
Educators Summit
GDC 2018
Gaming Instantly: The Facebook Messenger Games Market
by Leo Olebe
(Facebook)
GDC Mobile Summit
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
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
Getting Explicit: How Hard is Vulkan Really? (Presented by Khronos Group)
by Dustin Land
(id Software)
Programming
GDC 2018
Girl Games of the 1990s: A Retrospective
by Laura Groppe
(Girls Intelligence Agency)
Advocacy
GDC 2018
Give Up Control: Zen and the Art of Leadership
by Steve Cuss
(Criterion Games EA)
Production & Team Management
GDC 2018
Giving a Voice to the Machines of 'Horizon Zero Dawn'
by Pinar Temiz
(Guerrilla Games)
Audio
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 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
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
Good Design Makes Happy Customers: A Microtransaction Design Primer
by Crystin Cox
(ArenaNet)
Design
GDC 2018
Good Game Design is like a Magic Trick
by Jennifer Scheurle
(Opaque Space)
UX Summit
GDC 2018
Google Developer Day: Innovation & New Platforms (Presented by Google)
by Google Speakers
(Google)
Business & Marketing
GDC 2018
Google Developer Day: Keynote (Presented by Google)
by Jonathan Karmel
(Google)
Business & Marketing
GDC 2018
Google Developer Day: Pre-Launch Best Practices (Presented by Google)
by Google Speakers
(Google)
Business & Marketing
GDC 2018
Google Developer Day: Strategies to Improve Performance Post-Launch (Pre...
by Google Speakers
(Google)
Business & Marketing
GDC 2018
Hands On! Integrate Competitive Play into Your Game with Amazon (Present...
by Peter Heinrich
(Amazon)
Programming
GDC 2018
HDR Image Based Lighting: From Acquisition to Render
by Artem Kryzhanovskyi
(Independent)
Visual Arts
GDC 2018
HDR Image Based Lighting: From Acquisition to Render
by Artem Kryzhanovskyi
(Independent)
Visual Arts
GDC 2018
Helping Players Hate (or Love) Their Nemesis
by Chris Hoge
(Monolith Productions)
Design
GDC 2018
Hierarchical Dynamic Pathfinding for Large Voxel Worlds
by Benoit Alain
(Sauropod Studio)
Programming
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
History Shaping Design: Inequality and Player Behavior
by Julia Keren Detar
(Untame)
Design
GDC 2018
HLSL in Vulkan: There and Back Again (Presented by Khronos Group)
by Greg Fisher
(LunarG)
Programming
GDC 2018
Honorable Intentions: Player Behavior Today at Riot Games
by Kimberly Voll
(Riot Games)
Design
GDC 2018
Honorable Intentions: Player Behavior Today at Riot Games
by Kimberly Voll
(Riot Games)
Design
GDC 2018
How Quill Defined Polyarc's VR Character Design Process
by Brendan Walker
(Polyarc)
Production & Team Management
GDC 2018
How Sound Tells the Story of 'Night in the Woods'
by Em Halberstadt
(A Shell in the Pit)
Audio
GDC 2018
How to Create Great Characters: Depth, Emotion and Player Agency
by Caroline Marchal
(Interior Night)
Game Narrative Summit
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 Find and Engage a Great Artist: A Non-Artist Primer
by Adam deGrandis
(Chickadee Games)
Independent Games Summit
GDC 2018
How to Prioritize Your Dev Efforts in an Era of Rising Costs
by Pany Haritatos
(Kongregate)
GDC Mobile Summit
GDC 2018
How to Rig a Human: Joint Health and Mobility for Developers
by Seth Gibson
(Facebook)
Advocacy
GDC 2018
How to Use Machine Learning, Live Telemetry Analysis, and Computer Visio...
by Alex Casassovici
(Showdown)
Community Management Summit
GDC 2018
How to Use Machine Learning, Live Telemetry Analysis, and Computer Visio...
by Alex Casassovici
(Showdown)
Community Management Summit
GDC 2018
How to Write Games for the Internet without Embarrassing Yourself
by Leighton Gray
(Game Grumps)
Design
GDC 2018
Hutch: Fantastic Mistakes and How to Avoid Them
by Andrew Watson
(Hutch)
Production & Team Management
GDC 2018
Hutch: Fantastic Mistakes and How to Avoid Them
by Andrew Watson
(Hutch)
Production & Team Management
GDC 2018
IGDA Annual General Meeting
by Andrew Watson
(Hutch)
Special Event
GDC 2018
IL Gigante: Michelangelo's David in VR
by Christopher Evans
(Epic Games)
Visual Arts
GDC 2018
ILMxLAB: Pioneering Immersive Entertainment
by Mohen Leo
(ILMxLAB)
Vision
GDC 2018
Immersing a Creative World into a Usable UI
by Steph Chow
(Steph Chow Design)
UX Summit
GDC 2018
Immersing a Creative World into a Usable UI
by Steph Chow
(Steph Chow Design)
UX Summit
GDC 2018
Implementing Pixar's Brain Trust Model at King and How It All Went Wrong
by Stephen Jarrett
(King)
GDC Mobile Summit
GDC 2018
Improving Critique of Game Projects with Expert and Peer Feedback
by Jessica Hammer
(Carnegie Mellon University)
Educators 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 After College: Surviving the Transition
by Ted DiNola
(Oculus)
Game Career Seminar
GDC 2018
Indie Panel: Building Communities Using Organized Mobile Competitions (P...
by T.L. Taylor
(MIT)
Design
GDC 2018
Indie Panel: Building Communities Using Organized Mobile Competitions (P...
by T.L. Taylor
(MIT)
Design
GDC 2018
Indie Soapbox
by Justin Ma
(Subset Games)
Independent Games Summit
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
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
Inertialization: High-Performance Animation Transitions in 'Gears of War'
by David Bollo
(Microsoft)
Programming
GDC 2018
Inside the Indie Mind: Zach Barth (Zachtronics)
by Zach Barth
(Zachtronics)
Independent Games Summit
GDC 2018
Instant Games Monetization: Integration + Optimization (Presented by Fac...
by Edgar Neto
(Facebook)
Business & Marketing
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
Intelligent Game Design on 'Rainbow Six Siege'
by Leroy Athanassof
(Ubisoft)
Design
GDC 2018
Intensely Practical Tips for Growing an Indie Studio
by Alexis Kennedy
(Weather Factory)
Independent Games Summit
GDC 2018
Interdisciplinary Game Projects: Tech Meets Art, Meets Humanities
by Dr. Johanna Pirker
(Graz University of Technology)
Educators Summit
GDC 2018
Intro to AWS for Game Development (Presented by Amazon)
by Rob Schoeppe
(Amazon Web Services)
Programming
GDC 2018
Introducing Multiplay: Scalable Server-Hosted Multiplayer Experiences (P...
by Will Lowther
(Unity Technologies)
Production & Team Management
GDC 2018
It Can Be Two Things: My Indie Career
by Elizabeth Sampat
(SYBO Games)
Independent Games Summit
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 IS Rocket Science! The Physics of 'Rocket League' Detailed
by Jared Cone
(Psyonix)
Design
GDC 2018
It's About Time: System Design for Mobile Free-to-Play
by Evan Losi
(Scopely)
GDC Mobile Summit
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
It's Not Fake, It's Pro Wrestling: Applying Wrestling Storytelling in Games
by Luis De Leon
(2401 Studios)
Game Narrative Summit
GDC 2018
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Alexandra M. Lucas
(Microsoft Cortana)
Game Narrative Summit
GDC 2018
Job System & Entity Component System (Presented by Unity Technologies)
by Tim Johansson
(Unity Technologies)
Programming
GDC 2018
Juggle ALL THE THINGS! Community Managing Tons of Games
by Linda Carlson
(Trion Worlds)
Community Management Summit
GDC 2018
Juggle ALL THE THINGS! Community Managing Tons of Games
by Linda Carlson
(Trion Worlds)
Community Management Summit
GDC 2018
Killer Portfolio or Portfolio Killer Part 1: Advice from Industry Artists
by Greg Foertsch
(Firaxis Games)
Game Career Seminar
GDC 2018
Know Your Market: Making Indie Games That Sell
by Erik Johnson
(Infinite Monkeys Entertainment, Ltd.)
Independent Games Summit
GDC 2018
Know Your Market: Making Indie Games That Sell
by Erik Johnson
(Infinite Monkeys Entertainment, Ltd.)
Independent Games Summit
GDC 2018
Knowledge is Power: An Overview of Knowledge Representation in Game AI
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2018
Leaders: Working at the Heart of the Team!
by Grant Shonkwiler
(Shonkventures)
Production & Team Management
GDC 2018
Leaders: Working at the Heart of the Team!
by Grant Shonkwiler
(Shonkventures)
Production & Team Management
GDC 2018
Lessons from KO_OP: Surviving on the Fringes
by Saleem Dabbous
(KO_OP)
Independent Games Summit
GDC 2018
Let's Be Realistic: A Deep Dive into How Games Are Selling on Steam
by Mike Rose
(No More Robots)
Independent Games Summit
GDC 2018
Let's Talk About Feedback
by Peet Cooper
(Riot Games)
Visual Arts
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: 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: Balancing Action and RPG in 'Horizon Zero Dawn' Q...
by Blake Rebouche
(Guerrilla Games)
Design
GDC 2018
Level Design Workshop: Designing for Non-Linear Story Discovery in 'Tacoma'
by Steve Gaynor
(Fullbright)
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: Invisible Intuition: Blockmesh and Lighting Tips ...
by David Shaver
(Naughty Dog, Inc.)
Design
GDC 2018
Level Design Workshop: Navigating Conversation: Applying Level Design to...
by Mike Bithell
(Bithell Games)
Design
GDC 2018
Level Design Workshop: Procedural Regeneration: Matching the World to th...
by Heather Robertson
(Heather Flowers)
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: 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
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
Loot for Learning: Virtual Currency in a Game Design Program
by Edward Castronova
(Indiana University)
Educators Summit
GDC 2018
Make It Shiny: Unity's Progressive Lightmapper and Shader Graph (Present...
by Jennifer Nordwall
(Unity Technologies)
Visual Arts
GDC 2018
Making Good Tools for Making Great Audio
by Guy Somberg
(Echtra Games, Inc.)
Audio
GDC 2018
Making the World Give a Damn About Your Game in 2018
by Mike Rose
(No More Robots)
Business & Marketing
GDC 2018
Making Them Care: The Narrative Burden for Creating Empathy
by Heidi McDonald
(iThrive Games)
Game Narrative Summit
GDC 2018
Making Them Care: The Narrative Burden for Creating Empathy
by Heidi McDonald
(iThrive Games)
Game Narrative Summit
GDC 2018
Making Twitch Interactive with Twitch Extensions (Presented by Amazon)
by J.T. Gleason
(Twitch)
Design
GDC 2018
Managing Your Community's Mental Health: Where's the Line?
by Jennifer Hazel
(CheckPoint Organisation)
Community Management Summit
GDC 2018
Managing Your Community's Mental Health: Where's the Line?
by Jennifer Hazel
(CheckPoint Organisation)
Community Management Summit
GDC 2018
Marketing Judo: How to Sell Your Indie Game
by Sam Coster
(Butterscotch Shenanigans)
Business & Marketing
GDC 2018
Marketing on Zero Budget
by Mike Rose
(No More Robots)
Game Career Seminar
GDC 2018
Math for Game Programmers: Digging with Perlin Worms
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2018
Math for Game Programmers: Discrete Constructs in Endless Worlds
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2018
Math for Game Programmers: Juicing World Generation with Metadata Feedback
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2018
Math for Game Programmers: Linear Algebra Upgraded
by Eric Lengyel
(Terathon Software)
Programming
GDC 2018
Math for Game Programmers: Managing Variance
by Dr. Cat
(Mobile Game Doctor)
Programming
GDC 2018
Math for Game Programmers: Semi-Procedural Content Pipelines
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2018
Math for Game Programmers: Staged Parametric Map Generation
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2018
Math for Game Programmers: The Power of Procedural Recipes
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2018
Meditation for Devs: Maintaining Your Sanity for Crunch and Beyond
by Amanda Gardner
(The Deep End Games)
Advocacy
GDC 2018
Meditation for Devs: Maintaining Your Sanity for Crunch and Beyond
by Amanda Gardner
(The Deep End Games)
Advocacy
GDC 2018
Mental Health and Making It: Succeeding Through the Struggles
by Jennifer Scheurle
(Opaque Space)
Advocacy
GDC 2018
Micro Postmortems
by Brandon Sheffield
(Necrosoft Games)
Game Career Seminar
GDC 2018
Mitigating Abuse Before It Happens
by Tara Brannigan
(flaregames)
Community Management Summit
GDC 2018
Mitigating Abuse Before It Happens
by Tara Brannigan
(flaregames)
Community Management Summit
GDC 2018
Mixed Reality: Bringing Games and AI to the Real World
by Aleissia Laidacker
(Magic Leap)
AI Summit
GDC 2018
Mobile Game Designers Notebook
by Kenny Shea Dinkin
(King)
GDC Mobile 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 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
Mobile Game Launch Best Practices: From Soft Launch to Working with the ...
by Kevin Flynn
(Mobile Game Partners)
GDC Mobile Summit
GDC 2018
More than a Bundle: 'Sportsfriends' and Compendium as a Business Strategy
by Douglas Wilson
(Die Gute Fabrik)
Production & Team Management
GDC 2018
Music in Virtual Reality
by Winifred Phillips
(Generations Productions, LLC)
Audio
GDC 2018
New Mobile Frontiers: HTML5 Development Best Practices (Presented by Fac...
by Chris Hawkins
(Facebook)
Business & Marketing
GDC 2018
Next Level Render in 'World of Tanks' PC 2018
by Branislau Svihla
(Wargaming.net)
Visual Arts
GDC 2018
No Booth, No Problem: Showcasing Your Game on the Go
by Martin Nerurkar
(Sharkbomb Studios)
Game Career Seminar
GDC 2018
No Booth, No Problem: Showcasing Your Game on the Go
by Martin Nerurkar
(Sharkbomb Studios)
Game Career Seminar
GDC 2018
Nuke Possum Springs: A 'Night in the Woods' Design Postmortem
by Scott Benson
(Independent)
Design
GDC 2018
NVIDIA GameWorks Technologies in 'FINAL FANTASY XV', Behind the Scenes (...
by Masaya Takeshige
(NVIDIA)
Programming
GDC 2018
NVIDIA GameWorks: New Features (Presented by NVIDIA)
by Michelle Lu
(NVIDIA)
Programming
GDC 2018
Our Story Behind Getting 3d Replay into PUBG (Presented by Minkonet)
by Andrew Ryu
(Minkonet)
Programming
GDC 2018
Panel: Be the First to Reap the Benefits from the Universe of Blockchain...
by Vlad Panchenko
(DMarket)
Monetization
GDC 2018
Panel: The Future of Mobile eSports (Presented by Amazon)
by Peter Heinrich
(Amazon)
Monetization
GDC 2018
Parkour: How to Improve Freedom of Movement in First-Person Games in 20 ...
by Bartosz Kulon
(Techland)
Design
GDC 2018
Partnership on 'Darkest Dungeon': The Double-Edged Sword
by Tyler Sigman
(Red Hook Studios)
Independent Games Summit
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
Performance and Memory Postmortem for 'Middle-earth: Shadow of War'
by Piotr Mintus
(Monolith Productions)
Programming
GDC 2018
Physics Driven Ragdolls and Animation at EA: From Sports to Star Wars
by Jalpesh Sachania
(Frostbite EA)
Visual Arts
GDC 2018
Player Engagement in VR Cinematics
by Gabor Soos
(Sony London Studio)
Visual Arts
GDC 2018
Player Engagement in VR Cinematics
by Gabor Soos
(Sony London Studio)
Visual Arts
GDC 2018
PLAYERUNKNOWN: From Mod Creator to Creative Director of PUBG
by Brendan "PLAYERUNKNOWN" Greene
(PUBG Corp.)
Production & Team Management
GDC 2018
Playing with Pride: When Game Culture and LGBTQ Culture Collide
by Matt Baume
(Independent)
Advocacy
GDC 2018
Playtesting VR: Brownboxing, Spycams, and Fuzzy Rugs
by Shawn Patton
(Schell Games)
Design
GDC 2018
Plot and Parcel: Procedural Level Design in 'XCom 2'
by Brian Hess
(Firaxis Games)
Design
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
Power of the Pack: Success via Community-Based Development
by Philomena Schwab
(Stray Fawn Studio)
Independent Games Summit
GDC 2018
Powering Up ILMxLAB's Location-Based VR Experiences
by Lutz Latta
(ILMxLAB)
Visual Arts
GDC 2018
Practical IP Law for Indie Developers 301: Plain Scary Edition
by Christopher Reid
(Chris Reid Law)
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
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
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
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: 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: 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: Hello, I'm Your Producer! Strategies for Introducing ...
by Veronica Peshterianu
(System Era Softworks)
Production & Team Management
GDC 2018
Producer Bootcamp: Lessons from Driving Change
by Andie Nordgren
(CCP Games)
Production & Team Management
GDC 2018
Producer Bootcamp: Production Tales: Managing Up, Managing Down
by Brynley Gibson
(Curve Digital)
Production & Team Management
GDC 2018
Producer Bootcamp: Production Tales: Managing Up, Managing Down
by Brynley Gibson
(Curve Digital)
Production & Team Management
GDC 2018
Producer Bootcamp: Trust and Tribulations: A Crash Course in Team Leader...
by Al Yang
(NEOBards)
Production & Team Management
GDC 2018
Producing Audio for 'Destiny': When Worlds and Timelines Collide
by Jay Weinland
(Bungie)
Audio
GDC 2018
Production-Level Facial Performance Capture Using Deep Convolutional Neu...
by Antti Herva
(Remedy Entertainment)
Programming
GDC 2018
Productive Dissension: How a Diverse Writers' Room Created 'Life is Stra...
by Zak Garriss
(Deck Nine Games)
Game Narrative Summit
GDC 2018
Productive Dissension: How a Diverse Writers' Room Created 'Life is Stra...
by Zak Garriss
(Deck Nine Games)
Game Narrative Summit
GDC 2018
Profiling Casual/Core/Hardcore: Lessons Learned from 350,000 Gamers
by Nick Yee
(Quantic Foundry)
Design
GDC 2018
Queens of the Phone Age: The Narrative Design of 'Reigns: Her Majesty'
by Leigh Alexander
(Independent)
Advocacy
GDC 2018
Rallying the Resistance: 'Frog Fractions 2' Alternate Reality Game
by Justin Bortnick
(Twinbeard)
Design
GDC 2018
Rallying the Resistance: 'Frog Fractions 2' Alternate Reality Game
by Justin Bortnick
(Twinbeard)
Design
GDC 2018
Ray Tracing in Games with NVIDIA RTX (Presented by NVIDIA)
by Ignacio Llamas
(NVIDIA)
Programming
GDC 2018
Reach for the Cloud: From Game Services to Production Pipeline (Presente...
by Felix Duchesneau
(Amazon Lumberyard)
Programming
GDC 2018
Real Player Motion Tech in 'EA Sports UFC 3'
by Geoff Harrower
(Electronic Arts)
Visual Arts
GDC 2018
Real-Time Reflections in 'Mafia III' and Beyond
by Martin Sobek
(2K Games)
Visual Arts
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
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
Rebuilding Your Engine During Development: Lessons from 'Mafia III'
by Jan Kratochvil
(Hangar 13 Games)
Production & Team Management
GDC 2018
Reinforced Machine Learning: Leveraging the Power of Intelligence for Ga...
by Darin Briskman
(Amazon Web Services)
Design
GDC 2018
Reinventing the Sound for 'Call of Duty: WWII'
by David Swenson
(Sledgehammer Games)
Audio
GDC 2018
Rendering in 2018: How to Get the Most out of Unity's New Rendering Feat...
by Tim Cooper
(Unity Technologies)
Design
GDC 2018
Rendering Technology in 'Agents of Mayhem'
by Scott Kircher
(Volition)
Programming
GDC 2018
Rendering Technology in 'Agents of Mayhem'
by Scott Kircher
(Volition)
Programming
GDC 2018
Repopulating the Earth: Character Production on 'Horizon Zero Dawn'
by Daniel Calvert
(Guerrilla Games)
Visual Arts
GDC 2018
Robocalypse Now: Using Deep Learning to Combat Cheating in 'Counter-Stri...
by John McDonald
(Valve)
Programming
GDC 2018
Rovio: A Two Year Journey into Modernizing the Production Process
by Cyril Barrow
(Rovio Entertainment)
Production & Team Management
GDC 2018
Rovio: A Two Year Journey into Modernizing the Production Process
by Cyril Barrow
(Rovio Entertainment)
Production & Team Management
GDC 2018
Ruins of the Reich: Debris and Rubbles Pipeline in 'Wolfenstein 2' with ...
by Ben Wilson
(MachineGames)
Visual Arts
GDC 2018
Rules of the Game: Five Further Techniques from Rather Clever Designers
by Raph Koster
(Independent)
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
Running a Mobile Games Studio for Six Years: A Tale of Four Challenges
by Sebastian Nussbaum
(Wooga GmbH)
GDC Mobile Summit
GDC 2018
Running Your First Writer's Room for Interactive Narrative
by Laralyn McWilliams
(Skydance Interactive)
Game Narrative Summit
GDC 2018
Same Game, Different Sound
by Inon Zur
(Independent)
Audio
GDC 2018
Scoring 'Middle-earth: Shadow of War': A Postmortem
by Garry Schyman
(Garry Schyman Productions)
Audio
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
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
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
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
Social Media Influencers and Non-Traditional Marketing: Legal Pitfalls a...
by Will Bucher
(Debevoise & Plimpton)
Business & Marketing
GDC 2018
Spatial Knowledge Representation through Modular Scalable Influence Maps
by Dave Mark
(Intrinsic Algorithm, LLC)
AI Summit
GDC 2018
Spline-Based Procedural Modeling in 'Agents of Mayhem'
by Chris Helvig
(Deep Silver Volition)
Visual Arts
GDC 2018
Standardizing All the Realities: A Look at OpenXR (Presented by Khronos ...
by Nick Whiting
(Epic Games)
Programming
GDC 2018
Start Scaling Your Servers!
by Sela Davis
(VREAL)
Programming
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
Steam in 2017: State of the Marketplace
by Sergey Galyonkin
(Epic Games)
Business & Marketing
GDC 2018
Strategies for Preventing (or Rescuing) a Lousy Orchestral Recording Ses...
by Sandy Schnieders
(Independent)
Audio
GDC 2018
Studio Organization from 2 to 250: Lessons Learned Scaling Pocket Gems
by Ben Liu
(Pocket Gems)
Production & Team Management
GDC 2018
Substance Automation Toolkit: Building a Future-Proof Material Pipeline ...
by David Larsson
(Allegorithmic)
Visual Arts
GDC 2018
Succeeding with Licensed IP for Mobile F2P Games
by Eric Seufert
(N3TWORK)
Design
GDC 2018
Successful Freelancing in Game Audio
by Akash Thakkar
(Independent)
Game Career Seminar
GDC 2018
Successful Freelancing in Game Audio
by Akash Thakkar
(Independent)
Game Career Seminar
GDC 2018
Symphony of Disciplines: Conducting a Diverse Team through Development
by Janos Gaspar
(Creative Assembly)
Visual Arts
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 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
Teaching Procedural Storytelling
by Michael Mateas
(UC Santa Cruz)
Educators Summit
GDC 2018
Teams Are Stronger Than Heroes: Bungie Development Evolved
by Patrick O'Kelley
(Bungie)
Production & Team Management
GDC 2018
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games 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: 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: 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: 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: 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: 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: 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: 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
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
Terrain Rendering in 'Far Cry 5'
by Jeremy Moore
(Ubisoft)
Programming
GDC 2018
Texturing a Hyper-Reality Experience: Star Wars: Secrets of the Empire (...
by Tommy Alvarez Rodriguez
(ILMxLAB)
Visual Arts
GDC 2018
The Animation Pipeline of 'Mario + Rabbids Kingdom Battle'
by Marco Renso
(Ubisoft Milan)
Visual Arts
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 Art of 'Monument Valley 2'
by David Fernandez Huerta
(ustwo games)
Visual Arts
GDC 2018
The Art of 'Wonder Boy: The Dragon's Trap'
by Ben Fiquet
(Lizardcube)
Visual Arts
GDC 2018
The Asset Build System of 'Far Cry 5'
by Remi Quenin
(Ubisoft Montreal)
Programming
GDC 2018
The Asset Build System of 'Far Cry 5'
by Remi Quenin
(Ubisoft Montreal)
Programming
GDC 2018
The Audio Journey of 'Rocket League': From Side Project to Blockbuster
by Michael Ault
(Psyonix)
Audio
GDC 2018
The Business of Being Indie: A Production Survival Guide
by Amy Dallas
(ClutchPlay Games, LLC)
Production & Team Management
GDC 2018
The Business of Being Indie: A Production Survival Guide
by Amy Dallas
(ClutchPlay Games, LLC)
Production & Team Management
GDC 2018
The Cell Structure: How Supercell Turned the Traditional Org-Chart Upsid...
by Ilkka Paananen
(Supercell)
Vision
GDC 2018
The Chemistry of an Online Game Jam: Help Your Community Deliver
by Oleg Pridiuk
(King)
Community Management Summit
GDC 2018
The Chemistry of an Online Game Jam: Help Your Community Deliver
by Oleg Pridiuk
(King)
Community Management Summit
GDC 2018
The CVAA and Gaming: Your Legal Responsibilities
by Mark Barlet
(The AbleGamers Charity)
Advocacy
GDC 2018
The Demonic Sound of 'Paranormal Activity: The Lost Soul'
by Robert Rice
(VRWERX)
Audio
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 Diary of a Modern PR Campaign: How to Plan Your Game's Promotion
by Thomas Reisenegger
(Future Friends Games)
Business & Marketing
GDC 2018
The Engineering Journey of Riot Esports
by Steve Martin
(Riot Games)
Production & Team Management
GDC 2018
The Future of Instant Games: Roadmap to Success (Presented by Facebook)
by Olivier Bouan
(Facebook)
Monetization
GDC 2018
The Heroes of 'Star Wars Battlefront'
by Philip Eriksson
(EA DICE)
Audio
GDC 2018
The Importance of VIP in Free-to-Play
by Nick van Vugt
(Uken 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 Lighting Technology of 'Detroit: Become Human'
by Guillaume Caurant
(Quantic Dream)
Programming
GDC 2018
The Mechanics of Explosive Growth
by Adam Miller
(Roblox)
Design
GDC 2018
The Narrative Innovation Showcase 2018
by Leighton Gray
(Game Grumps)
Game Narrative Summit
GDC 2018
The Narrative Innovation Showcase 2018
by Leighton Gray
(Game Grumps)
Game Narrative Summit
GDC 2018
The Nature of Order in Game Narrative
by Jesse Schell
(Schell Games)
Game Narrative Summit
GDC 2018
The Paradox DLC Model: Planning for the Long Term
by Henrik Fahraeus
(Paradox Interactive)
Design
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 Power of an Embedded Community Platform to Inform, Engage, Educate a...
by Nicolas Nottin
(flaregames GmbH)
Community Management Summit
GDC 2018
The Ray + Raster Era Begins - an R&D Roadmap for the Game Industry (Pres...
by Morgan McGuire
(NVIDIA)
Programming
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 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 Secrets to Creating an Indie Game Franchise
by Christy Dena
(Universe Creation 101)
Game Narrative Summit
GDC 2018
The Simplest AI Trick in the Book
by Dave Mark
(Intrinsic Algorithm, LLC)
AI Summit
GDC 2018
The Sound of 'GoNNER': Exploring the Intertwined Relationship Between So...
by Martin Kvale
(Krillbite Studio)
Independent Games Summit
GDC 2018
The Sound of 'GoNNER': Exploring the Intertwined Relationship Between So...
by Martin Kvale
(Krillbite Studio)
Independent Games Summit
GDC 2018
The Substance of 'Shadow of War' (Presented by Allegorithmic)
by Josh Lynch
(Red Storm Entertainment)
Visual Arts
GDC 2018
The Visual Effects Technology of 'Destiny'
by Ali Mayyasi
(Bungie)
Visual Arts
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
The Year in Mobile Games
by Steve Meretzky
(King)
GDC Mobile Summit
GDC 2018
There's Goofs in Them Thar Hills: The 'West of Loathing' Approach to Com...
by Zack Johnson
(Asymmetric)
Independent Games Summit
GDC 2018
This is Your Brain on Games
by Frank Lantz
(NYU Game Center)
Vision
GDC 2018
To Err is to Play: Human Error and Game Design
by Ben Lewis-Evans
(Epic Games)
Design
GDC 2018
To Err is to Play: Human Error and Game Design
by Ben Lewis-Evans
(Epic Games)
Design
GDC 2018
Tools Tutorial Day: A Tale of Three Data Schemas
by Ludovic Chabant
(Electronic Arts)
Programming
GDC 2018
Tools Tutorial Day: Bungie's Asset Pipeline: 'Destiny 2' and Beyond
by Brandon Moro
(Bungie)
Programming
GDC 2018
Tools Tutorial Day: Bungie's Asset Pipeline: 'Destiny 2' and Beyond
by Brandon Moro
(Bungie)
Programming
GDC 2018
Tools Tutorial Day: Playtesting 'Overwatch'
by Rowan Hamilton
(Blizzard Entertainment)
Programming
GDC 2018
Tools Tutorial Day: Shipping 'Call of Duty'
by Paul Haile
(Infinity Ward)
Production & Team Management
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
Tools Tutorial Day: Tools to Reduce Open Bug Count at Media Molecule
by Amy Phillips
(Media Molecule)
Programming
GDC 2018
Tools Tutorial Day: Workflow Driven Tools Design
by Vesa Paakkanen
(Remedy Entertainment)
Programming
GDC 2018
Translating Art into Technology: Physically Inspired Shading in 'Destiny 2'
by Alexis Haraux
(Bungie)
Visual Arts
GDC 2018
Translating Art into Technology: Physically Inspired Shading in 'Destiny 2'
by Alexis Haraux
(Bungie)
Visual Arts
GDC 2018
Triage on the Front Line: Improving 'Mafia III' AI in a Live Product
by Sergio Ocio Barriales
(Hangar 13 Games)
AI Summit
GDC 2018
Turing Tantrums: AI Devs Rant!!
by Dave Mark
(Intrinsic Algorithm, LLC)
AI Summit
GDC 2018
UI/UX for Creating Your Mobile Game in VR
by Miranda Marquez
(MunkyFun)
UX Summit
GDC 2018
Understanding the Social Values of Your Players
by Jeffrey Burrell
(Riot Games)
Advocacy
GDC 2018
Understanding Your Enemy: A Mathematical Approach to Unit Analysis
by Leif Walter
(Creative Assembly)
Design
GDC 2018
Unity for Deep Learning: ML-Agents Explained (Presented by Unity Technol...
by Mike Geig
(Unity Technologies)
Programming
GDC 2018
Using Artificial Intelligence to Enhance Your Game, Part 2 (Presented by...
by Yury Uralsky
(NVIDIA)
Programming
GDC 2018
Vehicle Feel Masterclass: Balancing Arcade Accessibility with Simulation...
by Matthew Harris
(Criterion Games)
Design
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
Virtual Insanity: Meta AI on 'Assassin's Creed: Origins'
by Charles Lefebvre
(Ubisoft Montreal)
Design
GDC 2018
Visual Adventures on 'Sea of Thieves'
by Ryan Stevenson
(Rare, Ltd.)
Visual Arts
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: 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: How VR is Going to Break All the Rules in VFX
by Wyeth Johnson
(Epic Games)
Visual Arts
GDC 2018
Visual Effects Bootcamp: Pathways to Real-Time Visual Effects
by Fred Hooper
(NVIDIA)
Visual Arts
GDC 2018
Visual Effects Bootcamp: The Elementary Particles
by Mickaelle Ruckert
(Arkane Studios)
Visual Arts
GDC 2018
Visual Effects Bootcamp: The Elementary Particles
by Mickaelle Ruckert
(Arkane Studios)
Visual Arts
GDC 2018
Visual Effects Bootcamp: The Thinking Process of Beautiful Design
by Ryan Woodward
(Riot Games)
Visual Arts
GDC 2018
Visual Effects Bootcamp: Zip! Thwack! Ping! Animation Principles of VFX
by Michael Lyndon
(SideFX)
Visual Arts
GDC 2018
Visual Effects Bootcamp: Zip! Thwack! Ping! Animation Principles of VFX
by Michael Lyndon
(SideFX)
Visual Arts
GDC 2018
VR Best Practices: Maximize Your Audience with New VDA2 Winners (Present...
by Rikard Steiber
(HTC VIVE)
Design
GDC 2018
Vulkan on Android: Gotchas and Best Practices (Presented by Khronos Group)
by Arseny Kapoulkine
(Roblox)
Programming
GDC 2018
Walk Tall, My Friends: Giving Life to AI-Buddies in 'Final Fantasy XV'
by Prasert "Sun" Prasertvithyakarn
(Square Enix)
Design
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
Walking, Talking, and Projectiles: Storytelling Tools in 'Destiny 2'
by Evan Moran
(Bungie)
Programming
GDC 2018
We Demand Games! Using Print-on-Demand for Prototyping and Fast-to-Marke...
by Owen Gottlieb
(RIT)
Educators Summit
GDC 2018
We Made a Game, Now What? Industry Awareness in the Classroom
by Christopher Totten
(Pie for Breakfast Studios)
Educators Summit
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
Weaving 13 Prototypes into 1 Game: Lessons from 'Edith Finch'
by Ian Dallas
(Giant Sparrow)
Production & Team Management
GDC 2018
WebGL and glTF (Presented by Khronos Group)
by Zhenyao Mo
(Google)
Programming
GDC 2018
What Successful Product Managers Do Differently in Free-to-Play Games
by Michail Katkoff
(Rovio Entertainment)
Business & Marketing
GDC 2018
What's New in Firebase and Google Cloud Platform for Games (Presented by...
by Mark Mandel
(Google)
Programming
GDC 2018
What's New in Vulkan (Presented by Khronos Group)
by Tom Olson
(Arm)
Programming
GDC 2018
What's Next? A Game Audio Microtalk Series
by Scott Selfon
(Oculus)
Audio
GDC 2018
Whose Game Is It, Anyway? How Community Relationships Shape Games: Lesso...
by Rebecca Ford
(Digital Extremes)
Business & Marketing
GDC 2018
Whose Game Is It, Anyway? How Community Relationships Shape Games: Lesso...
by Rebecca Ford
(Digital Extremes)
Business & Marketing
GDC 2018
Winding Road Ahead: Designing Utility AI with Curvature
by Rebecca Ford
(Digital Extremes)
AI Summit
GDC 2018
World Building with Architecture
by Sarah Bonser
(Hybrid Architects)
Design
GDC 2018
Writing and Narrative Design: A Relationship
by Eric Stirpe
(Telltale Games)
Design
GDC 2018
Writing and Narrative Design: A Relationship
by Eric Stirpe
(Telltale Games)
Game Narrative Summit
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
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
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
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
GDC 2018
|FIRSTNAME| and Tiger Emojis: Takeaways from Bizarrely (Un)successful Em...
by Adriaan de Jongh
(Independent)
Independent Games Summit