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