2019
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
2019
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
2019
'Cultist Simulator': Designing an Experimental Game for Commercial Success
by Alexis Kennedy
(Weather Factory)
Design
2019
'Dead Cells': What the F*n!?
by Sebastien Benard
(Motion Twin)
Design
2019
'Into the Breach' Design Postmortem
by Matthew Davis
(Subset Games)
Design
2019
'Kingdoms and Castles' Postmortem
by Peter Angstadt
(Lion Shield, LLC)
Independent Games Summit
2019
'Life is Strange': Music in a Narrative Driven Game
by Raoul Barbet
(Dontnod Entertainment / Capsule Animation Studio)
Audio
2019
'Marvel's Spider-Man': Procedural Lighting Tools
by Xray Halperin
(Insomniac Games)
Visual Arts
2019
'Mooncrash': Resetting the Immersive Simulation
by Rich Wilson
(Arkane Studios)
Design
2019
'Moss': Design Before Sound
by Stephen Hodde
(Polyarc)
Audio
2019
'Slay the Spire': Metrics Driven Design and Balance
by Anthony Giovannetti
(Mega Crit Games)
Design
2019
'Slay the Spire': Success through Marketability
by Casey Yano
(Mega Crit Games)
Independent Games Summit
2019
'Subnautica' Postmortem
by Jonas Boetel
(Unknown Worlds Entertainment)
Independent Games Summit
2019
'The Missing': An Attempt at Complete Cohesion of Gameplay and Narrative
by Mr. SWERY
(White Owls, Inc.)
Design
2019
(Super)Humans of New York: Managing the Many Faces in 'Marvel's Spider-Man'
by Noah Alzayer
(Insomniac Games)
Production & Team Management
2019
10 Rules to Build the Next Great Esport Game
by Ilja Rotelli
(Amazon Games)
Business & Marketing
2019
60 Games in 6 Years: Lessons from the Modern Mobile Market
by Peter Eykemans
(Kongregate)
Mobile Summit
2019
A Cruel Fate: Emergent Tragedies in 'The Shrouded Isle'
by Jongwoo Kim
(Kitfox Games)
Independent Games Summit
2019
A Dark Mind: The AI of "The Dark" in 'BELOW'
by Robin Vierich
(Capy Games)
Programming
2019
A Deep Dive into the 12 Motivations: Findings from 400,000+ Gamers
by Nick Yee
(Quantic Foundry)
Design
2019
A Great Saga Needs Different Heroes: Unlocking Diversity's Potential
by Sabrina Carmona
(King)
Production & Team Management
2019
A New Era of Performance Capture with Machine Learning
by Daniel Holden
(Ubisoft Montreal)
Programming
2019
Accessible Player Experiences: A New Approach to Data Informed Design fo...
by Christopher Power
(The AbleGamers Charity/The University of York)
Advocacy
2019
Adapting Linear Audio Techniques to Improve Voyeurism and Emotional Enga...
by Barney Pratt
(Supermassive Games, Ltd.)
Audio
2019
Add, Fix, and Mix: Audio for Live Games 'Killing Floor 2' and 'Rising St...
by Mark Muraski
(Tripwire Interactive)
Audio
2019
Advanced Graphics Techniques Tutorial: "Surfing the Wave(front)s with Ra...
by Dominik Baumeister
(AMD)
Programming
2019
Advanced Graphics Techniques Tutorial: Breaking Down Barriers: An Introd...
by Matt Pettineo
(Ready at Dawn)
Programming
2019
Advanced Graphics Techniques Tutorial: Efficient Rendering in 'The Divis...
by Calle Lejdfors
(Ubisoft Massive)
Programming
2019
Advanced Graphics Techniques Tutorial: Four Million Acres, Seriously: GP...
by Alen Ladavac
(Croteam)
Programming
2019
Adventures in III Audio: 'Yoku's Island Express'
by Jesse Harlin
(Submersion Audio)
Audio
2019
AI for Testing: The Development of Bots that Play 'Battlefield V'
by Jonas Gillberg
(Electronic Arts)
AI Summit
2019
Animation Bootcamp: Animating the Main Villain in 'Marvel's Spider-Man' ...
by Sol Brennan
(Insomniac Games)
Visual Arts
2019
Animation Bootcamp: Animation Tricks of the Trade
by Melissa Shim
(Sony Santa Monica Studio)
Visual Arts
2019
Animation Bootcamp: Animation Tricks of the Trade
by Melissa Shim
(Sony Santa Monica Studio)
Visual Arts
2019
Animation Bootcamp: Script to Screen: The Development Diary of 'Marvel's...
by Brian Wyser
(Insomniac Games)
Visual Arts
2019
Are Games Art School? How to Teach Game Development When There Are No Jobs
by Brendan Keogh
(Queensland University of Technology)
Educators Summit
2019
Art Direction Bootcamp: Don't Forget the Team: Directing Careers
by Keith Self-Ballard
(Volition)
Visual Arts
2019
Art Direction Bootcamp: Team Growth and Preserving Team Culture on 'Marv...
by Jacinda Chew
(Insomniac Games)
Visual Arts
2019
Art Direction Bootcamp: What They Don't Teach You in Art School: Lessons...
by Erica Pinto
(Sony Santa Monica Studio)
Visual Arts
2019
Audio Bootcamp XVIII: 'Angry Birds 2': How Audio Changes Everything
by Filip Conic
(Rovio)
Audio
2019
Audio Bootcamp XVIII: Developing Voices
by DB Cooper
(DB Cooper VO, LLC)
Audio
2019
Audio Bootcamp XVIII: Everything You Need to Know About VR Audio Can Be ...
by Stephan Schutze
(Sound Librarian)
Audio
2019
Audio Bootcamp XVIII: How a Systemic Approach to Game Audio Increased Cr...
by Lydia Andrew
(Ubisoft Quebec)
Audio
2019
Audio Bootcamp XVIII: Indie Freelancing: Creating Community and Collabor...
by Josie Brechner
(Visager)
Audio
2019
Audio Bootcamp XVIII: Theatrical Interactivity in Video Game Music
by John Robert Matz
(Independent)
Audio
2019
Automated Testing of Gameplay Features in 'Sea of Thieves'
by Robert Masella
(Rare, Ltd.)
Programming
2019
Automated Testing: Using AI Controlled Players to Test 'The Division'
by Jose Paredes
(Ubisoft)
Programming
2019
Back to the Future! Working with Deterministic Simulation in 'For Honor'
by Jennifer Henry
(Ubisoft Montreal)
Programming
2019
Balance of Power: F2P Game Design vs. Product Management
by Lucas Gonzalez
(Independent)
Production & Team Management
2019
Balancing Community and Business: Walking the Tightrope of Needs
by Nick van Vugt
(Uken Games)
Community Management Summit