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
2019
Balancing Nightmares: An AI Approach to Balance Games with Overwhelming ...
by Kazuko Manabe
(Square Enix Co., Ltd.)
Production & Team Management
2019
Behind the Streams: A Technical Look into the Developer Broadcasts of 'W...
by Dean Bergmann
(Digital Extremes)
Business & Marketing
2019
Being Pro at Being a Noob
by Chris Morris
(Blizzard Entertainment)
Game Career Seminar
2019
Being Pro at Being a Noob
by Chris Morris
(Blizzard Entertainment)
Game Career Seminar
2019
Beyond Game Design
by Richard Carrillo
(Ubisoft Toronto)
Design
2019
Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective
by Peter Dalton
(Bluepoint Games)
Programming
2019
Board Game Design Day: Better Board Games Through Cultural Engagement
by Mikael Jakobsson
(MIT)
Design
2019
Board Game Design Day: Edible Tabletop Games: Using Constraints to Innovate
by Jenn Sandercock
(Inquisiment)
Design
2019
Board Game Design Day: Twists and Turns: How the Speed Cubing Community ...
by Andrew Fray
(Spry Fox)
Design
2019
Board Game Design Day: Why Indirect or Zero Player Interaction Can Be Great
by Gil Hova
(Formal Ferret Games)
Design
2019
Bringing Virtual Audio into the Real World with 'Create'
by Dave Shumway
(Magic Leap)
Audio
2019
Build Your Own Fan Club: How to Use Your Email List
by Chris Zukowski
(Return To Adventure Mountain, LLC)
Independent Games Summit
2019
Building a Unified Cross-Project UI Framework
by Natalia Rebrova
(SYBO Games)
Design
2019
Building an Inclusive Game Studio Culture
by Alexandra M. Lucas
(Independent)
Production & Team Management
2019
Building Buy-In: Creating Design Tools for Better Player Experiences at EA
by Peter Vesti Frendrup
(EA DICE)
UX Summit
2019
Building the Interface of 'The Elder Scrolls: Blades' in Landscape and P...
by Marie Jasmin
(Bethesda)
UX Summit
2019
Bungie's Force Multipliers: Production Engineers
by Jo King-Yost
(Bungie)
Production & Team Management
2019
Can You Make a Good Game Without Good Play Mechanics?
by Prasert "Sun" Prasertvithyakarn
(Square Enix Co., Ltd.)
Design
2019
Celebrating Introverts in the Workplace
by Cecile Hemery
(Independent)
Advocacy
2019
Changing Navigation Mid-Flight: 'War Dragons', a UX Redesign on Mobile
by James Lipscomb
(Pocket Gems)
UX Summit
2019
Changing the Game: Measuring and Influencing Player Emotions Through Met...
by Daiki Satoi
(Square Enix Co., Ltd.)
AI Summit
2019
Classic Game Postmortem: 'Panzer Dragoon', 'Panzer Dragoon Zwei', and 'P...
by Kentaro Yoshida
(Grounding, Inc.)
Design
2019
Common Pitfalls of F2P Development and How to Avoid Them
by Mael Novat
(Kongregate)
Business & Marketing
2019
Community First: Proven Success in 'Covet Fashion'
by Sarah Fuchs
(Glu Mobile)
Business & Marketing
2019
Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'
by Doug Sheahan
(Insomniac Games)
Design
2019
Content Fueled Gameplay Programming in 'Frostpunk'
by Aleksander Kauch
(11 bit studios)
Programming
2019
Controller to Display Latency in 'Call of Duty'
by Akimitsu Hogge
(Activision)
Programming
2019
Cooking with G.a.a.S: The 'Armello' Approach to Post-Launch Game Content
by Lisy Kane
(League of Geeks)
Independent Games Summit
2019
Costume in Games: Integrating a Costume Designer into the Character Pipe...
by Heli Salomaa
(Independent)
Visual Arts
2019
Cracking Collaboration: Insights and Best Practices for Effective Co-Devs
by Liko-Paul Pinsonnault
(Wargaming)
Production & Team Management
2019
Critiquing Game Visuals: Common Problems and How to Solve Them
by Ally Overton
(Spry Fox)
Independent Games Summit
2019
Cursed Problems in Game Design
by Alex Jaffe
(Riot Games)
Design
2019
Daily Active Humans: Finding the Balance Between Data and Human Nature
by Ben Webley
(Facebook)
Business & Marketing
2019
Data Informed Decisions with the Champions of 'League of Legends'
by Nathan Blau
(Riot Games)
Design
2019
Defying Expectations: 7 Lessons from 'The Sims FreePlay'
by Mavis Chan
(Electronic Arts)
Design
2019
Design by the Numbers: Using Data for Good
by Evan Losi
(Scopely)
Mobile Summit
2019
Design, Play, Disrupt: Curating the V&A's Videogame Exhibition
by Marie Foulston
(V&A)
Advocacy
2019
Designing 'Path of Exile' to Be Played Forever
by Chris Wilson
(Grinding Gear Games)
Design
2019
Designing 'Six Ages', a Storytelling Strategy Game
by David Dunham
(A Sharp, LLC)
Design
2019
Designing the Bustling Soundscape of New York City in 'Marvel's Spider-Man'
by Alex Previty
(Insomniac Games)
Audio
2019
Developing a UX Mindset on Fortnite
by Celia Hodent
(Independent)
UX Summit
2019
Disintegrating Meshes with Particles in 'God of War'
by Rupert Renard
(Sony Santa Monica Studio)
Visual Arts
2019
Esports Day: Course Correcting the Runaway Valuation of Esports
by Frank Fields
(CORSAIR)
Business & Marketing
2019
Esports Day: Diversity and Inclusion in Esports: Where It Is, Where It's...
by Phill Alexander
(Miami University)
Design
2019
Esports Day: Stop Living on 1HP: Health and Wellness in Esports
by Caitlin McGee
(1HP)
Design
2019
Esports Day: WiFi Warriors: How Developers and Organizers Can Improve On...
by Ryan Stevenson
(Super Bit Machine)
Design
2019
Ethics in the Game Industry
by Celia Hodent
(Independent)
Advocacy
2019
Evolving Combat in 'God of War' for a New Perspective
by Mihir Sheth
(Sony Santa Monica Studio)
Design
2019
Evolving Emotional Storytelling in thatgamecompany's 'Sky'
by Jennie Kong
(thatgamecompany)
Game Narrative Summit
2019
Expanding the World of 'Candy Crush': A Postmortem on 'Candy Crush Frien...
by Robert Mackenzie
(King)
Mobile Summit
2019
Experimental Gameplay Workshop
by Jongwoo Kim
(Kitfox Games)
Design
2019
Extreme Makeover Game School Edition: Do It with or without a Grant
by Toni Pizza
(NYU Game Center)
Educators Summit
2019
Failure Workshop 2019
by Jon Remedios
(Actual Humans)
Independent Games Summit
2019
Feeding the Maw: Managing a Live Narrative Game in 'Fallen London'
by Olivia Wood
(Failbetter Games)
Production & Team Management
2019
Fighting Sequelitis: Creating Combat NPCs for 'Tom Clancy's The Division 2'
by Drew Rechner
(Massive Entertainment - a Ubisoft Studio)
AI Summit
2019
Frag You, Pay Me: Getting Started with Salary Negotiation
by Tara Brannigan
(5CA)
Career Development
2019
From the Trenches: Moving the Diversity Needle in Community Management
by Regina Walton
(Toyota Motor North America/SFTech4Good)
Community Management Summit
2019
From Trumpets to Transients: A Composer's Guide to Sound Design
by Emmanuel Lagumbay
(Lagumbay Music)
Audio
2019
From Zero to Hero: Visualizing Player Progression within UI/UX
by Steph Chow
(XAMA Creative)
UX Summit
2019
Game Discoverability Day: Crowdfunding Your Video Game in 2019
by Thomas Bidaux
(ICO Partners)
Business & Marketing
2019
Game Discoverability Day: Free vs. Paid: Discoverability for Smaller Mob...
by Luke Schneider
(Radiangames)
Business & Marketing
2019
Game Discoverability Day: Getting Your PC/Console Game Noticed: A Compre...
by Joel Dreskin
(Independent)
Business & Marketing
2019
Game Discoverability Day: Paid Acquisition for Smartphone Games: A Scrap...
by Michael Gordon
(Iron Horse Games, LLC)
Business & Marketing
2019
Game Discoverability Day: Why Forums Can Be Great for Indie Community an...
by Philomena Schwab
(Stray Fawn Studio)
Business & Marketing
2019
Game Preservation Best Practices: A Real Life EA Case Study
by Garrett Fredley
(Electronic Arts)
Advocacy
2019
Games that Care: Lessons from Teaching Grief Based Game Design
by Sabine Harrer
(University of Tampere)
Educators Summit
2019
Games that Change Lives: Social Impact Done Right
by Elizabeth Maler
(Abiding Bridge)
Independent Games Summit
2019
GDC Microtalks 2019: Lightning Fast Game Design
by Jennifer Scheurle
(ArenaNet)
Design
2019
Giving Back to the Community as a Game Developer: A Case Study
by Milos Paunovic
(Nordeus)
Advocacy
2019
GPU Driven Rendering and Virtual Texturing in 'Trials Rising'
by Oleksandr Drazhevskyi
(Ubisoft)
Programming
2019
How 'Killer Queen' Built an Esports Scene on an Indie Budget
by Alan Dang
(Funktronic Labs)
Community Management Summit
2019
How to Make Games and Influence People: Leading Your Team Effectively an...
by Jennifer Hazel
(CheckPoint Organisation)
Independent Games Summit
2019
How to Represent Mental Illness in Games
by Jennifer Hazel
(CheckPoint Organisation)
Game Narrative Summit
2019
How to Run a Studio Without a Surprise Hit
by Christopher Langmuir
(Anemone Hug Interactive, Inc.)
Independent Games Summit
2019
How to Talk About Games, Today
by Mia Consalvo
(Concordia University)
Advocacy
2019
How to Teach 5 Semesters of Game Design in 1 Class
by Jason Wiser
(Yaya Play Games, Tufts and Harvard University)
Educators Summit
2019
How to Teach Game Design: A Fundamentals Class
by Eric Zimmerman
(NYU Game Center)
Educators Summit
2019
I Can't Hear You: Considering Deaf Gamers
by Karen Stevens
(EA Sports)
Advocacy
2019
Indie Soapbox
by Mr. SWERY
(White Owls, Inc.)
Independent Games Summit
2019
Indie Soapbox
by Mr. SWERY
(White Owls, Inc.)
Independent Games Summit
2019
Investing in the Future: Narrative Mentorship
by Bobby Stein
(ArenaNet)
Game Narrative Summit
2019
It Just Works: Ray-Traced Reflections in 'Battlefield V'
by Jan Schmid
(EA Dice AB)
Programming
2019
Keeping It Real: Authenticity, Anthropology and Artistry in Interactive ...
by Kathleen Yin
(Serious Games Australia & New Zealand)
Game Narrative Summit
2019
Keeping Your Free-to-Play Game Fresh Through Live Operations
by Veronique Lallier
(Hi-Rez Studios)
Business & Marketing
2019
Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'
by Erica Pinto
(Sony Santa Monica Studio)
Visual Arts
2019
Leadership: Working at the Heart of the Team 2019
by Kim Swift
(EA Motive)
Production & Team Management
2019
Letting Go: A 'Florence' Postmortem
by Ken Wong
(Mountains)
Independent Games Summit
2019
Level Design Workshop: "Nothing is Original: Leveraging Existing Assets"...
by Simon-Albert Boudreault
(The Flop Collective)
Design
2019
Level Design Workshop: 'Hitman' Levels as Social Spaces: The Social Anth...
by Mette Podenphant Andersen
(IO Interactive)
Design
2019
Level Design Workshop: Building New York in 'Marvel's Spider-Man': It's ...
by Josue Benavidez
(Insomniac Games)
Design
2019
Level Design Workshop: Designing Radically Non-Linear Single Player Levels
by Aubrey Serr
(12 East Games)
Design
2019
Level Design Workshop: Rewarding Exploration with Collectibles and Gathe...
by Leah Miller
(Independent)
Design
2019
Live Ops in 'Star Wars: Galaxy of Heroes'
by Nicolas Reinhart
(Electronic Arts)
Mobile Summit
2019
Low Cost Facial Scanning Using Photogrammetry in 'State of Decay 2'
by Matt Heiniger
(Undead Labs)
Visual Arts
2019
Macroeconomics of a Game Economy
by Daryna Yemeliantseva
(Room 8 Studio)
Design
2019
Magic Markers
by Max McCoy
(Disney Games and Interactive Experiences)
Audio
2019
Making 'Tetris Effect'-ive
by Max McCoy
(Disney Games and Interactive Experiences)
Advocacy
2019
Making Games That Stand Out and Survive
by Nick Popovich
(Monomi Park)
Design
2019
Marketing Stories: Multiplayer Soft Launch and Playable Ads
by Tim Shepherd
(Wooga)
Mobile Summit
2019
Math for Game Developers: Dynamic Bounding Volume Hierarchies
by Erin Catto
(Blizzard Entertainment)
Programming
2019
Math for Game Developers: End-to-End Procedural Generation in 'Caves of ...
by Brian Bucklew
(Freehold Games)
Programming
2019
Math for Game Developers: Inside Neural Networks
by Michael Buttner
(Unity Technologies)
Programming
2019
Math for Game Developers: Procedural Mesh Animation with Non-Linear Tran...
by Michael Austin
(Hidden Path Entertainment)
Programming
2019
Math for Game Developers: Tile-Based Map Generation using Wave Function ...
by Brian Bucklew
(Freehold Games)
Programming
2019
Math for Game Developers: Understanding and Tracing Numerical Errors in C++
by Gino van den Bergen
(Dtecta)
Programming
2019
Maximizing Animation and Cinematic Content Workflows for 'Just Cause 4'
by Brian Venisky
(Avalanche Studios)
Visual Arts
2019
Men are From Earth, Women are From Earth: Understanding Key Leadership P...
by Kathryn Rawson
(Secret Location)
Production & Team Management
2019
Micro Postmortems
by Brandon Sheffield
(Insert Credit)
Game Career Seminar
2019
Micro Postmortems
by Brandon Sheffield
(Insert Credit)
Game Career Seminar
2019
Micro Postmortems
by Brandon Sheffield
(Insert Credit)
Game Career Seminar
2019
ML Tutorial Day: Beating Wallhacks using Deep Learning with Limited Reso...
by Junsik Hwang
(Nexon Korea)
Programming
2019
ML Tutorial Day: From Motion Matching to Motion Synthesis, and All the H...
by Fabio Zinno
(Electronic Arts)
Programming
2019
ML Tutorial Day: Machine Learning for Everyday Programming
by Angelo Pesce
(Activision)
Programming
2019
ML Tutorial Day: Smart Bots for Better Games: Reinforcement Learning in ...
by Olivier Delalleau
(Ubisoft)
Programming
2019
ML Tutorial Day: Towards Deep Generative Models in Game Development
by Jorge del Val
(EA SEED)
Programming
2019
Mobile Game Designers Notebook 2019
by Eric Zimmerman
(NYU Game Center)
Mobile Summit
2019
Mobile Game Designers Notebook 2019
by Eric Zimmerman
(NYU Game Center)
Mobile Summit
2019
Mobile Indie Game Dev Stories
by Jeff Laird
(Runaway)
Mobile Summit
2019
Monetization Design: The Dark Side of Gacha
by Vladimir Krasilnikov
(Pixonic)
Mobile Summit
2019
More Feelings, Fewer Features: Showcasing Your Indie Game Through Messag...
by Derek Lieu
(Independent)
Independent Games Summit
2019
Nature vs. Nurture: Unpacking Player Spending in F2P Games
by Tammy Levy
(Kongregate)
Business & Marketing
2019
Networking Etiquette for the Modern Games Industry Professional
by Jarryd Huntley
(Polytundra, LLC)
Game Career Seminar
2019
New Ideas for Any-Angle Pathfinding
by Daniel Harabor
(Monash University)
AI Summit
2019
No Time, No Budget, No Problem: Finishing 'The First Tree'
by David Wehle
(Independent)
Independent Games Summit
2019
Not Always by the Book: Successful Against the Odds
by Alexander Pavelek
(Pixel Federation)
Mobile Summit
2019
Not-So-Little Light: Bringing 'Destiny 2' to HDR Displays
by Kevin Todisco
(Vicarious Visions)
Programming
2019
Now You See Me: Representation as Innovation
by Kim Belair
(Sweet Baby, Inc.)
Advocacy
2019
NPCs Have Feelings Too: Verbal Interactions with Emotional Character AI
by Gautier Boeda
(Square Enix Co., Ltd.)
AI Summit
2019
Of the Essence: Leading Students to a Personal Design Philosophy
by Martin Pichlmair
(ITU & Broken Rules)
Educators Summit
2019
One Hundred Versions of 'Losswords'
by Eric Zimmerman
(NYU Game Center)
UX Summit
2019
Personal Experiences as Games
by Nathalie Lawhead
(alienmelon)
Independent Games Summit
2019
Physically-Based Calibration: Accurate Material Production in 'Forza Hor...
by Yibo Liu
(Playground Games)
Visual Arts
2019
Playtesting 'God of War'
by Ed Dearien
(Sony Santa Monica Studio)
Production & Team Management
2019
Plunge into Storytelling: Transitioning into Narrative Design from Other...
by Ayesha Khan
(Splash Damage, Ltd.)
Game Narrative Summit
2019
PR Success.gif: How to Get Your Game Across in 5 Seconds
by Thomas Reisenegger
(Future Friends Games)
Business & Marketing
2019
Procedural Generation of Cinematic Dialogues in 'Assassin's Creed Odyssey'
by Francois Paradis
(Ubisoft Quebec)
Programming
2019
Procedurally Crafting Manhattan for 'Marvel's Spider-Man'
by David Santiago
(Insomniac Games)
Visual Arts
2019
Producer Bootcamp: A Producer's Guide to Enabling Intrinsically Motivate...
by Anne Cunningham
(Netflix)
Production & Team Management
2019
Producer Bootcamp: Fix Your Broken Meetings
by Keith Self-Ballard
(Volition)
Production & Team Management
2019
Producer Bootcamp: Tough Questions to Improve Your Leadership
by Richard Atlas
(Clever Endeavour Games)
Production & Team Management
2019
Producer Bootcamp: What the Heck is Process?
by Ruth Tomandl
(Facebook Reality Labs)
Production & Team Management
2019
Producer Bootcamp: What, When and How? Managing Information in a Positiv...
by Veronica Peshterianu
(System Era Softworks)
Production & Team Management
2019
Puzzle Game Magic Secrets
by Brett Taylor
(My Dog Zorro)
Design
2019
Raising Atreus for Battle in 'God of War'
by Hayato Yoshidome
(Sony Santa Monica Studio)
Design
2019
Red Pill Blue Pill: Narrative AI for Deep Emotions
by Nicole Lazzaro
(XEODesign, Inc.)
AI Summit
2019
Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & ...
by Jinyun Chung
(NCSOFT)
AI Summit
2019
Relative Perfection: Finding the Balance Between Flawed and Flawless
by John Robert Matz
(Independent)
Audio
2019
Research Methods to Improve Live Game Retention, D1 to D100
by Sebastian Long
(Player Research)
Production & Team Management
2019
Roads Less Traveled: Specialized Careers in Game Dev
by Tara Brannigan
(5CA)
Game Career Seminar
2019
Rules of the Game 2019: Five New Techniques from Especially Astute Desig...
by Brian Upton
(Game On The Rails)
Design
2019
Scalable Real-Time Global Illumination for Large Scenes
by Anton Yudintsev
(Gaijin Entertainment)
Programming
2019
Sexy Microtalks: Making Intimacy, Romance, and Sex in Games
by Michelle Clough
(Freelance)
Advocacy
2019
Shading the World of 'Anthem'
by Ben Cloward
(BioWare)
Visual Arts
2019
Shipping Greatness: Practical Lessons from Audio Production on 'God of War'
by Shayna Moon
(Sony Santa Monica Studio)
Production & Team Management
2019
So You're Ready to Pitch to a Publisher? You're Not
by Rebekah Saltsman
(Finji)
Independent Games Summit
2019
Soft Launch Planning and Management
by Dylan Tredrea
(Zeptolab)
Production & Team Management
2019
Solving an Invisible Problem: Designing for Color-Blindness in Games
by Douglas Pennant
(Creative Assembly)
Advocacy
2019
Spatial Audio in 'Budget Cuts': A VR Stealth Game
by Lakulish Antani
(Valve Software)
Audio
2019
Stories that Haunt and Heal: Mental Health and Game Narrative
by Jean Leggett
(One More Story Games)
Game Narrative Summit
2019
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
2019
Super Powering Technical Artists Using Deep Learning
by Cesar Romero
(Unity Technologies)
Visual Arts
2019
Teaching Game Design for a Reimagined World
by Marcelo Viana Neto
(UC Santa Cruz)
Educators Summit
2019
Teaching Game Design for a Reimagined World
by Marcelo Viana Neto
(UC Santa Cruz)
Educators Summit
2019
Teaching Modern Graphics: A Shader-First Approach
by Sajid Farooq
(Champlain College)
Educators Summit
2019
Tech Toolbox
by Jon Manning
(Secret Lab)
Independent Games Summit
2019
Technical Artist Bootcamp: "Understanding Constraints: A Framework for T...
by Alexander Zotikov
(Remedy Entertainment)
Visual Arts
2019
Technical Artist Bootcamp: Cementing Your Duct Tape: Turning Hacks into ...
by Mattias Van Camp
(The Creative Assembly)
Visual Arts
2019
Technical Artist Bootcamp: Distance Fields and Shader Simulation Tricks
by Ryan Brucks
(Epic Games)
Visual Arts
2019
Technical Artist Bootcamp: Gotta Go Fast: Shader Optimization for Tech A...
by Garrett Stevens
(Funomena)
Visual Arts
2019
Technical Artist Bootcamp: Real-Time Cloth Solutions on 'Marvel's Spider...
by Sophie Brennan
(Insomniac Games)
Visual Arts
2019
Technical Artist Bootcamp: Real-Time Cloth Solutions on 'Marvel's Spider...
by Sophie Brennan
(Insomniac Games)
Visual Arts
2019
Technical Artist Bootcamp: The Dual Power of Metanodes in Maya
by Andrew Christophersen
(ArenaNet)
Visual Arts
2019
Technical Tools for Authoring Branching Dialogue
by Carrie Patel
(Obsidian Entertainment)
Game Narrative Summit
2019
The Art of 'Afterparty': The Devil's in the Details
by Ruel Pascual
(Night School Studio)
Visual Arts
2019
The Art of Global Launching
by Matej Lancaric
(BoomBit)
Production & Team Management
2019
The Care and Feeding of Your Player Experience Team(s)
by Tara Brannigan
(5CA)
Community Management Summit
2019
The Dao of VFX Animation
by Jeremy Griffith
(Riot Games)
Visual Arts
2019
The Design of 'Subnautica'
by Charlie Cleveland
(Unknown Worlds)
Design
2019
The Future of Scene Description on 'God of War'
by Koray Hagen
(Sony Santa Monica Studio)
Programming
2019
The Game of Grading: A Discussion of Grading and Assessment in Higher Ed...
by Mia Consalvo
(Concordia University)
Educators Summit
2019
The Gangs Bite Back: Music and Sound of 'Crackdown 3'
by Brian Trifon
(Finishing Move, Inc.)
Audio
2019
The Guy Who Ruined 'Angry Birds'
by Mans Wide
(Rovio)
Production & Team Management
2019
The Indirect Lighting Pipeline of 'God of War'
by Josh Hobson
(Sony Santa Monica Studio)
Programming
2019
The Influence of Pre-Hispanic Culture on 'Shadow of the Tomb Raider'
by Rob Bridgett
(Eidos Montreal)
Audio
2019
The Making of 'Divinity: Original Sin 2'
by Swen Vincke
(Larian Studios)
Production & Team Management
2019
The Music of 'BATTLETECH': Big Sound on a Budget
by Jon Everist
(Everist Sound, LLC)
Production & Team Management
2019
The Narrative Innovation Showcase 2019
by Tanya X. Short
(Kitfox Games)
Game Narrative Summit
2019
The Power of Music in the Immersive World of 'Assassin's Creed: Rogue' a...
by Elitsa Alexandrova
(Ubisoft Sofia)
Audio
2019
The Schema is (Still) Mightier than the Sword: How Cognition Predicts Pl...
by Vanessa Hemovich
(Digipen Institute of Technology)
UX Summit
2019
The VFX Process Behind 'Battleborn'
by Ashley Lyons
(Gearbox Software)
Visual Arts
2019
The Year in Mobile Games: 2019 Edition
by Steve Meretzky
(Independent)
Mobile Summit
2019
Three-Way VR Audio Postmortem
by Stephan Schutze
(Sound Librarian)
Audio
2019
Tools Tutorial Day: Analyzing for Workflow Reduction: From Many to One t...
by Philip Bloom
(Machine Zone)
Programming
2019
Tools Tutorial Day: Perfecting Workflows: Tool Development to Empower De...
by Linda Kruse
(the Good Evil GmbH)
Production & Team Management
2019
Tools Tutorial Day: Shipping Features Responsibly
by Geoff Evans
(Infinity Ward)
Production & Team Management
2019
Tools Tutorial Day: The System of Tools: Reducing Frustration in a Daily...
by Laura Teeples
(343 Industries)
Programming
2019
Top 3 Mistakes of 'Angry Birds 2'
by Mans Wide
(Rovio)
Mobile Summit
2019
Trailer Made: What Makes a Successful and Memorable Game Trailer
by Derek Lieu
(Independent)
Business & Marketing
2019
Turing Tantrums: AI Devs Rant!!
by Ben Sunshine-Hill
(Havok)
AI Summit
2019
User Story Mapping: Developing a Shared Understanding
by Jamie Winsor
(One More Game)
Production & Team Management
2019
Vehicle Physics and Tire Dynamics in 'Just Cause 4'
by Hamish Young
(Avalanche Studios)
Design
2019
Visual Effects Bootcamp: Grounding the Impossible: Pushing Creativity in...
by Jeremy Griffith
(Riot Games)
Visual Arts
2019
Visual Effects Bootcamp: Growing as a VFX Artist
by Wirginia Romanowska
(id Software)
Visual Arts
2019
Visual Effects Bootcamp: Sorting Through the Rubble: A Review of Destruc...
by Fred Hooper
(NVIDIA)
Visual Arts
2019
What Cats Can Teach You About Empathic Game Design
by Willem Delventhal
(Mew and Me)
Design
2019
Why Make Games? Lessons from 'Frostpunk' and 'This War Of Mine'
by Przemyslaw Marszal
(11 bit studios)
Design
2019
Wind Simulation in 'God of War'
by Rupert Renard
(Sony Santa Monica Studio)
Programming
2019
You Can Take an Arrow to the Knee and Still Be an Adventurer
by Aderyn Thompson
(Independent)
Game Narrative Summit