GDC Showcase 2024
Build Your Promotability or Honor Your Values? Why Not Both!
by Sonia Michaels
(Independent)
Career Path
GDC Showcase 2024
Creating Memorable Moments in Video Games
by Fawzi Mesmar
(Ubisoft)
Special Event
GDC Showcase 2024
GD Podcast x GDC Showcase: "Snapping" Your Career into Place with Ben Brode
by Bryant Francis
(GameDeveloper.com)
Career Path
GDC Showcase 2024
GD Podcast x GDC Showcase: Carving out a Creative Career with Deborah Ch...
by Danielle Riendeau
(GameDeveloper.com)
Career Path
Game Developers Conference 2024
#1ReasonToBe
by Laia Bee
(Pincer Games / Uruguayan Game Developers Association)
Advocacy
Game Developers Conference 2024
#1ReasonToBe
by Laia Bee
(Pincer Games / Uruguayan Game Developers Association)
Advocacy
Game Developers Conference 2024
'3DHaptics' Practical Design Method: Insights from Sound and UX/UI Exper...
by Masatoshi Miyakawa
(Miraisens, Inc.)
Audio
Game Developers Conference 2024
'Asgards Wrath 2': How We Built VR's Largest Open-World RPG (Presented b...
by Chris Pruett
(Meta)
Design
Showcase 2023
Game Art Career Fireside with Mariel Kinuko Cartwright and Bryant Francis
by Bryant Francis
(Game Developer)
Visual Arts
Showcase 2023
Game Design Career Fireside with Raph Koster with Bryant Francis
by Raph Koster
(Playable Worlds)
Visual Arts
Showcase 2023
GameDeveloper.com Live Podcast Interview: Charlie Cleveland
by Danielle Riendeau
(Game Developer)
Design
Showcase 2023
GameDeveloper.com Live Podcast Interview: Chris Zukowski
by Danielle Riendeau
(Game Developer)
Business & Marketing
Game Developers Conference 2023
"CODE RED!": How We Organized a Game Jam From Bomb Shelters
by Elena Lobova
(GDBAY)
Production & Team Leadership
Game Developers Conference 2023
"CODE RED!": How We Organized a Game Jam From Bomb Shelters
by Elena Lobova
(GDBAY)
Production & Team Leadership
Game Developers Conference 2023
"Good Numbers" in Game Design
by Alexander King
(Independent)
Design
Game Developers Conference 2023
"Stuck in a Loop": Designing the Clones of 'The Last Clockwinder'
by John Austin
(Pontoco)
Design
GD Talks
Beyond the Border: Designing for Tiny Tina's Wonderlands
by Matt Cox
(Gearbox Software)
Design
GD Talks
Constructing IMMORTALITY: A Fireside Chat with Sam Barlow
by Sam Barlow
(Half Mermaid)
Business & Marketing
GD Talks
Death by 1000 Keystrokes - Surviving a Crisis of Comms with Stephanie Bayer
by Stephanie Bayer
Community Management
GD Talks
GDTalks State of the Game Industry 2023
by Dana Ware
(The VOID)
Business & Marketing
Game Developers Conference 2021
"Alpha Point" UE5 Demo: Unlocking Artist Potential (Presented by Epic Ga...
by Colin Penty
(The Coalition)
Visual Arts
Game Developers Conference 2021
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Las...
by Grant Hoechst
(Naughty Dog)
Design
Game Developers Conference 2021
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Las...
by Grant Hoechst
(Naughty Dog)
Design
Game Developers Conference 2021
#1ReasonToBe
by Laia Bee
(Pincer Games)
Advocacy
Showcase 2021
'Homefront' to 'God of War': Using Music to Build Suspense
by Winifred Phillips
(Generations Productions LLC)
Audio
Showcase 2021
Animation Bootcamp: Cuphead Process and Philosophy
by Jake Clark
(Studio MDHR)
Visual Arts
Showcase 2021
Art Direction Summit: Better, Stronger, Faster: 3D Concept Art for Envir...
by Patrik Rosander
(Fatshark Games)
Visual Arts
Showcase 2021
Ask Me Anything: Brian Horton, Creative Director on Insomniac Games' Mar...
by Brian Horton
(Insomniac Games)
Design
Summer 2020
'Erica': How and How Not to Score a Film-Game Hybrid
by Austin Wintory
(Wintory Global Engineering)
Audio
Summer 2020
'Guildlings': Rethinking Mobile Adventure and Rediscovering the RPG
by Jamie Antonisse
(Sirvo Studios)
Design
Summer 2020
'Teamfight Tactics' Design Lessons
by David Abecassis
(Riot Games)
Design
Summer 2020
// Hidden Histories
by Brenda Romero
(Romero Games)
Advocacy
GDC 2020
'A Plague Tale' Audio Design: Not Only Squeaks
by Aurelien Piters
(Asobo Studio)
Audio
GDC 2020
'A Plague Tale' Audio Design: Not Only Squeaks
by Aurelien Piters
(Asobo Studio)
Audio
GDC 2020
'Clash of Clans': Bigger, Better, Battle Pass
by Eino Joas
(Supercell)
Design
GDC 2020
'Dead by Daylight': When Creative and Business Minds Are Cooking with GAAS
by Isabelle Mocquard
(Behaviour Interactive)
Business & Marketing
XRDC 2019
'Blood & Truth': Lessons Learned Making a VR Action Movie
by Stuart Whyte
(PlayStation London Studio)
Games
XRDC 2019
'War Remains': Using LBE to Transport Audiences to WWI
by Taylor Williams
(Flight School Studio)
Entertainment
XRDC 2019
AR Advertising and Commerce: What's Working?
by Mike Boland
(ARtillery Intelligence)
Brand Experience
XRDC 2019
Augmenting Journalism by Hijacking a Dancing Hot Dog
by Robert Hernandez
(USC Annenberg/JOVRNALISM)
Training
2019
"Alexa, Give Your Game a Voice" (Presented by Amazon)
by Chris Morrow
(Alexa Games)
Programming
2019
"Hot New Terrain Features and the Road Ahead" & "Intro to Deep Learning ...
by Chad Foxglove
(Unity Technologies)
Visual Arts
2019
"Monetization Strategies that Drive Revenue" & "A Publisher's Journey to...
by Anala Prabhu
(Facebook)
Business & Marketing
2019
"Shadows" of the Tomb Raider: Ray Tracing Deep Dive (Presented by NVIDIA)
by Jon Story
(NVIDIA)
Programming
VRDC @ GDC 2019
'Escape The Lost Pyramid': Larger than Home, Larger than Life
by Cyril Voiron
(Ubisoft Blue Byte Gmbh)
Game VR/AR
VRDC @ GDC 2019
'The Great C': Lessons from Creating a 37-Minute Cinematic Narrative
by Luke Van Osch
(Secret Location)
Entertainment VR/AR
VRDC @ GDC 2019
Characters to Get Immersed In: Creating the Cast of 'Blood & Truth'
by Toby Hynes
(Sony London Studio)
Game VR/AR
VRDC @ GDC 2019
Digging for Fire: Virtual Reality Gaming 2019
by Adam Orth
(Digital Sunrise)
Game VR/AR
XRDC 2018
'Brass Tactics': Reinventing the RTS for VR
by Patrick Lipo
(Hidden Path Entertainment)
Games & Entertainment
XRDC 2018
'Brass Tactics': Reinventing the RTS for VR
by Patrick Lipo
(Hidden Path Entertainment)
Games & Entertainment
XRDC 2018
'Sprint Vector': Evolving VR for the Esports Scene
by Andrew Abedian
(Survios, Inc.)
Games & Entertainment
XRDC 2018
'Sprint Vector': Evolving VR for the Esports Scene
by Andrew Abedian
(Survios, Inc.)
Games & Entertainment
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
VRDC @ GDC 2018
'Carne y Arena': Uncompromising Audio for Narrative VR
by Bill Rudolph
(Skywalker Sound)
Entertainment VR/AR
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'INVASION!': Crafting a VR Story
by Eric Darnell
(Baobab Studios)
Entertainment VR/AR
VRDC Fall 2017
'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck
by Nicole Lazzaro
(XEODesign, Inc.)
Games & Entertainment
VRDC Fall 2017
'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck
by Nicole Lazzaro
(XEODesign, Inc.)
Games & Entertainment
VRDC Fall 2017
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
VRDC Fall 2017
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
GDC 2017
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2017
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
VRDC @ GDC 2017
'To Be With Hamlet': Recreating Theatre's Intimacy in VR
by Javier Molina
(To Be With Hamlet)
Entertainment VR/AR
VRDC @ GDC 2017
'To Be With Hamlet': Recreating Theatre's Intimacy in VR
by Javier Molina
(To Be With Hamlet)
Entertainment VR/AR
VRDC @ GDC 2017
'Westworld VR': Combining Linear and Interactive Content to Tell Charact...
by Colin Foran
(HBO)
Entertainment VR/AR
VRDC @ GDC 2017
30,000 Foot View of VR Development: Making 'EVEREST VR'
by Petur Thorarinsson
(Solfar Studios)
Game VR/AR
VRDC Fall 2016
10 Tips for VR in the Retail/Trade/Event Space
by John Buzzell
(If/Then)
Brand Experience
VRDC Fall 2016
10 Tips for VR in the Retail/Trade/Event Space
by John Buzzell
(If/Then)
Brand Experience
VRDC Fall 2016
7 Ways VR Confounds Design Expectations
by Noah Falstein
(Google)
Games & Entertainment
VRDC Fall 2016
A Playful Approach to Prototyping for Virtual Reality
by Paul Bettner
(Playful Corp.)
Games & Entertainment
GDC Europe 2016
'Armello': Bringing Tabletop Adventure to Life
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC Europe 2016
'Armello': Bringing Tabletop Adventure to Life
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC Europe 2016
'HITMAN' Season 1: From Executive Producer to Showrunner
by Hannes Seifert
(Io-Interactive)
Production
GDC Europe 2016
'HITMAN' Season 1: From Executive Producer to Showrunner
by Hannes Seifert
(Io-Interactive)
Production
GDC 2016
"Is that Me?" Identity Confusion & Narrative VR Challenges
by Eric "Giz" Gewirtz
(Seismic Games)
Game Narrative Summit
GDC 2016
"It's Just Emulation!" - The Challenge of Selling Old Games
by Frank Cifaldi
(Digital Eclipse)
Advocacy
GDC 2016
"Life is Strange" Case Study: Using Interactive Storytelling and Game De...
by Michel Koch
(Dontnod Entertainment)
Game Narrative Summit
GDC 2016
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
VRDC @ GDC 2016
'Lucky's Tale': The Unexpected Delight of Third-Person Virtual Reality, ...
by Dan Hurd
(Playful Corp)
Game VR/AR
VRDC @ GDC 2016
15 Years of Lessons From IEEE VR
by Pablo Figueroa
(Universidad de los Andes, Colombia)
Entertainment VR/AR
VRDC @ GDC 2016
15 Years of Lessons From IEEE VR
by Pablo Figueroa
(Universidad de los Andes, Colombia)
Entertainment VR/AR
VRDC @ GDC 2016
A Year in Roomscale: Design Lessons from the HTC VIVE & Beyond
by Scott Stephan
(WEVR)
Entertainment VR/AR
GDC China 2015
"A fantastic gaming experience tailored to target players-About the deve...
by Junxiong Chen
(Netease Games)
Smartphone & Tablet Games Summit
GDC China 2015
"Rendering from Studying the Underlying Principles Brief Talk about Phy...
by Minjie Wu
(Ubisoft Montreal)
Production
- Chinese
GDC China 2015
"Rendering from Studying the Underlying Principles Brief Talk about Phy...
by Minjie Wu
(Ubisoft Montreal)
Production
GDC China 2015
A Real Story of Game Development
by Tiexin Liang
(wanGa.me)
Production
- Chinese
GDC Europe 2015
4.5 Million Players in 100 Days: Lessons from Dying Light
by Pawel Rohleder
(Techland)
Business, Marketing and Management
GDC Europe 2015
5 Ways to Boost Your Agility
by Nathalie Goh-Livorness
(Microsoft)
Production
GDC Europe 2015
7 Years, 1 Game - Success Through Community - Lessons from the Trenches
by Greg Balajewicz
(BDA Entertainment Inc)
Business, Marketing and Management
GDC Next 2014
A User-Centric Approach to Mobile Game Measurement (Presented by Google)
by Russell Ketchum
(Google Inc)
Business & Marketing
GDC Next 2014
A User-Centric Approach to Mobile Game Measurement (Presented by Google)
by Russell Ketchum
(Google Inc)
Business & Marketing
GDC Next 2014
Advertising 101: The Journey of an Ad from Marketer to Consumer
by Michael Wright
(Facebook)
ADC
GDC Next 2014
Advertising 101: The Journey of an Ad from Marketer to Consumer
by Michael Wright
(Facebook)
ADC
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
- Chinese
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
- Chinese
GDC China 2014
80 DAYS Post-mortem: Letting the Game Tell the Story
by Jon Ingold
(inkle)
Indie
- Chinese
GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
A Candid Interview with Star Citizen's Chris Roberts
by Mike Rose
(Gamasutra)
Business, Marketing and Management
GDC Europe 2014
A Candid Interview with Star Citizen's Chris Roberts
by Mike Rose
(Gamasutra)
Business, Marketing and Management
GDC 2014
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC Next 2013
An Experimental Approach to Interactive Entertainment
by Sunni Pavlovic
(thatgamecompany)
Future of Gaming
GDC Next 2013
An Experimental Approach to Interactive Entertainment
by Sunni Pavlovic
(thatgamecompany)
Future of Gaming
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Europe 2013
10 Decisions That Took Warface to Our First 10 Million Users
by Nick Button-Brown
(Crytek GmbH)
Production
GDC Europe 2013
10 Decisions That Took Warface to Our First 10 Million Users
by Nick Button-Brown
(Crytek GmbH)
Production
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC 2013
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2013
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC Online 2012
3rd Annual Game Developers Choice Online Awards
Special Event
GDC Online 2012
7 Learnings from Making AION Europe Free-to-Play
by Carsten van Husen
(Gameforge 4D)
Business and Marketing
GDC Online 2012
7 Learnings from Making AION Europe Free-to-Play
by Carsten van Husen
(Gameforge 4D)
Business and Marketing
GDC Online 2012
A 4 Hour Story in 400 Simple Steps: Fallout DLC
by Chris Avellone
(Obsidian Entertainment)
Game Narrative Summit
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC 2012
12th Annual Game Developers Choice Awards
by Don Daglow
(Daglow Entertainment, LLC)
Special Event
GDC 2012
14th Annual Independent Games Festival Awards
Special Event
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
- Chinese
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
- Chinese
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
150 Million Penguins Can't Be Wrong: Managing the Virtual World of Disne...
by Nicole Thompson
(Disney's Club Penguin)
Customer Experience
GDC Europe 2011
10 Social Design Tips to Level Up Your Mobile Game (Presented by Papaya...
by Oscar Clark
(Papaya Mobile)
Smartphone & Tablet Games Summit
GDC Europe 2011
169.939.900 Square Miles - Real World Games Far Beyond Check-Ins
by Andreas Suika
(flaregames)
Game Design
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC Online 2010
(D) None of the Above: Interactive Dialogue Without Multiple Choice
by Marleigh Norton
(Singapore-MIT GAMBIT Game Lab)
Game Narrative Summit
GDC Online 2010
3D State of Union: Are Consumers Ready?
by Yuanzhe (Michael) Cai
(Interpret LLC)
3D Stereoscopic Games Summit
GDC Online 2010
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
GDC Online 2010
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
GDC Europe 2010
3D Development Engine Shootout
by Mark Rein
(Epic Games)
Technology
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
GDC Europe 2010
Achievement Design: Lessons From an Xbox Live Community Study
by Mikael Jakobsson
(Malmoe University)
Business & Management
GDC Canada 2010
10 Tips (and more!) to Make Your iPhone Game More Successful
by Alan Martin
(Vogster Entertainment)
iPhone
GDC Canada 2010
A Dynamic Component Architecture for High Performance Gameplay
by Terrance Cohen
(Ogmento)
Programming
GDC Canada 2010
A Tale of 14 Apps: IUGO's App Store Journey
by Sarah Thomson
(IUGO Mobile Entertainment)
iPhone
GDC Canada 2010
Bringing Dragon Age to Life - Digital Actors in an Epic RPG
by Shane Hawco
(Bioware)
Business & Production
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC China 2009
Alice 2 - A Case Study of Global Development in China
by American McGee
(Spicy Horse)
Global Game Development
GDC China 2009
Bridging the Distance through Agile Game Development
by A'teinn .Alli. 'tarsson
(CCP)
Online
GDC China 2009
Bridging the Distance through Agile Game Development
by A'teinn .Alli. 'tarsson
(CCP)
Online
GDC China 2009
Choosing the game engine that is right for you
by Mark DeLoura
(Videogame Technology Consultant)
Global Game Development
GDC Austin/Online 2009
10 Ways to Make Your Game Appeal to Teens
by Joe Shochet
(Hangout Industries)
Design
GDC Austin/Online 2009
A New Social Era for Games: How Your Friends Are Changing the Way the Wo...
by Sebastien de Halleux
(Playfish)
Social Networking & Community
GDC Austin/Online 2009
Accelerating the QA Test Cycle Via Metrics and Automation
by Larry Mellon
Services
GDC Austin/Online 2009
Ace Usability and Avoid Kobayashi Maru
by Nicole Lazzaro
(XEODesign)
Design
GDC Europe 2009
A Discussion with Don Daglow
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC Europe 2009
AAA Automated Testing for AAA Games
by Francesco Carucci
(Crytek)
Business & Management
GDC Europe 2009
AAA or Bust!
by Paul Wedgwood
(Splash Damage Ltd)
Business & Management
GDC Canada 2009
A Sound Approach to Audio Pre-production
by Alistair Hirst
(OMNI Audio)
Concept/Pre-Production
GDC Canada 2009
Advanced Scrum and Agile Success Stories
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC Canada 2009
Can My Game Be a Brand?
by J. Michael Monahan
(Pattishall, McAuliffe, Newbury, Hilliard & Geralds)
Post Launch
GDC Canada 2009
Creating Value
by Dan Rogers
(Interactive Studio Management)
Production
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC Austin/Online 2008
(100) Developing Games With Open Source Technologies
by See below
Online Games - Technology and Services
GDC Austin/Online 2008
100 Questions, 97 Answers, 56 Minutes
by Brenda Brathwaite
(Loot Drop)
Game Career Seminar
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC 2008
'Do, Don't Show' ' Narrative Design in FARCRY 2
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2008
(103) Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2006
3ds Max - Complex Data Mapping Production Techniques
by Vincent Brisebois
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
GDC 2005
5th Annual Game Developers Choice Awards
Special Event
GDC 2005
7th Annual Independent Games Festival Awards
Special Event
GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
A Practical Guide to the Hero's Journey
by Bob Bates
Game Design
GDC 2004
"Port" is a Four-Letter Word: The Challenges of Redesigning The Sims fo...
by Michael Perry
(Electronic Arts, Inc.)
Game Design
GDC 2004
10 Tricks from Psychology for Making Better Characters
by Katherine Isbister
Game Design
GDC 2004
14 Ways of Drawing Players in with an Opening Cinematic
by David Freeman
Game Design
GDC 2004
Island Thunder and Raven Shield : Creating Believable Stories for R...
by Richard Dansky
(Red Storm Entertainment/Ubisoft)
Game Design
GDC 2003
10 Great Reasons You Don't Want to Make a Massively Multiplayer Game!
by Gordon Walton
Business and Legal
GDC 2003
20/20 Design Vision
by Andrew Leker
(Electrified Games, Inc.)
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2001
Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles
by Gary Snyder
(Propaganda Games)
Visual Arts
GDC 2001
Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Sum...
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2001
BSP Collision Detection As Used In MDK2 and NeverWinter Nights
by Stan Melax
(BioWare)
Programming
GDC 2001
Character Design, Sketching, and Painting
by Donald Seegmiller
Visual Arts
GDC 2000
2000 GDC Keynote: Dr. Daniel Hillis
by Donald Seegmiller
Production
GDC 2000
Excerpt: Peter Molyneux introduces Black & White
by Peter Molyneux
(Lionhead Studios)
Production
GDC 2000
GamExecutive Conference: Addressing the Mass Market Effectively
by Thom Maslow
Production
GDC 2000
GamExecutive Conference: Broadband Market
by Thom Maslow
Production
GDC 1999
Changing for the Better: Redefining Game and Hardware Development throug...
by Bernie Stolar
(Sega of America)
Production
GDC 1999
Choreographing Dynamics
by Bernie Stolar
(Sega of America)
Programming
GDC 1999
Conference Keynote: Shigeru Miyamoto
by Shigeru Miyamoto
(Nintendo Co. Ltd.)
Business & Marketing
GDC 1999
Don't Starve the CPU! Making the best of Memory Bandwidth
by Herbert Marselas
Programming