Game Developers Conference 2024
'Against the Storm' Postmortem
by Micha Ogozski
(Eremite Games)
Design
Game Developers Conference 2024
'Asgards Wrath 2': How We Built VR's Largest Open-World RPG (Presented b...
by Chris Pruett
(Meta)
Design
Game Developers Conference 2024
'Brawl Stars': Learnings from the Removal of Loot Boxes
by Frank Yan
(Supercell)
Design
Game Developers Conference 2024
'DEATHLOOP': Designing Trinkets for Freedom, Choice, and Emergence
by David McClure
(Independent)
Design
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
Game Developers Conference 2023
'Cris Tales' Postmortem: Innovation, Global Expectations, and Global Dis...
by Carlos Rocha
(Dreams Uncorporated)
Design
Game Developers Conference 2023
'Expeditions: Rome' vs. History
by Fasih Sayin
(Campfire Cabal)
Design
Game Developers Conference 2022
'Blaseball': Game Development as Performance
by Gabe McGill
(The Game Band)
Design
Game Developers Conference 2022
'Naraka Bladepoint': Build a Popular Face Customization System
by Sisi Yuan
(Netease, Inc.)
Design
Game Developers Conference 2022
'NARAKA: BLADEPOINT' From Prototype to Release: Melee Combat and Battle ...
by Zhigang Zhang
(Netease)
Design
Game Developers Conference 2022
'Psychonauts 2' Design Postmortem
by Seth Marinello
(DOUBLE FINE PRODUCTIONS)
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
'Disco Elysium': Meaningless Choices and Impractical Advice
by Justin Keenan
(ZA/UM Studio)
Design
Game Developers Conference 2021
'Marvel's Spider-Man Miles Morales': Beginning a New Adventure
by Ben Arfmann
(Insomniac Games)
Design
Game Developers Conference 2021
'Marvel's Spider-Man Miles Morales': The Creative Journey
by Brian Horton
(Insomniac Games)
Design
Showcase 2021
Ask Me Anything: Brian Horton, Creative Director on Insomniac Games' Mar...
by Brian Horton
(Insomniac Games)
Design
Showcase 2021
Ask Me Anything: Q&A with 'Demon's Souls' Creative Director Gavin Moore
by Gavin Moore
(Sony)
Design
Showcase 2021
Ask Me Anything: Q&A with Obsidian Entertainment's Carrie Patel
by Carrie Patel
(Obsidian Entertainment)
Design
Showcase 2021
Classic Game Postmortem: 'Deus Ex'
by Warren Spector
(OtherSide Entertainment)
Design
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
AR Game Design 101
by Laura Warner
(Niantic)
Design
Summer 2020
Ask Me Anything: Design Against the Apocalypse Q&A with Chelsea Howe
by Chelsea Howe
(Owlchemy Labs)
Design
GDC 2020
'Clash of Clans': Bigger, Better, Battle Pass
by Eino Joas
(Supercell)
Design
GDC 2020
Baked in Accessibility: How Features Were Approached in 'Borderlands 3'
by Andrew Bair
(Gearbox Software)
Design
GDC 2020
Beyond Games as a Service with Live Ops
by Crystin Cox
(Microsoft)
Design
GDC 2020
Board Game Design Summit: Developing 'Artifacts of Play' For Your Tablet...
by Kathryn Hymes
(Thorny Games)
Board Game Design Summit
2019
'09 to '19: A Decade of Approachability in Fighting Games
by Noah Sasso
(Iron Galaxy Studios)
Design
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
'Devil May Cry 5': Creating a Standout Action Game
by Michiteru Okabe
(Capcom)
Design
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
'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 2017
'Deus Ex: Breach': Experimenting Within the Boundaries of a AAA Franchise
by Fleur Marty
(Eidos-Montreal)
Design
GDC 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
GDC 2017
'Hyper Light Drifter': Secrets of Kickstarter, Design, & Pizza
by Teddy Dief
(Heart Machine)
Design
GDC 2017
'Ice Age Adventures': UX Diagnosis for a Live-Ops Game (Case Study)
by Om Tandon
(Digit Games Studio)
UX Summit
GDC Europe 2016
'Life is Strange': The Blue Age of Storytelling
by Christian Divine
(Dontnod)
Design
GDC Europe 2016
'Mirror's Edge Catalyst': Evolving and Creating a Style
by Jhony Ljungstedt
(DICE)
Design
GDC Europe 2016
A Geographer's Guide to Building Game Worlds
by Kate Edwards
(IGDA)
Design
GDC Europe 2016
Alien Cultures: Rebooting 'Master of Orion' with a Global Team
by Chris Keeling
(Wargaming.net)
Design
GDC 2016
8 Bit & '8 Bitish' Graphics-Outside the Box
by Mark Ferrari
(Terrible Toybox)
Design
GDC 2016
Action Games Without Borders: Making Platinum-Quality Games For The World
by Atsushi Inaba
(PlatinumGames, Inc.)
Design
GDC 2016
An Architect's Guide to Creating Expressive Game Environments
by Claris Cyarron
(Silverstring Media)
Design
GDC 2016
Animation Bootcamp: Motion Matching: The Future of Games Animation...Today
by Kristjan Zadziuk
(Ubisoft Toronto)
Design
GDC Europe 2015
About VR: Designing for Believability
by John Foster
(Sony Computer Entertainment Europe)
Design
GDC Europe 2015
Analytics in Action: Data in a Creative Culture
by Phil Mansell
(Jagex)
Design
GDC Europe 2015
Asking the Hard Questions: Morality in Narrative Design
by Jana Stadeler
(Independent)
Design
GDC Europe 2015
Cities: Skylines, A Case Study
by Karoliina Korppoo
(Colossal Order Ltd)
Design
GDC 2015
A Thousand Voices: Open Game Development
by Chris Avellone
(Obsidian Entertainment)
Design
GDC 2015
Advanced Visual Effects for 2D Games
by Viktor Lidholt
(Apportable)
Design
GDC 2015
Adventures in Storytelling: Telling the World's Stories Through Games
by Sean Vesce
(E-Line Media)
Design
GDC 2015
Adventures in Text: Innovating in Interactive Fiction
by Jon Ingold
(inkle)
Design
GDC Next 2014
Best Practices for Mobile VR Development
by Benjamin Miller
(WemoLab)
Design
GDC Next 2014
Bringing the Community into the Dev Team - A Look into Open Development
by Jeff Spock
(Amplitude Studios)
Design
GDC Next 2014
Fast Fail Your Systems with Modeling
by Laralyn McWilliams
(The Workshop Entertainment)
Design
GDC Next 2014
Integrating Core Mechanics into Casual Gaming
by John Hsu
(Kiwi, Inc.)
Design
GDC China 2014
Breakthrough and Rebirth The Road to Create Characters for Own Competit...
by Molko Wu
(Electronic Soul Network)
Design
- Chinese
GDC China 2014
Capturing Brain Waves that Make Players Can't Stop Playing to Create the...
by Roy Tang
(Brain Intelligence)
Design
- Chinese
GDC China 2014
Characterization, Purpose, and Action: Creating Strong Characters in Vid...
by Jeremy Bernstein
(Independent)
Design
- Chinese
GDC China 2014
Every Game Is A Hit - A User Research Process To Deliver Successful Games
by Graham McAllister
(Player Research)
Design
- Chinese
GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
Adventures in Games-Based Cultural Storytelling via Inclusive Developmen...
by Alan Gershenfeld
(E-Line Media)
Design
GDC Europe 2014
Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
by Quentin De Beukelaer
(Ubisoft)
Design
GDC Europe 2014
Biometrics, Beyond the Hype
by Ben Lewis Evans
(Player Research)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
A Study in Transparency: How Board Games Matter
by Soren Johnson
(Mohawk Games)
Design
GDC 2014
Antichamber: Three Years of Hardcore Iteration
by Alexander Bruce
(Antichamber)
Design
GDC 2014
Believable Make-Believe: Putting the Player at the Heart of Tearaway
by Rex Crowle
(Media Molecule)
Design
GDC Europe 2013
Classic Game Postmortem: Kick Off
by Dino Dini
(NHTV University of Applied Sciences)
Design
GDC Europe 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Design
GDC Europe 2013
Designing Assassin's Creed III
by Steven Masters
(Ubisoft Montreal)
Design
GDC Europe 2013
Designing Games with Procedural Content and Mechanics
by Joris Dormans
(Ludomotion)
Design
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC Online 2012
A Holistic Approach to A/B Testing
by Jesse Hull
(GSN Games)
Design
GDC Online 2012
A Theory of Fun 10 Years Later
by Raph Koster
(Playdom, San Diego)
Design
GDC Online 2012
Ahead of the Game - Ethics of Modern Game Development [Available For Fre...
by Nikolaus Davidson
(Amazon.com)
Design
GDC Online 2012
Behind the Curtain: Using MMO Game Systems to Tell Bioware Stories
by Damion Schubert
(Bioware Austin)
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
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
GDC Europe 2012
Ambiguity and Abstraction in Game Writing: Lessons from Dear Esther
by Dan Pinchbeck
(thechineseroom)
Game Design
GDC Europe 2012
Animal Days Post-Mortem: Developing a City-Building Game That's Ready fo...
by Hiroyuki Haga
(GREE)
Game Design
GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Mo...
by Lars Bishop
(NVIDIA)
Game Design
GDC 2012
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
GDC 2012
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
GDC China 2012
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
- Chinese
GDC China 2012
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
GDC China 2012
HOW GAMES THINK
by Raph Koster
(Playdom)
Game Design
- Chinese
GDC China 2012
HOW GAMES THINK
by Raph Koster
(Playdom)
Game Design
GDC China 2011
Designing and Implementing a Satisfying Sword Fight
by Michael Chang
(Subutai Corporation)
Design
- Chinese
GDC China 2011
Designing and Implementing a Satisfying Sword Fight
by Michael Chang
(Subutai Corporation)
Design
GDC China 2011
From Eden to 4am: My journey from Games to Interactive Art and Sound
by Baiyon (Tomohisa Kuramitsu)
Design
- Chinese
GDC China 2011
From Eden to 4am: My journey from Games to Interactive Art and Sound
by Baiyon (Tomohisa Kuramitsu)
Design
GDC Online 2011
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
GDC Online 2011
Double-Coding: Making Online Games for Both the Casual and the Hardcore
by Damion Schubert
(Bioware Austin)
Design
GDC Online 2011
Exploiting the Analysts: What Game Designers Do with that Data
by Dan Scherlis
(Sonamine)
Design
GDC Online 2011
Fundamental Multiplayer RPG Math
by Sara Jensen Schubert
(KingsIsle Entertainment)
Design
GDC Europe 2011
169.939.900 Square Miles - Real World Games Far Beyond Check-Ins
by Andreas Suika
(flaregames)
Game Design
GDC Europe 2011
Adopting the Hollywood Production Model: How Revolution Reinvented Itsel...
by Charles Cecil
(Revolution)
Game Design
GDC Europe 2011
An Old Horse Learning New Tricks - From AAA Retail to AAA Online
by Cevat Yerli
(Crytek)
Game Design
GDC Europe 2011
Animal Logic: The Deal and Development Behind National Geographic Animal...
by Clark Stacey
(Smart Bomb Interactive)
Game Design
GDC 2011
11th Annual Game Developers Choice Awards
by GDC
Game Design
GDC 2011
13th Annual Independent Games Festival Awards
Game Design
GDC 2011
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
GDC 2011
A Requirements Specification Template for Interactive Storytelling
by Ernest Adams
(International Hobo)
Game Design
GDC Online 2010
Adapting the MMO to a Mobile Gaming Platform
by Cinco Barnes
(Spacetime Studios)
Design
GDC Online 2010
All Your Base Are Belong to Us: Conquest Endgames in MMOs
by Matthew Woodward
(CCP Games)
Design
GDC Online 2010
Bears and Snakes! The Wild Frontier of Social Game Design
by Brian Reynolds
(Zynga)
Design
GDC Online 2010
Classic Social Mechanics: The Engines Behind Everything Multiplayer
by Raph Koster
(Playdom)
Design
GDC Europe 2010
Baggies, DVDs and Bitstreams: How to Reinvent Yourself in a Dynamic Market
by Louis Castle
(InstantAction)
Game Design
GDC Europe 2010
Baldur's Gate: A 10 Year Retrospective
by Ray Muzyka
(BioWare)
Game Design
GDC Europe 2010
Chilling Tales from Red Steel 2: How Motion Control Will/Won't Change Th...
by Jason VandenBerghe
(Ubisoft)
Game Design
GDC Europe 2010
Designing Guild Wars 2 Dynamic Events
by Colin Johanson
(NCsoft - ArenaNet)
Game Design
GDC 2010
A Day at the Museum: How the Smithsonian is embracing games
by Chris Melissinos
(PastPixels)
Game Design
GDC 2010
Accelerate Your Game: OpenGL Game Development for BlackBerry Smartphones
by Chris Melissinos
(PastPixels)
Game Design
GDC 2010
Accelerate Your Game: OpenGL Game Development for BlackBerry Smartphones
by Chris Melissinos
(PastPixels)
Game Design
GDC 2010
Artgame Sessions
by Frank Lantz
(Area/Code/Zynga)
Game Design
GDC Austin/Online 2009
10 Ways to Make Your Game Appeal to Teens
by Joe Shochet
(Hangout Industries)
Design
GDC Austin/Online 2009
Ace Usability and Avoid Kobayashi Maru
by Nicole Lazzaro
(XEODesign)
Design
GDC Austin/Online 2009
Challenges In Designing A Casual MMO
by Laralyn McWilliams
(Sony Online Entertainment)
Design
GDC Austin/Online 2009
Designer Scripting: The Power and Perils of Designers Touching Code
by Rich Vogel
(BioWare)
Design
GDC Europe 2009
Choice: The Ultimate Game Mechanic
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC Europe 2009
Designing for New Audiences
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC Europe 2009
Writing Interactive Narrative for a Mature Audience
by David Cage
(Quantic Dream)
Game Design
GDC 2009
11th Annual Independent Games Festival Awards
by GDC
Game Design
GDC 2009
9th Annual Game Developers Choice Awards
Game Design
GDC 2009
Aarf! Arf Arf Arf: Talking to the Player with Barks
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2009
Accessibility 101: Crash Course for Beginners
by Michelle Hinn
(IGDA Game Accessibility Special Interest Group)
Game Design
GDC 2008
8th Annual Game Developers Choice Awards
Game Design
GDC 2008
Creating Spielberg's BOOM BLOX
by Louis Castle
(InstantAction)
Game Design
GDC 2008
FABLE 2 - The Big Three Features Revealed
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2008
How to Create an Industry: The Making of the Brown Box and PONG
by Ralph H. Baer
Game Design
GDC 2007
(109) Casual Games Summit 101
by John Welch
(Making Fun)
Game Design
GDC 2007
Bookworm Adventures Post-Mortem
by Tysen Henderson
(PopCap Games)
Game Design
GDC 2007
Building The Future Of Indie Games
by Simon Carless
(Independent Games Festival)
Game Design
GDC 2007
Design Principles for Casual Games
by Nick Fortugno
(Playmatics)
Game Design
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
Adventures in Character Design
by Tim Schafer
Game Design
GDC 2004
Four at a Time: Techniques for Maximizing Enemy and Object Placement
by Chris Cross
Game Design
GDC 2004
Game Design Challenge: The Love Story
by Will Wright
(StupidFunClub)
Game Design
GDC 2003
Dynamics for Designers
by Will Wright
(Stupid Fun Club)
Game Design
GDC 2003
Great Game Graphics... Who Cares?
by Jason Rubin
(Naughty Dog)
Game Design
GDC 2003
Halo: Development Evolved
by Marty O'Donnell
(Bungie)
Game Design
GDC 2003
Sequels and Adaptations: Design Innovation in a Risk-Averse World
by Warren Spector
(Ion Storm)
Game Design
GDC 2001
Consoles vs. PCs: Is the PC Really Dead?
by Bing Gordon
(Kleiner Perkins Caufield & Byers)
Game Design
GDC 2001
Principles for Developing Successful Games
by Bruce Shelley
(Ensemble Studios)
Game Design
GDC 2001
Principles for Developing Successful Games
by Bruce Shelley
(Ensemble Studios)
Game Design