Game Developers Conference 2025
                                                                      
                    
                                                'Honkai: Star Rail': Reimagining RPGs for Mass Audiences and Broad Appeal
                
                                    
                        by Chengnan An
                                                    (HoYoverse)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2025
                                                                      
                    
                                                'Prince of Persia: The Lost Crown': Making a Modern Metroidvania Both Ch...
                
                                    
                        by Remi Boutin
                                                    (Ubisoft)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2025
                                                                      
                    
                                                Avoiding the Historical Accuracy Trap: Lessons from Five Thousand Years ...
                
                                    
                        by Angus Mol
                                                    (Leiden University Centre for Digital Humanities)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2025
                                                                      
                    
                                                Bear Hugs and Dev Tears: Building Stories for 'Cozy Grove: Camp Spirit'
                
                                    
                        by Alicia Fortier
                                                    (Spry Fox, Netflix Games)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2024
                                                                      
                    
                                                'Brawl Stars': Learnings from the Removal of Loot Boxes
                
                                    
                        by Frank Yan
                                                    (Supercell)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2024
                                                                      
                    
                                                A Second Shot: Improving Ranged Combat in 'The Last of Us Part II'
                
                                    
                        by Derek Mattson
                                                    (Naughty Dog)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2024
                                                                      
                    
                                                Alpha Puzzles + Shipped Solutions: Exploring Design Direction Across a P...
                
                                    
                        by Francisco Souki
                                                    (Schell Games)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2024
                                                                      
                    
                                                Designing Active Time Lore for 'Final Fantasy XVI'
                
                                    
                        by Momoka Aono
                                                    (Square Enix Co., Ltd.)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2023
                                                                      
                    
                                                "Good Numbers" in Game Design
                
                                    
                        by Alexander King
                                                    (Independent)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2023
                                                                      
                    
                                                'Overcrowded: Tycoon' Postmortem: A Tycoon with Emotions
                
                                    
                        by Jorge Rosado
                                                    (Zeptolab)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2023
                                                                      
                    
                                                'The Looker': The Art of Parody Against the Menace of Goofiness
                
                                    
                        by Bradley Lovell
                                                    (Subcreation Studio)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2023
                                                                      
                    
                                                'Wordscapes': How Design and Analytics Keep a Blockbuster Game Growing
                
                                    
                        by Theodore McCormick
                                                    (PeopleFun)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2022
                                                                      
                    
                                                'Blaseball': Game Development as Performance
                
                                    
                        by Gabe McGill
                                                    (The Game Band)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Game Developers Conference 2022
                                                                      
                    
                                                'Dreamscaper': Killer Combat on an Indie Budget
                
                                    
                        by Ian Cofino
                                                    (Afterburner Studios)
                                            
                                
                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 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
                                                                      
                    
                                                'Ori Will of the Wisps': Narrative Design and Visual Storytelling
                
                                    
                        by Jeremy Gritton
                                                    (Moon Studios)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Summer 2020
                                                                      
                    
                                                AR Game Design 101
                
                                    
                        by Laura Warner
                                                    (Niantic)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Summer 2020
                                                                      
                    
                                                Blockers: Analyzing Difficulty Drivers in Candy Crush Games
                
                                    
                        by Lucien "Yen-Chu" Chen
                                                    (King)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Summer 2020
                                                                      
                    
                                                Designing for Multiple Minds: Crafting the Craft of Player Dynamics
                
                                    
                        by Kimberly Voll
                                                    (Stray Bombay)
                                            
                                
                Design
                                             
                            
                                    
                                                                              Summer 2020
                                                                      
                    
                                                Getting Real with Real-World Games: Adjusting Gameplay of 'Pokmon GO' in...
                
                                    
                        by Laura Warner
                                                    (Niantic)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2020
                                                                      
                    
                                                Board Game Design Summit: Developing 'Artifacts of Play' For Your Tablet...
                
                                    
                        by Kathryn Hymes
                                                    (Thorny Games)
                                            
                                
                Board Game Design Summit
                                             
                            
                                    
                                                                              GDC 2020
                                                                      
                    
                                                Custom Tool Time: Make More in Less Time
                
                                    
                        by Brett Taylor
                                                    (My Dog Zorro)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2020
                                                                      
                    
                                                Matchmaking for Engagement: Lessons from 'Halo 5'
                
                                    
                        by Josh Menke
                                                    (343 Industries)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2020
                                                                      
                    
                                                Stop & Think: Teaching Players About Media Manipulation in 'Headliner'
                
                                    
                        by Jakub Kasztalski
                                                    (Unbound Creations LLC)
                                            
                                
                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
                                                                      
                    
                                                'Into the Breach' Design Postmortem
                
                                    
                        by Matthew Davis
                                                    (Subset Games)
                                            
                                
                Design
                                             
                            
                                    
                                                                              2019
                                                                      
                    
                                                'Mooncrash': Resetting the Immersive Simulation
                
                                    
                        by Rich Wilson
                                                    (Arkane Studios)
                                            
                                
                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
                                                                      
                    
                                                '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 2017
                                                                      
                    
                                                'Final Fantasy': A Challenger Once Again
                
                                    
                        by Hajime Tabata
                                                    (Square Enix)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2017
                                                                      
                    
                                                'Ice Age Adventures': UX Diagnosis for a Live-Ops Game (Case Study)
                
                                    
                        by Om Tandon
                                                    (Digit Games Studio)
                                            
                                
                UX Summit
                                             
                            
                                    
                                                                              GDC 2017
                                                                      
                    
                                                'Job Simulator' Postmortem: VR Design, Tech, and Business Lessons Learned
                
                                    
                        by Devin Reimer
                                                    (Owlchemy Labs)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2017
                                                                      
                    
                                                'Offworld Trading Company': An RTS Without Guns
                
                                    
                        by Soren Johnson
                                                    (Mohawk Games)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2016
                                                                      
                    
                                                Conversion of a Different User: Bringing Teams to F2P
                
                                    
                        by Matthew Laurence
                                                    (MegaZebra, GmbH)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2016
                                                                      
                    
                                                Creating Conflict: Combat Design for AAA Action Games
                
                                    
                        by Michael Barclay
                                                    (Cloud Imperium Games)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2016
                                                                      
                    
                                                Following the Fun: How We Designed Gameplay For 'LawBreakers'
                
                                    
                        by Dan Nanni
                                                    (Boss Key Productions)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2016
                                                                      
                    
                                                How I Created a Top 50 App in 8 Weeks
                
                                    
                        by Troy Lonergan
                                                    (Talony Games, Ltd.)
                                            
                                
                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 2016
                                                                      
                    
                                                Animation Bootcamp: The 'Animate' Button - Mocap Automation Techniques a...
                
                                    
                        by Dan Lowe
                                                    (Ubisoft Montreal)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2016
                                                                      
                    
                                                Audio-Driven Game Design
                
                                    
                        by Per Anders Ostblad
                                                    (University of Skovde / Nifty Sound)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC China 2015
                                                                      
                    
                                                Implications of texture and material creation for UE4
                
                                    
                        by Wenlei Li
                                                    (Epic Games, Inc.)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC China 2015
                                                                      
                    
                                                Implications of texture and material creation for UE4
                
                                    
                        by Wenlei Li
                                                    (Epic Games, Inc.)
                                            
                                
                Design
                                     - Chinese
                            
                                    
                                                                              GDC China 2015
                                                                      
                    
                                                Reducing Simulation Sickness in VR via Game Design.
                
                                    
                        by Ben Lewis-Evans
                                                    (Player Research)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC China 2015
                                                                      
                    
                                                Reducing Simulation Sickness in VR via Game Design.
                
                                    
                        by Ben Lewis-Evans
                                                    (Player Research)
                                            
                                
                Design
                                     - Chinese
                            
                                    
                                                                              GDC Europe 2015
                                                                      
                    
                                                Analytics in Action: Data in a Creative Culture
                
                                    
                        by Phil Mansell
                                                    (Jagex)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2015
                                                                      
                    
                                                Designing to Minimize Simulation Sickness in VR Games
                
                                    
                        by Ben Lewis-Evans
                                                    (Player Research)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2015
                                                                      
                    
                                                EPIC Lessons: An Angry Birds Epic Livecare Postmortem
                
                                    
                        by Hendrik Lesser
                                                    (Remote Control Productions)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2015
                                                                      
                    
                                                Fear, Love and Great Big Ideas
                
                                    
                        by Jonathan Evans
                                                    (Lumo Developments Ltd)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2015
                                                                      
                    
                                                Advanced Visual Effects for 2D Games
                
                                    
                        by Viktor Lidholt
                                                    (Apportable)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2015
                                                                      
                    
                                                Adventures in Text: Innovating in Interactive Fiction
                
                                    
                        by Jon Ingold
                                                    (inkle)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2015
                                                                      
                    
                                                Against the Burning Hells: Diablo III's Road to Redemption with Reaper o...
                
                                    
                        by Joshua Mosqueira
                                                    (Blizzard Entertainment)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2015
                                                                      
                    
                                                AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive
                
                                    
                        by Adam Noonchester
                                                    (Insomniac Games)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Next 2014
                                                                      
                    
                                                Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
                
                                    
                        by Damien Kieken
                                                    (Ubisoft)
                                            
                                
                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
                                                                      
                    
                                                Game Security (Presented by Arxan Technologies)
                
                                    
                        by Rennie Allen
                                                    (Arxan Technologies)
                                            
                                
                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
                                                                      
                    
                                                Breakthrough and Rebirth  The Road to Create Characters for Own Competit...
                
                                    
                        by Molko Wu
                                                    (Electronic Soul Network)
                                            
                                
                Design
                                             
                            
                                    
                                                                              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 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 Europe 2014
                                                                      
                    
                                                Cinematic, Story-Driven Games and What They Mean to Remedy
                
                                    
                        by Kyle Rowley
                                                    (Remedy Entertainment)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2014
                                                                      
                    
                                                Conquering New Frontiers: Angry Birds and Their EPIC Adventure
                
                                    
                        by Miika Tams
                                                    (Rovio)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2014
                                                                      
                    
                                                'Nuff Said: Comics as Design Documentation
                
                                    
                        by Matthew Derby
                                                    (Harmonix)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2014
                                                                      
                    
                                                Believable Make-Believe: Putting the Player at the Heart of Tearaway
                
                                    
                        by Rex Crowle
                                                    (Media Molecule)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2014
                                                                      
                    
                                                Crimewatch 2.0: Redesigning EVE Online's Policing System
                
                                    
                        by Matthew Woodward
                                                    (CCP Games)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2014
                                                                      
                    
                                                Designers Are from Saturn, Programmers Are from Uranus
                
                                    
                        by Brian Schwab
                                                    (Formerly of Blizzard Entertainment)
                                            
                                
                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 Europe 2013
                                                                      
                    
                                                Getting Past Pay to Win
                
                                    
                        by Teut Weidemann
                                                    (Ubisoft Blue Byte)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2013
                                                                      
                    
                                                ibb & obb - Ten Talking Points
                
                                    
                        by Roland IJzermans
                                                    (Sparpweed)
                                            
                                
                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
                                                                      
                    
                                                AAA Level Design in a Day Bootcamp
                
                                    
                        by Coray Seifert
                                                    (Slingo)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2013
                                                                      
                    
                                                Assassin's Creed III Homestead: Code, Data, and Tools
                
                                    
                        by Marc-Andre Jutras
                                                    (Ubisoft Quebec)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Online 2012
                                                                      
                    
                                                A Theory of Fun 10 Years Later
                
                                    
                        by Raph Koster
                                                    (Playdom, San Diego)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Online 2012
                                                                      
                    
                                                Behind the Curtain: Using MMO Game Systems to Tell Bioware Stories
                
                                    
                        by Damion Schubert
                                                    (Bioware Austin)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Online 2012
                                                                      
                    
                                                Castleville Postmortem: What Went Right and Wrong
                
                                    
                        by William Lemons
                                                    (Zynga)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Online 2012
                                                                      
                    
                                                Classic Game Postmortem: Meridian 59
                
                                    
                        by Damion Schubert
                                                    (Bioware Austin)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2012
                                                                      
                    
                                                AAA goes F2P: Same Skills, Different Mindset
                
                                    
                        by Jan van der Crabben
                                                    (Travian Games)
                                            
                                
                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 Europe 2012
                                                                      
                    
                                                Surviving the Jungle of MMO Eco-Systems
                
                                    
                        by Craig Morrison
                                                    (Funcom)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC Europe 2012
                                                                      
                    
                                                The Self, Presence and Storytelling
                
                                    
                        by Thomas Grip
                                                    (Frictional Games)
                                            
                                
                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 2012
                                                                      
                    
                                                Attention, Not Immersion: Making Your Games Better with Psychology and P...
                
                                    
                        by Richard Lemarchand
                                                    (Naughty Dog)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2012
                                                                      
                    
                                                Breaking the Rules of Game Design: When to Go Against Competence, Autono...
                
                                    
                        by Kaitlyn Burnell
                                                    (Naughty Dog)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              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
                                                                      
                    
                                                From Console to Mobile: the Best Practices to Build Multi-platform Games
                
                                    
                        by Xu Wang
                                                    (Ubisoft Shanghai)
                                            
                                
                Game Design
                                     - Chinese
                            
                                    
                                                                              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
                                                                      
                    
                                                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
                                                                      
                    
                                                Game Design in a Mine Field:  Creating Strategy Browser Games
                
                                    
                        by Eike Klindworth
                                                    (InnoGames GmbH)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Online 2011
                                                                      
                    
                                                Rapid MMO Content Iteration and Validation with Spatial Analysis in Star...
                
                                    
                        by Georg Zoeller
                                                    (BioWare Austin)
                                            
                                
                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 Europe 2011
                                                                      
                    
                                                Big Bucks for Bits and Bytes - A Holistic Approach to Selling Virtual Goods
                
                                    
                        by Martin Nerurkar
                                                    (Gameforge Productions GmbH)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC Europe 2011
                                                                      
                    
                                                Game Content Rating Systems Must Change
                
                                    
                        by Guillaume de Fondaumiere
                                                    (Quantic Dream)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2011
                                                                      
                    
                                                15 Games in 15 Years
                
                                    
                        by Stone Librande
                                                    (EA/Maxis)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2011
                                                                      
                    
                                                Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
                
                                    
                        by Mike Ambinder
                                                    (Valve Software)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2011
                                                                      
                    
                                                Classic Game Postmortem - ELITE
                
                                    
                        by David Braben
                                                    (Frontier Developments)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2011
                                                                      
                    
                                                Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
                
                                    
                        by Eric Chahi
                                                    (Ubisoft)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC Online 2010
                                                                      
                    
                                                Economic Decision Making in Game Design
                
                                    
                        by Nikolaus Davidson
                                                    (The Amazing Society)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Online 2010
                                                                      
                    
                                                I'm a Special Snowflake: The Art of Participatory Story Telling in MMOs
                
                                    
                        by Tim Cain
                                                    (Carbine Studios/NCsoft)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Online 2010
                                                                      
                    
                                                Sporadic-Play Game Update - The Latest Developments in Games for 
Busy ...
                
                                    
                        by Jeremy Gibson
                                                    (USC - Interactive Media Division)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Europe 2010
                                                                      
                    
                                                More Buttons, Less Control
                
                                    
                        by Jon Brown
                                                    (Sidhe)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC Europe 2010
                                                                      
                    
                                                Player Councils in MMOs: Useful Tools or Waste of Time?
                
                                    
                        by Ptur Jhannes skarsson
                                                    (CCP Games)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC Europe 2010
                                                                      
                    
                                                The Untapped Potential of the MMO
                
                                    
                        by Andreas Ojerfors
                                                    (Funcom)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC Europe 2010
                                                                      
                    
                                                Viral Mechanics Uncovered
                
                                    
                        by Aki Jarvinen
                                                    (Digital Chocolate)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2010
                                                                      
                    
                                                Better Movement Games Using Psychology: 
5 Reasons Some Wii Games Are M...
                
                                    
                        by Katherine Isbister
                                                    (NYU's Polytechnic Institute)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2010
                                                                      
                    
                                                Broadening a Genre While Retaining Its Soul
                
                                    
                        by Tom Cadwell
                                                    (Riot Games)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2010
                                                                      
                    
                                                Design in Detail: Changing the Time Between Shots for the Sniper Rifle f...
                
                                    
                        by Jaime Griesemer
                                                    (Bungie)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2010
                                                                      
                    
                                                Designing Assassin's Creed 2
                
                                    
                        by Patrick Plourde
                                                    (Ubisoft)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC Austin/Online 2009
                                                                      
                    
                                                Challenges In Designing A Casual MMO
                
                                    
                        by Laralyn McWilliams
                                                    (Sony Online Entertainment)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Austin/Online 2009
                                                                      
                    
                                                Games are Math: 10 Core Mechanics That Drive Compelling Gameplay
                
                                    
                        by Raph Koster
                                                    (Playdom)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Austin/Online 2009
                                                                      
                    
                                                The Social Gaming Tipping Point
                
                                    
                        by Brian Reynolds
                                                    (Zynga)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC Austin/Online 2009
                                                                      
                    
                                                Trading Card Games: Designing for a Decade with Resource Cards and a Col...
                
                                    
                        by Paul Dennen
                                                    (Sony Online Entertainment-Denver)
                                            
                                
                Design
                                             
                            
                                    
                                                                              GDC 2009
                                                                      
                    
                                                (101) Learn Better Game Writing in a Day
                
                                    
                        by Evan Skolnick
                                                    (Independent)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2009
                                                                      
                    
                                                (102) Creativity Boot Camp '09
                
                                    
                        by Paul Schuytema
                                                    (University of Illinois)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2009
                                                                      
                    
                                                (102) Creativity Boot Camp '09
                
                                    
                        by Paul Schuytema
                                                    (University of Illinois)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2009
                                                                      
                    
                                                (202) Fundamentals of Game Design Workshop (SOLD OUT)
                
                                    
                        by Ernest Adams
                                                    (International Hobo)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC Austin/Online 2008
                                                                      
                    
                                                Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games
                
                                    
                        by Eric Zimmerman
                                                    (Independent)
                                            
                                
                Online Games - Design
                                             
                            
                                    
                                                                              GDC Austin/Online 2008
                                                                      
                    
                                                Economic Design and Management of Virtual Worlds with a Large Shard Popu...
                
                                    
                        by Eyjolfur Gudmundsson
                                                    (CCP)
                                            
                                
                Online Games - Design
                                             
                            
                                    
                                                                              GDC Austin/Online 2008
                                                                      
                    
                                                Music and Sound as Game Design Tools
                
                                    
                        by Simon Amarasingham
                                                    (dSonic, Inc.)
                                            
                                
                Online Games - Design
                                             
                            
                                    
                                                                              GDC Austin/Online 2008
                                                                      
                    
                                                Sticky from the Start
                
                                    
                        by Stieg Hedlund
                                                    (Turpitude)
                                            
                                
                Online Games - Design
                                             
                            
                                    
                                                                              GDC 2008
                                                                      
                    
                                                10 in 20: Ten Keys to Designing for IPs
                
                                    
                        by Timothy Longo
                                                    (Crystal Dynamics)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2008
                                                                      
                    
                                                10 Tips for a Successful Wiki
                
                                    
                        by James Everett
                                                     
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2008
                                                                      
                    
                                                A PORTAL Post-Mortem: Integrating Writing and Design
                
                                    
                        by Kim Swift
                                                    (Airtight Games)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2008
                                                                      
                    
                                                Collaborative Writing and Vast Narratives: Principles, Processes, and Ge...
                
                                    
                        by Mark Nelson
                                                    (Big Huge Games)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2007
                                                                      
                    
                                                (304) Independent Games Summit
                
                                    
                        by Eric Zimmerman
                                                    (Independent)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2007
                                                                      
                    
                                                (304) Independent Games Summit
                
                                    
                        by Eric Zimmerman
                                                    (Independent)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2007
                                                                      
                    
                                                A LocoRoco Postmortem: Making Happiness into Gameplay
                
                                    
                        by Tsutomu Kouno
                                                     
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2007
                                                                      
                    
                                                Challenging Everyone: Dynamic Difficulty Deconstructed
                
                                    
                        by Ken Harward
                                                    (TrueThought LLC)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2006
                                                                      
                    
                                                3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
                
                                    
                        by Bernard Lefebvre
                                                     
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2006
                                                                      
                    
                                                Crowds In A Polygon Soup: Next-Gen Path Planning
                
                                    
                        by David Miles
                                                    (BabelFlux LLC)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2006
                                                                      
                    
                                                Deploying 3D Games and Virtual Worlds in the Web Browser
                
                                    
                        by Jules Urbach
                                                    (Otoy)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2006
                                                                      
                    
                                                Designing to Promote Intentional Play
                
                                    
                        by Clint Hocking
                                                    (LucasArts)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2004
                                                                      
                    
                                                Beyond Fun: Setting Aesthetic Goals and Sticking toThem
                
                                    
                        by Tim Stellmach
                                                    (Harmonix)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2004
                                                                      
                    
                                                Cross Platform User Interface Development
                
                                    
                        by Tim Stellmach
                                                    (Harmonix)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2004
                                                                      
                    
                                                The  Civilization  Series: How to Maintain a Successful Franchise
                
                                    
                        by Soren Johnson
                                                    (Mohawk Games)
                                            
                                
                Game Design
                                             
                            
                                    
                                                                              GDC 2004
                                                                      
                    
                                                The Interesting Thing About Bishops: Simulation Boundaries in Splinter Cell
                
                                    
                        by Clint Hocking
                                                     
                                            
                                
                Game Design