GDC 2015
3 Monetization Metrics to Track Every Single Day (Presented by Chartboost)
by Chung-Man Tam
(Chartboost)
Monetization
GDC 2015
5 Best Practices for Cost-Efficient User Acquisition (Presented by Chart...
by Pepe Agell
(Chartboost)
Monetization
GDC 2015
6 Years, 1 Game - THEY Must Like Us! Lessons from the Trenches
by Greg Balajewicz
(BDA Entertainment Inc)
Business, Marketing & Management
GDC 2015
9 Mobile Game Monetization Questions to Gain a Competitive Edge (And the...
by Maria Alegre
(Chartboost)
Business, Marketing & Management
GDC 2015
A Live Art Demonstration of Creating Worlds through Design Thinking
by Feng Zhu
(Feng Zhu Design)
Visual Arts
GDC 2015
A New R&D Process for Game Design
by James Taylor
(Game Changer Chicago Design Lab - University of Chicago)
Game Career Seminar
GDC 2015
A New R&D Process for Game Design
by James Taylor
(Game Changer Chicago Design Lab - University of Chicago)
Game Career Seminar
GDC 2015
A Thousand Voices: Open Game Development
by Chris Avellone
(Obsidian Entertainment)
Design
GDC 2015
A View from the White House: Games Beyond Entertainment
by Mark DeLoura
(White House Office of Science & Technology Policy)
Advocacy
GDC 2015
A View from the White House: Games Beyond Entertainment
by Mark DeLoura
(White House Office of Science & Technology Policy)
Advocacy
GDC 2015
A Year of Constraints: How Limitations Improved My Development Process
by Adriel Wallick
(MsMinotaur)
Independent Games Summit
GDC 2015
Accelerating Your Success in the Complex Chinese Mobile Gaming Market (P...
by Ibrahim Dai
(TalkingData Ltd.)
Business, Marketing & Management
GDC 2015
Adaptive Virtual Texture Rendering in Far Cry 4
by Ka Chen
(Ubisoft)
Programming
GDC 2015
Adaptive Virtual Texture Rendering in Far Cry 4
by Ka Chen
(Ubisoft)
Programming
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Visual Effects in Star Cit...
by Alistair Brown
(Cloud Imperium)
Visual Arts
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Visual Effects in Star Cit...
by Alistair Brown
(Cloud Imperium)
Visual Arts
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Welcome/Getting the Most O...
by Nicolas Thibieroz
(AMD)
Visual Arts
GDC 2015
Advanced VR Rendering
by Alex Vlachos
(Valve)
Programming
GDC 2015
Advanced VR Rendering
by Alex Vlachos
(Valve)
Programming
GDC 2015
Adventures in Text: Innovating in Interactive Fiction
by Jon Ingold
(inkle)
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
Against the Burning Hells: Diablo III's Road to Redemption with Reaper o...
by Joshua Mosqueira
(Blizzard Entertainment)
Design
GDC 2015
AI Based Game Design
by Mirjam Palosaari Eladhari
(Otter Play)
GDC Education Summit
GDC 2015
AI Based Game Design
by Mirjam Palosaari Eladhari
(Otter Play)
GDC Education Summit
GDC 2015
AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive
by Adam Noonchester
(Insomniac Games)
Design
GDC 2015
AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive
by Adam Noonchester
(Insomniac Games)
Design
GDC 2015
All Style, All Substance: The Audio Journey of the Vanity and Traversal ...
by Kristen Quebe
(Microsoft)
Audio
GDC 2015
All Style, All Substance: The Audio Journey of the Vanity and Traversal ...
by Kristen Quebe
(Microsoft)
Audio
GDC 2015
An Overview of the Amazon Devices and Services for Game Developers (Pres...
by David Isbitski
(Amazon)
Programming
GDC 2015
Analytics 201
by Dmitri Williams
(Ninja Metrics)
Business, Marketing & Management
GDC 2015
Analytics 201
by Dmitri Williams
(Ninja Metrics)
Business, Marketing & Management
GDC 2015
Analyzing the Steam Marketplace Using Publicly Derived Sales Estimates
by Kyle Orland
(Ars Technica)
Business, Marketing & Management
GDC 2015
Animation Bootcamp: Locomotion of Sunset Overdrive
by Elliot Grossman
(Insomniac)
Visual Arts
GDC 2015
Animation Bootcamp: The Animation Process of Ori
by James Benson
(Campo Santo)
Visual Arts
GDC 2015
Animation Bootcamp: Women Are Not Too Hard to Animate
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2015
Animation Style and Process for Broken Age
by Raymond Crook
(Double Fine Production)
Visual Arts
GDC 2015
Animation Style and Process for Broken Age
by Raymond Crook
(Double Fine Production)
Visual Arts
GDC 2015
Anti-Social Behavior in Games: How Can Game Design Help?
by Ben Lewis-Evans
(Player Research)
Design
GDC 2015
Anti-Social Behavior in Games: How Can Game Design Help?
by Ben Lewis-Evans
(Player Research)
Design
GDC 2015
Applying Machine Learning Like a Responsible Adult
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2015
Applying Machine Learning Like a Responsible Adult
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2015
Art Direction Bootcamp : 7 Habits of Highly Effective Art Directors
by Ben Thompson
(Blizzard Entertainment)
Visual Arts
GDC 2015
Art Direction Bootcamp : How I Learned to Love Procedural Art
by Grant Duncan
(Hello Games)
Visual Arts
GDC 2015
Art Direction Bootcamp : Technical Art Direction
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2015
Art Direction Bootcamp: How Being Different Makes All The Difference
by Alessandro Taini
(Ninja Theory)
Visual Arts
GDC 2015
Audio Bootcamp : Dialogue 101
by Michael Csurics
(The Brightskull Entertainment Group)
Audio
GDC 2015
Audio Bootcamp : Dialogue 101
by Michael Csurics
(The Brightskull Entertainment Group)
Audio
GDC 2015
Audio Bootcamp : Dj vu All Over Again? What We Can Learn from "Classic" ...
by Peter McConnell
(Little Big Note Music)
Audio
GDC 2015
Audio Tips for Public Betas, Alphas and Early Access
by Matthew Marteinsson
(Klei Entertainment)
Audio
GDC 2015
Audio Tips for Public Betas, Alphas and Early Access
by Matthew Marteinsson
(Klei Entertainment)
Audio
GDC 2015
Automated Testing and Instant Replays in Retro City Rampage
by Brian Provinciano
(Vblank Entertainment)
Programming
GDC 2015
Automated Testing and Instant Replays in Retro City Rampage
by Brian Provinciano
(Vblank Entertainment)
Programming
GDC 2015
Awesome Video Game Data (2015)
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2015
Awesome Video Game Data (2015)
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2015
Believable Humans
by Michael Mumbauer
(Sony Computer Entertainment America)
Visual Arts
GDC 2015
Best Practices for Small Studios: Outmaneuver Your Competition
by Tobiah Marks
(Microsoft)
Business, Marketing & Management
GDC 2015
BioShock Infinite: Scoring in the Sky, a Postmortem
by Garry Schyman
(Garry Schyman Productions)
Audio
GDC 2015
Blurring Separation Between Concept and Production on Halo 2 Anniversary
by Michael Pavlovich
(Certain Affinity)
Visual Arts
GDC 2015
Blurring Separation Between Concept and Production on Halo 2 Anniversary
by Michael Pavlovich
(Certain Affinity)
Visual Arts
GDC 2015
Breakaway: A Narrative Game's Success at Addressing Gender-Based Violence
by Ann DeMarle
(Champlain College)
Game Narrative Summit
GDC 2015
Breakaway: A Narrative Game's Success at Addressing Gender-Based Violence
by Ann DeMarle
(Champlain College)
Game Narrative Summit
GDC 2015
Bringing AAA Franchises to NVIDIA SHIELD, Round-Table, and Postmortem (P...
by Rev Lebaredian
(NVIDIA)
Design
GDC 2015
Bringing Console Development to Mobile: Lessons From My Cross-Platform T...
by Ben Liu
(Pocket Gems)
Advocacy
GDC 2015
Bringing Console Development to Mobile: Lessons From My Cross-Platform T...
by Ben Liu
(Pocket Gems)
Advocacy
GDC 2015
Building a Better Centaur: AI at Massive Scale
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2015
Building a Manifesto for Game Accessibility
by Thomas Westin
(Stockholm University)
Advocacy
GDC 2015
Building a Manifesto for Game Accessibility
by Thomas Westin
(Stockholm University)
Advocacy
GDC 2015
Building a Sport: The Design Philosophy of League of Legends
by Ryan Scott
(Riot Games)
eSports Summit
GDC 2015
Building Fear in Alien: Isolation
by Alistair Hope
(Creative Assembly)
Visual Arts
GDC 2015
Capitalizing Your Digital Entertainment Startup
by Matthew Le Merle
(Fifth Era)
Business, Marketing & Management
GDC 2015
Carrying Through College: The Current Climate of Collegiate eSports
by Jesse Sell
(MIT)
eSports Summit
GDC 2015
Challenges and Strategies for Hosting Massive Independent eSports Events
by James Lampkin
(ESL)
eSports Summit
GDC 2015
Cinematic Games Are Dead! Long Live Cinematic Games!
by Matthew Weise
(Fiction Control)
Game Narrative Summit
GDC 2015
Cinematic Games Are Dead! Long Live Cinematic Games!
by Matthew Weise
(Fiction Control)
Game Narrative Summit
GDC 2015
Clash of Clans: Designing Games That People Will Play For Years
by Jonas Collaros
(Supercell)
Design
GDC 2015
Clash of Clans: Designing Games That People Will Play For Years
by Jonas Collaros
(Supercell)
Design
GDC 2015
Classic Game Postmortem: Adventure
by Warren Robinett
(Independent)
Design
GDC 2015
Classic Game Postmortem: Adventure
by Warren Robinett
(Independent)
Design
GDC 2015
Classic Game Postmortem: Loom
by Brian Moriarty
(WPI)
Design
GDC 2015
Classic Game Postmortem: Star Control
by Paul Reiche III
(Toys For Bob)
Design
GDC 2015
Classic Game Postmortem: Star Control
by Paul Reiche III
(Toys For Bob)
Design
GDC 2015
Classic Game Postmortem: Yars' Revenge
by Howard Scott Warshaw
(Independent)
Design
GDC 2015
Cloud Gaming and NVIDIA GRID (Presented by NVIDIA)
by Eric Young
(NVIDIA)
Programming
GDC 2015
Code Clinic 2015: How to Write Code the Compiler Can Actually Optimize
by Mike Acton
(Insomniac Games, Inc)
Programming
GDC 2015
Composing for Games: Mastering the Creative Process
by Tom Salta
(Persist Music)
Audio
GDC 2015
Computers Are Terrible Storytellers - Let's Give the Humans a Shot
by Stephen Hood
(Storium)
Game Narrative Summit
GDC 2015
Computers Are Terrible Storytellers - Let's Give the Humans a Shot
by Stephen Hood
(Storium)
Game Narrative Summit
GDC 2015
Connecting with Your Customers - Building Successful Mobile Games throug...
by Nate Wiger
(Amazon)
Programming
GDC 2015
Content Optimization Pipeline for an Open World Game
by Martin Thorzen
(CD Projekt RED)
Visual Arts
GDC 2015
Content Optimization Pipeline for an Open World Game
by Martin Thorzen
(CD Projekt RED)
Visual Arts
GDC 2015
Continuous Testing
by Lance Hitchcock
(ArenaNet)
Programming
GDC 2015
Continuous Testing
by Lance Hitchcock
(ArenaNet)
Programming
GDC 2015
Creating Hyper-Adaptive Music on an Indie Budget
by C. Andrew Rohrmann
(scntfc / 17-Bit)
Independent Games Summit
GDC 2015
Creating Hyper-Adaptive Music on an Indie Budget
by C. Andrew Rohrmann
(scntfc / 17-Bit)
Independent Games Summit
GDC 2015
Creating Successful Game Marketing Campaigns from Your Analytics
by Neil McClarty
(Jagex Games Studio)
Business, Marketing & Management
GDC 2015
Creating Successful Game Marketing Campaigns from Your Analytics
by Neil McClarty
(Jagex Games Studio)
Business, Marketing & Management
GDC 2015
Creative Chaos: Teaching Project Teams to Be Innovative
by Drew Davidson
(Carnegie Mellon)
GDC Education Summit
GDC 2015
Creative Chaos: Teaching Project Teams to Be Innovative
by Drew Davidson
(Carnegie Mellon)
GDC Education Summit
GDC 2015
Dedicated Prototyping for Mobile Game Development
by Tom Blind
(Backflip Studios)
Smartphone & Tablet Games Summit
GDC 2015
Dedicated Prototyping for Mobile Game Development
by Tom Blind
(Backflip Studios)
Smartphone & Tablet Games Summit
GDC 2015
Deep Gabe: Machine Learning from Steam Data
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2015
Deploying a Low-Latency Multiplayer Game Globally: Loadout (Presented by...
by Nate Wiger
(Amazon)
Programming
GDC 2015
Design by Constraints: Hitman GO Design Postmortem
by Daniel Lutz
(Square Enix Montral)
Design
GDC 2015
Design by Constraints: Hitman GO Design Postmortem
by Daniel Lutz
(Square Enix Montral)
Design
GDC 2015
Designing a Multiplayer Battle Online Arena (MOBA) for the Tablet
by Stephan Sherman
(super evil megacorp)
Design
GDC 2015
Designing for Exploration and Choice in Firewatch
by Nels Anderson
(Klei Entertainment)
Design
GDC 2015
Designing for Exploration and Choice in Firewatch
by Nels Anderson
(Klei Entertainment)
Design
GDC 2015
Designing for Mobile VR in Dead Secret
by Chris Pruett
(Robot Invader/ Oculus)
Smartphone & Tablet Games Summit
GDC 2015
Designing for Mobile VR in Dead Secret
by Chris Pruett
(Robot Invader/ Oculus)
Smartphone & Tablet Games Summit
GDC 2015
Designing Morally Difficult Characters, Responsibly
by Dan Nagler
(Gigantic Mechanic)
Game Narrative Summit
GDC 2015
Designing Morally Difficult Characters, Responsibly
by Dan Nagler
(Gigantic Mechanic)
Game Narrative Summit
GDC 2015
Designing Procedural Stealth for Invisible Inc.
by James Lantz
(Klei Entertainment)
Independent Games Summit
GDC 2015
Designing Procedural Stealth for Invisible Inc.
by James Lantz
(Klei Entertainment)
Independent Games Summit
GDC 2015
Designing Your Design Team
by Richard Carrillo
(Ubisoft Toronto, Inc.)
Production
GDC 2015
Designing Your Design Team
by Richard Carrillo
(Ubisoft Toronto, Inc.)
Production
GDC 2015
Destiny's Multithreaded Rendering Architecture
by Natalya Tatarchuk
(Bungie)
Programming
GDC 2015
Dev Studio 2.0: Paid to Learn
by Amy Adkins
(University of Utah- Entertainment Arts and Engineering)
GDC Education Summit
GDC 2015
Dev Studio 2.0: Paid to Learn
by Amy Adkins
(University of Utah- Entertainment Arts and Engineering)
GDC Education Summit
GDC 2015
Developing Games for NVIDIA GRID (Presented by NVIDIA)
by Eric Young
(NVIDIA)
Programming
GDC 2015
Developing the Fantasy of a Character through Illustrations
by Andrew Silver
(Riot Games)
Visual Arts
GDC 2015
Dialog Systems in Double Fine Games
by Anna Kipnis
(Double Fine Productions)
Design
GDC 2015
Did We Fail? The Weird Success Story of Beatbuddy
by Wolf Lang
(THREAKS)
Business, Marketing & Management
GDC 2015
Did We Fail? The Weird Success Story of Beatbuddy
by Wolf Lang
(THREAKS)
Business, Marketing & Management
GDC 2015
Do Game Developers Want a Union?
by Johanna Weststar
(Western University)
Advocacy
GDC 2015
Do Game Developers Want a Union?
by Johanna Weststar
(Western University)
Advocacy
GDC 2015
Don't Be Afraid of Incentivized Ads!
by Volkan Ediz
(GREE)
Free to Play Summit
GDC 2015
Don't Be Afraid of Incentivized Ads!
by Volkan Ediz
(GREE)
Free to Play Summit
GDC 2015
Drawing Inside The Lines: Art With Constraints
by Randy OConnor
(Independent)
Game Career Seminar
GDC 2015
Drawing Inside The Lines: Art With Constraints
by Randy OConnor
(Independent)
Game Career Seminar
GDC 2015
Efficient Rendering with DirectX12 on Intel Graphics (Presented by Intel)
by Andrew Lauritzen
(Intel Corp.)
Programming
GDC 2015
Embedded Game Journalism: Building Transparency and Trust with the Press...
by Jeff Pobst
(Hidden Path Entertainment)
Business, Marketing & Management
GDC 2015
Embracing PBR with Substance: The AAA Studios' Best Kept Secret (Present...
by Jason Brackman
(Relic Entertainment)
Visual Arts
GDC 2015
Embracing the Paradigm Shift: Converting a Premium Team to an (Enthusias...
by Damion Schubert
(Boss Fight Entertainment)
Free to Play Summit
GDC 2015
Encouraging Engagement in Large and Extra, Extra Large Courses
by Sean Gouglas
(University of Alberta)
GDC Education Summit
GDC 2015
Encouraging Engagement in Large and Extra, Extra Large Courses
by Sean Gouglas
(University of Alberta)
GDC Education Summit
GDC 2015
Enhancing Your Unity Mobile Games (Presented by ARM)
by Roberto Lopez Mendez
(ARM)
Programming
GDC 2015
Environmental Audio and Processing for VR
by Nicholas Ward-Foxton
(Sony Computer Entertainment)
Audio
GDC 2015
Environmental Audio and Processing for VR
by Nicholas Ward-Foxton
(Sony Computer Entertainment)
Audio
GDC 2015
Epic Fail Microtalks: Four Mobile Games, Four Flops and Tons of Lessons ...
by Ken Seto
(Massive Damage, Inc.)
Smartphone & Tablet Games Summit
GDC 2015
Equip Your Robot Army! How Telltale Integrated Simplygon into Their Auto...
by Zac Litton
(Telltale Games)
Visual Arts
GDC 2015
Everything You Need To Know About YouTubers But Were Afraid To Ask
by Alex "Baer" Larrabee
(YouTube Personality, Twitch Broadcaster)
Independent Games Summit
GDC 2015
Everything You Need To Know About YouTubers But Were Afraid To Ask
by Alex "Baer" Larrabee
(YouTube Personality, Twitch Broadcaster)
Independent Games Summit
GDC 2015
Evolving Plague Inc: Taking a Top Mobile Game to Steam
by James Vaughan
(Ndemic Creations)
Business, Marketing & Management
GDC 2015
Evolving Plague Inc: Taking a Top Mobile Game to Steam
by James Vaughan
(Ndemic Creations)
Business, Marketing & Management
GDC 2015
Evolving Serious Games: The Confluence of Cognitive Computing and Gamepl...
by Phaedra Boinodiris
(IBM)
Design
GDC 2015
Evolving Serious Games: The Confluence of Cognitive Computing and Gamepl...
by Phaedra Boinodiris
(IBM)
Design
GDC 2015
Experimental Gameplay Workshop
by Vi Hart
(Independent)
Design
GDC 2015
Experimental Gameplay Workshop
by Vi Hart
(Independent)
Design
GDC 2015
Experimental Gameplay Workshop
by Vi Hart
(Independent)
Design
GDC 2015
Exploding the Box: Thinking Differently in the A + B Era
by Drew Murray
(Insomniac Games)
Design
GDC 2015
Exploding the Box: Thinking Differently in the A + B Era
by Drew Murray
(Insomniac Games)
Design
GDC 2015
F2P Comes to Consoles
by Frank Cartwright
(Reloaded Games Inc.)
Free to Play Summit
GDC 2015
Faerie Dust and Sparkles: Bringing Your AI Characters to Life
by Kevin Dill
(Lockheed Martin)
AI Summit
GDC 2015
Faerie Dust and Sparkles: Bringing Your AI Characters to Life
by Kevin Dill
(Lockheed Martin)
AI Summit
GDC 2015
Failure Workshop
by Adam Saltsman
(Finji)
Independent Games Summit
GDC 2015
Failure Workshop
by Adam Saltsman
(Finji)
Independent Games Summit
GDC 2015
Failure Workshop
by Adam Saltsman
(Finji)
Independent Games Summit
GDC 2015
Far Cry 4, Assassin's Creed Unity and War Thunder: Spicing Up PC Graphic...
by Anton Yudintsev
(Gaijin Entertainment)
Programming
GDC 2015
Far Cry 4: Gameplay Team Workflow, Iteration and Philosophy
by Marc Andre Saulnier
(Ubisoft Montreal)
Programming
GDC 2015
Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline
by Remi Quenin
(Ubisoft Montreal)
Programming
GDC 2015
Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline
by Remi Quenin
(Ubisoft Montreal)
Programming
GDC 2015
FEED ME! Managing Information Overload
by Taina Berardi
(Daybreak Games)
Community Management Summit
GDC 2015
FEED ME! Managing Information Overload
by Taina Berardi
(Daybreak Games)
Community Management Summit
GDC 2015
Finding Balance: Realizing Responsive High Fidelity Character Movement i...
by Jeet Shroff
(Avalanche Studios)
Visual Arts
GDC 2015
Flash Forward
by Jeet Shroff
(Avalanche Studios)
Special Event
GDC 2015
Flutter Postmortem: Cultivating a Niche for F2P Success
by Tim Nixon
(Runaway)
Free to Play Summit
GDC 2015
Flutter Postmortem: Cultivating a Niche for F2P Success
by Tim Nixon
(Runaway)
Free to Play Summit
GDC 2015
Forced-Based Anticipatory Collision Avoidance in Crowd Simulations
by Stephen Guy
(University of Minnesota)
AI Summit
GDC 2015
Forced-Based Anticipatory Collision Avoidance in Crowd Simulations
by Stephen Guy
(University of Minnesota)
AI Summit
GDC 2015
Free Your Management Mind, a Successful Community Team Will Follow
by Chloe Swain
(Lionbridge Game Services)
Community Management Summit
GDC 2015
Free Your Management Mind, a Successful Community Team Will Follow
by Chloe Swain
(Lionbridge Game Services)
Community Management Summit
GDC 2015
From 58 to 81: The Mighty Comeback of Gazillion's Marvel Heroes 2015
by David Brevik
(Gazillion Entertainment)
Design
GDC 2015
From 58 to 81: The Mighty Comeback of Gazillion's Marvel Heroes 2015
by David Brevik
(Gazillion Entertainment)
Design
GDC 2015
From Student To Designer/Writer: Real Talk
by Katie Chironis
(Her Interactive)
Game Career Seminar
GDC 2015
From Student To Designer/Writer: Real Talk
by Katie Chironis
(Her Interactive)
Game Career Seminar
GDC 2015
Frostbite: Implementing a Scripting Solution for Your Editor
by Matthew Doell
(Electronic Arts)
Programming
GDC 2015
G.A.N.G. Demo Derby: Interactive
by Brian Schmidt
(Brian Schmidt Studios)
Audio
GDC 2015
G.A.N.G. Demo Derby: Music
by Laura Karpman
(Laura Karpman Music)
Audio
GDC 2015
Galak-Z: Forever: Building Space-Dungeons Organically
by Zach Aikman
(17-Bit)
Advocacy
GDC 2015
Galak-Z: Forever: Building Space-Dungeons Organically
by Zach Aikman
(17-Bit)
Advocacy
GDC 2015
Game Design Case Studies - One Designer | One Game | One System
by Eric Zimmerman
(NYU Game Center)
Design
GDC 2015
Game Design Case Studies - One Designer | One Game | One System
by Eric Zimmerman
(NYU Game Center)
Design
GDC 2015
Game Developer Harassment: How To Get Through
by Elizabeth Sampat
(Optical Binary)
Advocacy
GDC 2015
Game Studio Management: Making It Great
by Jesse Schell
(Schell Games LLC)
Business, Marketing & Management
GDC 2015
Games-as-a-Service: Rebooting a 4-Year-Old Game to the Top Charts
by Ramine Darabiha
(Halfbrick)
Smartphone & Tablet Games Summit
GDC 2015
Gaming Against Violence: Effectiveness of Video Games for Abuse Prevention
by Drew Crecente
(Jennifer Ann's Group)
Advocacy
GDC 2015
Gaming Against Violence: Effectiveness of Video Games for Abuse Prevention
by Drew Crecente
(Jennifer Ann's Group)
Advocacy
GDC 2015
GDC Microtalks 2015: One Hour, Ten Speakers, Games and Play, and Us
by Richard Lemarchand
(Naughty Dog)
Design
GDC 2015
Getting Buy-In: How to Give Your Game Audio Style
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2015
Getting Buy-In: How to Give Your Game Audio Style
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2015
Getting off the NavMesh: Navigating in Fully 3D Environments
by Dan Brewer
(Digital Extremes)
AI Summit
GDC 2015
Getting off the NavMesh: Navigating in Fully 3D Environments
by Dan Brewer
(Digital Extremes)
AI Summit
GDC 2015
glNext: The Future of High Performance Graphics (Presented by Valve)
by Dan Baker
(Oxide Games)
Programming
GDC 2015
Goal-Oriented Action Planning: Ten Years Old and No Fear!
by Chris Conway
(Crystal Dynamics)
AI Summit
GDC 2015
Goal-Oriented Action Planning: Ten Years Old and No Fear!
by Chris Conway
(Crystal Dynamics)
AI Summit
GDC 2015
Goal-Oriented Action Planning: Ten Years Old and No Fear!
by Chris Conway
(Crystal Dynamics)
AI Summit
GDC 2015
Going Indie: 10 Questions to Help You Decide if It's Right for You
by Don Daglow
(Daglow Entertainment LLC)
Game Career Seminar
GDC 2015
Gravity Ghost: A Postmortem
by Erin Robinson
(Ivy Games)
Independent Games Summit
GDC 2015
Gravity Ghost: A Postmortem
by Erin Robinson
(Ivy Games)
Independent Games Summit
GDC 2015
Great Looking Graphics on Modern PowerVR GPUs (Presented by Imagination ...
by Rys Sommefeldt
(Imagination Technologies)
Programming
GDC 2015
Grounding Wildlife in the Mountains of Far Cry 4
by Julien Pelletier
(Ubisoft)
Visual Arts
GDC 2015
Growing Pains: Taking a Studio from 0-60
by Chelsea Blasko
(Iron Galaxy Studios, LLC)
Business, Marketing & Management
GDC 2015
Growing Pains: Taking a Studio from 0-60
by Chelsea Blasko
(Iron Galaxy Studios, LLC)
Business, Marketing & Management
GDC 2015
Growing the Participation of Women in eSports
by Lil Chen
(TED)
eSports Summit
GDC 2015
GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
by Junya Christopher Motomura
(Arc System Works)
Visual Arts
GDC 2015
Hack Discovery: Facebook for Mobile Games (Presented by Facebook)
by Dan Morris
(Facebook)
Design
GDC 2015
Hearthstone: How to Create an Immersive User Interface
by Derek Sakamoto
(Blizzard Entertainment)
Visual Arts
GDC 2015
Hermes: Extensible REST and RPC Communication for Games Features
by Andrew McVeigh
(Riot Games)
Programming
GDC 2015
Hermes: Extensible REST and RPC Communication for Games Features
by Andrew McVeigh
(Riot Games)
Programming
GDC 2015
Hiring for Hopeless Perfectionists
by Sunni Pavlovic
(thatgamecompany)
Business, Marketing & Management
GDC 2015
Hiring for Hopeless Perfectionists
by Sunni Pavlovic
(thatgamecompany)
Business, Marketing & Management
GDC 2015
History-Shaping Design: Tales Told by Early American Board Games
by Julia Keren Detar
(Untame)
Design
GDC 2015
History-Shaping Design: Tales Told by Early American Board Games
by Julia Keren Detar
(Untame)
Design
GDC 2015
Hohokum: Adventures in Music and Sound Design
by David Collins
(SCEA)
Audio
GDC 2015
How GAMEVIL Transitioned from Premium Apps to Freemium Service
by Han Sol Junger
(GAMEVIL USA)
Production
GDC 2015
How GAMEVIL Transitioned from Premium Apps to Freemium Service
by Han Sol Junger
(GAMEVIL USA)
Production
GDC 2015
How to Implement AAA Game UI in HTML and JavaScript
by Yee Cheng Chin
(Electronic Arts/Maxis)
Programming
GDC 2015
How to Implement AAA Game UI in HTML and JavaScript
by Yee Cheng Chin
(Electronic Arts/Maxis)
Programming
GDC 2015
How to Optimize Your Mobile Game with ARM Tools and Practical Examples (...
by Lorenzo Dal Col
(ARM)
Programming
GDC 2015
How to Protect Your Game's Code With Fuzzing
by Dave Weinstein
(Hewlett-Packard)
Programming
GDC 2015
How to Protect Your Game's Code With Fuzzing
by Dave Weinstein
(Hewlett-Packard)
Programming
GDC 2015
How YouTubers and Twitch Streamers Can Help Sell Your Games
by Mike Rose
(tinyBuild Games)
Business, Marketing & Management
GDC 2015
How YouTubers and Twitch Streamers Can Help Sell Your Games
by Mike Rose
(tinyBuild Games)
Business, Marketing & Management
GDC 2015
Igniting the Shared Experience with Cinematics in Assassin's Creed Unity
by David Footman
(Ubisoft)
Visual Arts
GDC 2015
In It for the Long Hall: How Wooga Boosts Long-Term Retention
by Sebastian Nussbaum
(Wooga GmbH)
Free to Play Summit
GDC 2015
In It for the Long Hall: How Wooga Boosts Long-Term Retention
by Sebastian Nussbaum
(Wooga GmbH)
Free to Play Summit
GDC 2015
In the Hearts of Players: Affection Games and Mobile Love
by Lindsay Grace
(American University)
Smartphone & Tablet Games Summit
GDC 2015
In the Hearts of Players: Affection Games and Mobile Love
by Lindsay Grace
(American University)
Smartphone & Tablet Games Summit
GDC 2015
In Your Hands: The Character (of Watch_Dogs)
by David Therriault
(Ubisoft Montreal)
Programming
GDC 2015
In Your Hands: The Character (of Watch_Dogs)
by David Therriault
(Ubisoft Montreal)
Programming
GDC 2015
Increasing Gender Diversity in Game Development Programs
by Clara Fernandez Vara
(NYU Game Center)
GDC Education Summit
GDC 2015
Increasing Gender Diversity in Game Development Programs
by Clara Fernandez Vara
(NYU Game Center)
GDC Education Summit
GDC 2015
Indie Development & The Economy of Favors
by Theresa Duringer
(Turtle Sandbox)
Business, Marketing & Management
GDC 2015
Indie Marketing
by Justin Woodward
(Interabang Entertainment)
Game Career Seminar
GDC 2015
Innovations in The Sims 4 Character Creator
by Sri Nair
(Electronic Arts)
Visual Arts
GDC 2015
Innovations in The Sims 4 Character Creator
by Sri Nair
(Electronic Arts)
Visual Arts
GDC 2015
Inspiring Player Creativity in Disney Fantasia: Music Evolved
by Jonathan Mintz
(Harmonix Music Systems)
Audio
GDC 2015
Internships- Bridging the Gap from Education to Industry
by Caitlin Goodale
(Microsoft)
Game Career Seminar
GDC 2015
Internships- Bridging the Gap from Education to Industry
by Caitlin Goodale
(Microsoft)
Game Career Seminar
GDC 2015
Interpreting Games for an Audience with Twitch.tv
by Bobby Schweizer
(Georgia Institute of Technology)
GDC Education Summit
GDC 2015
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Richard Rouse III
(Paranoid Productions)
Game Narrative Summit
GDC 2015
JPS+: Over 100x Faster than A*
by Steve Rabin
(DigiPen Institute of Technology)
AI Summit
GDC 2015
Keep the Game Running: A Modern Asset Pipeline (Presented by Simplygon a...
by Samuel Rantaeskola
(Simplygon)
Visual Arts
GDC 2015
Killer Portfolio or Portfolio Killer: Part 1 - Advice from Industry Artists
by Steve Scott
(Bungie)
Game Career Seminar
GDC 2015
Leading High Performance Teams
by Madelaine Beermann
(Ubisoft)
Business, Marketing & Management
GDC 2015
Leading High Performance Teams
by Madelaine Beermann
(Ubisoft)
Business, Marketing & Management
GDC 2015
Leading Players Astray: 80 Days & Unexpected Stories
by Meg Jayanth
(Freelance)
Independent Games Summit
GDC 2015
Leading Players Astray: 80 Days & Unexpected Stories
by Meg Jayanth
(Freelance)
Independent Games Summit
GDC 2015
Legal Issues in Competitive Gaming
by David Graham
(DPG at Law)
eSports Summit
GDC 2015
Less is More: Designing Awesome AI
by Kimberly Voll
(Zany T Games)
Independent Games Summit
GDC 2015
Less is More: Designing Awesome AI
by Kimberly Voll
(Zany T Games)
Independent Games Summit
GDC 2015
Level Design in a Day: Level Design Histories and Futures
by Robert Yang
(Parsons / NYU)
Production
GDC 2015
Level Design in a Day: Level Design Histories and Futures
by Robert Yang
(Parsons / NYU)
Production
GDC 2015
Level Design in a Day: Procedural Level Design in Eldritch
by David Pittman
(Minor Key Games)
Design
GDC 2015
Level Design in a Day: Procedural Level Design in Eldritch
by David Pittman
(Minor Key Games)
Design
GDC 2015
Level Design in a Day: The Level Design of Gone Home
by Kate Craig
(Fullbright)
Design
GDC 2015
Level Design in a Day: The Level Design of Gone Home
by Kate Craig
(Fullbright)
Design
GDC 2015
Level Design in a Day: The Worlds of Sunset Overdrive
by Liz England
(Insomniac Games)
Production
GDC 2015
Level Design in a Day: The Worlds of Sunset Overdrive
by Liz England
(Insomniac Games)
Design
GDC 2015
Level Design in a Day: Wayfinding & Storytelling Techniques
by Brendon Chung
(Blendo Games)
Production
GDC 2015
Level Design in a Day: Wayfinding & Storytelling Techniques
by Brendon Chung
(Blendo Games)
Production
GDC 2015
Leveraging Human Buying Behaviors for F2P Game Success
by Tom Nichols
(Aeria Games)
Free to Play Summit
GDC 2015
Lightning Talk! Lightning Talk! Lightning Talk! (Presented by Google)
by Noah Falstein
(Google)
Programming
GDC 2015
LIVE ART DEMO - Creativity Tools: A Digital Methodology for Design Inspi...
by Patrick Faulwetter
(Independent)
Visual Arts
GDC 2015
LiveOps: A Process in the Making
by Bethany Frank
(MunkyFun, Inc)
Production
GDC 2015
LiveOps: A Process in the Making
by Bethany Frank
(MunkyFun, Inc)
Production
GDC 2015
Making Dreams Come True - Global Illumination with Enlighten (Presented ...
by Graham Hazel
(Geomerics, an ARM company)
Visual Arts
GDC 2015
Making Full Use of Orchestral Colors in Interactive Music
by Jim Fowler
(Sony Computer Entertainment - World Wide Studios)
Audio
GDC 2015
Making Full Use of Orchestral Colors in Interactive Music
by Jim Fowler
(Sony Computer Entertainment - World Wide Studios)
Audio
GDC 2015
Making It to Break It: Designing Hack 'n' Slash
by Brandon Dillon
(Double Fine)
Independent Games Summit
GDC 2015
Making It to Break It: Designing Hack 'n' Slash
by Brandon Dillon
(Double Fine)
Independent Games Summit
GDC 2015
Making Money with Google Play
by John McGuire
(Google)
Free to Play Summit
GDC 2015
Making Money with Google Play
by John McGuire
(Google)
Free to Play Summit
GDC 2015
Making Things Up: The Power and Peril of PCG
by Gillian Smith
(Northeastern University)
AI Summit
GDC 2015
Making Things Up: The Power and Peril of PCG
by Gillian Smith
(Northeastern University)
AI Summit
GDC 2015
Making Things Up: The Power and Peril of PCG
by Gillian Smith
(Northeastern University)
AI Summit
GDC 2015
Managing Game Communities Within the Culture Wars
by Gordon Walton
(Art & Craft Entertainment)
Community Management Summit
GDC 2015
Managing Game Communities Within the Culture Wars
by Gordon Walton
(Art & Craft Entertainment)
Community Management Summit
GDC 2015
Marketing Indie Style
by Joel Dreskin
(Independent)
Business, Marketing & Management
GDC 2015
Massive Crowd on Assassin's Creed Unity: AI Recycling
by Francois Cournoyer
(Ubisoft)
Programming
GDC 2015
Massive Crowd on Assassin's Creed Unity: AI Recycling
by Francois Cournoyer
(Ubisoft)
Programming
GDC 2015
Meaningful Pay: Monetizing F2P Without "The Pinch"
by Scott Rigby
(Immersyve)
Free to Play Summit
GDC 2015
Meaningful Pay: Monetizing F2P Without "The Pinch"
by Scott Rigby
(Immersyve)
Free to Play Summit
GDC 2015
Measuring and Manipulating Player Trust through Choice and Game Mechanics
by Chris Hazard
(Hazardous Software)
AI Summit
GDC 2015
Measuring and Manipulating Player Trust through Choice and Game Mechanics
by Chris Hazard
(Hazardous Software)
AI Summit
GDC 2015
Mobile Devices as Development Platform in Broken Age
by Oliver Franzke
(Double Fine Productions)
Programming
GDC 2015
Mobile Devices as Development Platform in Broken Age
by Oliver Franzke
(Double Fine Productions)
Programming
GDC 2015
More Than This World: A Design Retrospective on Sid Meier's Civilization...
by Will Miller
(Firaxis Games)
Design
GDC 2015
Multithreading the Entire Destiny Engine
by Barry Genova
(Bungie)
Programming
GDC 2015
My Ordinary Process for Crafting Extra-Ordinary Stories
by Kazutaka Kodaka
(Spike Chunsoft)
Design
GDC 2015
Narrative Review Process - Getting Useful Feedback on Your Story
by Jonathan Dankoff
(Ubisoft)
Game Narrative Summit
GDC 2015
Narrative Review Process - Getting Useful Feedback on Your Story
by Jonathan Dankoff
(Ubisoft)
Game Narrative Summit
GDC 2015
Networking Gameplay and AI in Assassin's Creed Unity
by Charles Lefebvre
(Ubisoft)
Programming
GDC 2015
Networking Gameplay and AI in Assassin's Creed Unity
by Charles Lefebvre
(Ubisoft)
Programming
GDC 2015
Never Alone: the Art and the People of the Story
by Dima Veryovka
(E-Line Media)
Visual Arts
GDC 2015
Never Alone: the Art and the People of the Story
by Dima Veryovka
(E-Line Media)
Visual Arts
GDC 2015
NVIDIA SLI and Stutter Avoidance: A Recipe for Smooth Gaming and Perfect...
by Iain Cantlay
(NVIDIA)
Programming
GDC 2015
Open World Game Audio - Sunset Overdrive
by Dwight Okahara
(Insomniac Games)
Audio
GDC 2015
Open World Game Audio - Sunset Overdrive
by Dwight Okahara
(Insomniac Games)
Audio
GDC 2015
Optimizing Games for PowerVR (Presented by Imagination Technologies)
by Paul Sobek
(Imagination Technologies)
Programming
GDC 2015
Parallelizing the Naughty Dog Engine Using Fibers
by Christian Gyrling
(Naughty Dog)
Programming
GDC 2015
Parallelizing the Naughty Dog Engine Using Fibers
by Christian Gyrling
(Naughty Dog)
Programming
GDC 2015
Physics for Game Programmers : Networking for Physics Programmers
by Glenn Fiedler
(Respawn Entertainment)
Programming
GDC 2015
Physics for Game Programmers : Numerical Methods
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2015
Physics for Game Programmers : Numerical Methods
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2015
Portrayals and Pitfalls of Fatness in Games
by Todd Harper
(University of Baltimore)
Advocacy
GDC 2015
Portrayals and Pitfalls of Fatness in Games
by Todd Harper
(University of Baltimore)
Advocacy
GDC 2015
Postmortem: Developing Systemic Crowd Events on Assassin's Creed Unity
by Christine Blondeau
(Ubisoft Montreal)
Design
GDC 2015
Postmortem: Developing Systemic Crowd Events on Assassin's Creed Unity
by Christine Blondeau
(Ubisoft Montreal)
Design
GDC 2015
Power-ups, Super Suits, and Epic Raids: Deconstructing the Game Experien...
by Jason Thibeault
(Limelight Networks)
Business, Marketing & Management
GDC 2015
Practical Virtual Reality for Disney Themeparks
by Bei Yang
(Walt Disney Imagineering)
Design
GDC 2015
Precision of Emotion: A New Kind of "Fun" Approach
by Erin Hoffman
(GlassLab)
Design
GDC 2015
Procedural and Automation Techniques for Design and Production of Sunset...
by David Santiago
(Insomniac Games)
Design
GDC 2015
Procedural and Automation Techniques for Design and Production of Sunset...
by David Santiago
(Insomniac Games)
Design
GDC 2015
Producer Bootcamp: My To-Do List: Organizing a Producer's Work
by Bernard Yee
(Oculus)
Production
GDC 2015
Producer Bootcamp: My To-Do List: Organizing a Producer's Work
by Bernard Yee
(Oculus)
Production
GDC 2015
Producer Bootcamp: The Bane of All Development Postmortems: Communicatio...
by Aaron Thibault
(Gearbox Software)
Production
GDC 2015
Producer Bootcamp: The Bane of All Development Postmortems: Communicatio...
by Aaron Thibault
(Gearbox Software)
Production
GDC 2015
Reimagining Simulation Sports as an Independent Developer
by Peter Garcin
(HB Studios)
Design
GDC 2015
Reimagining Simulation Sports as an Independent Developer
by Peter Garcin
(HB Studios)
Design
GDC 2015
Remember to Relax! Realizing Relaxed Behaviors in AAA Games
by Bobby Anguelov
(Ubisoft Montreal)
AI Summit
GDC 2015
Remember to Relax! Realizing Relaxed Behaviors in AAA Games
by Bobby Anguelov
(Ubisoft Montreal)
AI Summit
GDC 2015
Remote Working at Spry Fox
by Andrew Fray
(Spry Fox)
Production
GDC 2015
Remote Working at Spry Fox
by Andrew Fray
(Spry Fox)
Production
GDC 2015
Rendering the World of Far Cry 4
by Stephen McAuley
(Ubisoft Montreal)
Programming
GDC 2015
Rendering the World of Far Cry 4
by Stephen McAuley
(Ubisoft Montreal)
Programming
GDC 2015
Rules of the Game: Five Tricks of Highly Effective Designers
by Richard Rouse III
(Paranoid Productions)
Design
GDC 2015
Rules of the Game: Five Tricks of Highly Effective Designers
by Richard Rouse III
(Paranoid Productions)
Design
GDC 2015
Saving Game History Forever - Or Dooming It To Oblivion?
by Jason Scott
(Internet Archive)
Advocacy
GDC 2015
Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
by Itay Keren
(Untame)
Independent Games Summit
GDC 2015
Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
by Itay Keren
(Untame)
Independent Games Summit
GDC 2015
Secrets of Publishing Mobile Games in China (Presented by CMGE)
by Jian Xiao
(CMGE)
Business, Marketing & Management
GDC 2015
Shared World Shooter: Destiny's Networked Mission Architecture
by Justin Truman
(Bungie)
Design
GDC 2015
Shared World Shooter: Destiny's Networked Mission Architecture
by Justin Truman
(Bungie)
Design
GDC 2015
Small Teams, Big Dreams: How to Build a Small Team to Do Great Things
by Simon Oliver
(HandCircus)
Business, Marketing & Management
GDC 2015
Smart Sound Design Using Modularity and Data Inheritance
by Martin Loxton
(Frostbite)
Audio
GDC 2015
Smart Sound Design Using Modularity and Data Inheritance
by Martin Loxton
(Frostbite)
Audio
GDC 2015
Smart Strategies to Acquire, Monetize and Retain Gamers (Presented by Go...
by Russell Ketchum
(Google)
Monetization
GDC 2015
Social Casino Postmortems
by Jessy Hanley
(GSN Games)
Free to Play Summit
GDC 2015
Social Casino Postmortems
by Jessy Hanley
(GSN Games)
Free to Play Summit
GDC 2015
Social Casino Postmortems
by Jessy Hanley
(GSN Games)
Free to Play Summit
GDC 2015
Soundtracking Hell - The Music of Diablo III: Reaper of Souls
by Russell Brower
(Blizzard Entertainment)
Audio
GDC 2015
Spellbound: Asking Questions About Habit Forming Game Design
by Oscar Clark
(Unity Technologies)
Design
GDC 2015
StarCraft II and GameHeart: Evolving eSports Interfaces with Modders
by Philip Tan
(MIT Game Lab)
eSports Summit
GDC 2015
Steal These Templates - Creating a Community Plan the Easy Way
by Stephanie Bayer
(Insomniac Games)
Community Management Summit
GDC 2015
Steal These Templates - Creating a Community Plan the Easy Way
by Stephanie Bayer
(Insomniac Games)
Community Management Summit
GDC 2015
Still Gaming After All These Years
by David Mullich
(Electric Sheep Game Consulting)
Advocacy
GDC 2015
Straight Talk About Community Manager Tenure
by Nova Barlow
(University of Washington, Center for Game Science)
Community Management Summit
GDC 2015
Straight Talk About Community Manager Tenure
by Nova Barlow
(University of Washington, Center for Game Science)
Community Management Summit
GDC 2015
Strategies for Efficient Authoring of Content in Middle-earth: Shadow of...
by Doug Heimer
(Monolith Productions)
Programming
GDC 2015
Strategies for Efficient Authoring of Content in Middle-earth: Shadow of...
by Doug Heimer
(Monolith Productions)
Programming
GDC 2015
Streaming in Sunset Overdrive's Open World
by Elan Ruskin
(Insomniac Games)
Programming
GDC 2015
Streaming in Sunset Overdrive's Open World
by Elan Ruskin
(Insomniac Games)
Programming
GDC 2015
Strong People, Strong Studio: How You Can Strengthen Your People's and Y...
by Johanna Schober
(Sproing Interactive Media GmbH)
Production
GDC 2015
Success Through Stubbornness: The Race The Sun Story
by Aaron San Filippo
(Flippfly)
Independent Games Summit
GDC 2015
Success Through Stubbornness: The Race The Sun Story
by Aaron San Filippo
(Flippfly)
Independent Games Summit
GDC 2015
Sunset City Express: Improving the NavMesh Pipeline in Sunset Overdrive
by Jonathan Adamczewski
(Insomniac Games)
AI Summit
GDC 2015
Sunset City Express: Improving the NavMesh Pipeline in Sunset Overdrive
by Jonathan Adamczewski
(Insomniac Games)
AI Summit
GDC 2015
Surviving the Jump from AAA to Indie
by Robert Zubek
(SomaSim)
Business, Marketing & Management
GDC 2015
Surviving the Jump from AAA to Indie
by Robert Zubek
(SomaSim)
Business, Marketing & Management
GDC 2015
Taking It Personal: The Emotional Toll of Being Indie
by Christian Allen
(Serellan LLC)
Advocacy
GDC 2015
Taking It Personal: The Emotional Toll of Being Indie
by Christian Allen
(Serellan LLC)
Advocacy
GDC 2015
Tales from the Trenches: AI Disaster Stories
by Steve Rabin
(DigiPen Institute of Technology)
AI Summit
GDC 2015
Teaching Beyond the Industry
by Miguel Sicart
(IT University of Copenhagen)
GDC Education Summit
GDC 2015
Teaching Tolerance and Civil Courage Through Games with 'Call Her Lotte'
by Michael Geidel
(MiriquidiFilm)
Advocacy
GDC 2015
Technical Artist Bootcamp: Defense Against the Dark Arts: Budgets and Bu...
by Paul Vosper
(Bungie)
Visual Arts
GDC 2015
Technical Artist Bootcamp: Nasum Virtualis: A Simple Technique for Reduc...
by Dr. David Whittinghill
(Purdue University)
Visual Arts
GDC 2015
Technical Artist Bootcamp: Panel Q&A
by Jeff Hanna
(Deep Silver Volition)
Visual Arts
GDC 2015
Technical Artist Bootcamp: Proceduralism and Automation at Certain Affinity
by Luiz Kruel
(Certain Affinity)
Visual Arts
GDC 2015
Technical Artist Bootcamp: Running the Halo Multiplayer Experience at 60...
by Bryan Moss
(Certain Affinity)
Visual Arts
GDC 2015
Technical Artist Bootcamp: Tech Art in Tamriel: The Elder Scrolls Online...
by Richard Katz
(Zenimax Online)
Visual Arts
GDC 2015
The Art of Firewatch
by Jane Ng
(Campo Santo)
Visual Arts
GDC 2015
The Art of Firewatch
by Jane Ng
(Campo Santo)
Visual Arts
GDC 2015
The Art of First Person Animation for Destiny
by David Helsby
(Bungie)
Visual Arts
GDC 2015
The Art of First Person Animation for Destiny
by David Helsby
(Bungie)
Visual Arts
GDC 2015
The Dawn of Mobile VR
by John Carmack
(Oculus)
Programming
GDC 2015
The Design in Narrative Design
by Jurie Horneman
(Independent)
Game Narrative Summit
GDC 2015
The Design in Narrative Design
by Jurie Horneman
(Independent)
Game Narrative Summit
GDC 2015
The Evolving JRPG Audio Culture
by Tomohiro Yajima
(Square Enix)
Audio
GDC 2015
The Evolving JRPG Audio Culture
by Tomohiro Yajima
(Square Enix)
Audio
GDC 2015
The Gamer's Brain: How Neuroscience and UX Can Impact Design
by Celia Hodent
(Epic Games)
Design
GDC 2015
The Gamer's Brain: How Neuroscience and UX Can Impact Design
by Celia Hodent
(Epic Games)
Design
GDC 2015
The Lemming Thinking: F2P Business Model Reviewed
by Carsten van Husen
(Gameforge)
Business, Marketing & Management
GDC 2015
The Lemming Thinking: F2P Business Model Reviewed
by Carsten van Husen
(Gameforge)
Business, Marketing & Management
GDC 2015
The Making of the Stop Motion Film "The Boxtrolls"
by Graham Annable
(Laika)
Visual Arts
GDC 2015
The Neuroscience of Game Audio
by Zak Belica
(Epic Games, Inc.)
Audio
GDC 2015
The Neuroscience of Game Audio
by Zak Belica
(Epic Games, Inc.)
Audio
GDC 2015
The Play of Stillness: Designing Experiential Play Spaces
by Brian Upton
(Sony Santa Monica)
Design
GDC 2015
The Play of Stillness: Designing Experiential Play Spaces
by Brian Upton
(Sony Santa Monica)
Design
GDC 2015
The Simplest AI Trick in the Book
by Steve Rabin
(DigiPen Institute of Technology)
AI Summit
GDC 2015
The Turning Tide: Independent Game Sales in 2015
by Mike Rose
(tinyBuild Games)
Independent Games Summit
GDC 2015
The Turning Tide: Independent Game Sales in 2015
by Mike Rose
(tinyBuild Games)
Independent Games Summit
GDC 2015
The Ultimate Trim: Texturing Techniques of Sunset Overdrive
by Morten Olsen
(Insomniac Games)
Visual Arts
GDC 2015
The Ultimate Trim: Texturing Techniques of Sunset Overdrive
by Morten Olsen
(Insomniac Games)
Visual Arts
GDC 2015
The Uncomfortable Truth About Mobile Games (Presented by Pollen VC)
by Martin Macmillan
(Pollen VC)
Business, Marketing & Management
GDC 2015
The Universe: How To Break The Game
by Dain Saint
(Cipher Prime)
Independent Games Summit
GDC 2015
The Universe: How To Break The Game
by Dain Saint
(Cipher Prime)
Independent Games Summit
GDC 2015
The Vertical Slice Challenge
by Greg Donovan
(Volition)
Production
GDC 2015
The Vertical Slice Challenge
by Greg Donovan
(Volition)
Production
GDC 2015
The Year in F2P Games, Part Two: Beyond Social/Mobile
by Frank Cartwright
(Reloaded Games Inc.)
Free to Play Summit
GDC 2015
The Year in F2P Games, Part Two: Beyond Social/Mobile
by Frank Cartwright
(Reloaded Games Inc.)
Free to Play Summit
GDC 2015
There Be Monsters: Harnessing the Power of Community-Informed Developmen...
by Raphael van Lierop
(Hinterland Studio)
Independent Games Summit
GDC 2015
Thinking About People: Designing Games for Social Simulation
by Mitu Khandaker-Kokoris
(The Tiniest Shark Ltd.)
Design
GDC 2015
This War of Mine: Raising Emotions From Unique Narrative
by Pawel Miechowski
(11 Bit Studios)
Independent Games Summit
GDC 2015
Those that Slay Together A Co-op Manifesto
by Kevin Martens
(Blizzard Entertainment)
Design
GDC 2015
Those that Slay Together A Co-op Manifesto
by Kevin Martens
(Blizzard Entertainment)
Design
GDC 2015
Tools-Based Rigging in Bungie's Destiny
by David Hunt
(Bungie)
Visual Arts
GDC 2015
Top 5 Tips for Porting Unity Games to Fire Devices (Presented by Amazon)
by Jesse Freeman
(Amazon)
Programming
GDC 2015
Transitioning from Linear to Open World Design with Sunset Overdrive
by Liz England
(Insomniac Games)
Design
GDC 2015
Transitioning from Linear to Open World Design with Sunset Overdrive
by Liz England
(Insomniac Games)
Design
GDC 2015
Turing Tantrums: AI Devs Rant!!
by Steve Rabin
(DigiPen Institute of Technology)
AI Summit
GDC 2015
Turing Tantrums: AI Devs Rant!!
by Steve Rabin
(DigiPen Institute of Technology)
AI Summit
GDC 2015
Turning the Tide: Hiring and Retaining Women in the Games Industry
by Fiona Cherbak
(Gameloft)
Advocacy
GDC 2015
Turning the Tide: Hiring and Retaining Women in the Games Industry
by Fiona Cherbak
(Gameloft)
Advocacy
GDC 2015
Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to...
by Alexis Vaisse
(Ubisoft)
Programming
GDC 2015
Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to...
by Alexis Vaisse
(Ubisoft)
Programming
GDC 2015
Unconventional Wisdom on Creating a Passionate Community
by Gabe Graziani
(Ubisoft)
Community Management Summit
GDC 2015
Unconventional Wisdom on Creating a Passionate Community
by Gabe Graziani
(Ubisoft)
Community Management Summit
GDC 2015
Unleash the Benefits of OpenGL ES 3.1 and Android Extension Pack (AEP) (...
by Hans-Kristian Arntzen
(ARM)
Programming
GDC 2015
User Acquisition from Beta Launching to Scale
by Phil Shpilberg
(GameChangerSF)
Free to Play Summit
GDC 2015
User Research on Destiny
by John Hopson
(Bungie)
Design
GDC 2015
User Research on Destiny
by John Hopson
(Bungie)
Design
GDC 2015
Using Earned Value to Course Correct and Deliver on Time
by Maxwell Zierath
(Filament Games LLC)
Business, Marketing & Management
GDC 2015
Using Earned Value to Course Correct and Deliver on Time
by Maxwell Zierath
(Filament Games LLC)
Business, Marketing & Management
GDC 2015
Using Umbra Spatial Data for Visibility and Audio Propagation in Quantum...
by Thomas Puha
(Umbra Software)
Programming
GDC 2015
Virtual Visuals: Key Lessons for Artists Working with VR
by Jason Hickey
(Sony Computer Entertainment Europe)
Visual Arts
GDC 2015
Virtual Visuals: Key Lessons for Artists Working with VR
by Jason Hickey
(Sony Computer Entertainment Europe)
Visual Arts
GDC 2015
VO Session Live! Part 2!
by Michael Csurics
(The Brightskull Entertainment Group)
Audio
GDC 2015
Watch Dogs: Hacking it to 11
by Olivier Girard
(Ubisoft)
Audio
GDC 2015
We Suck at Inclusivity: How Language Creates the Largest Invisible Minor...
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2015
We Suck at Inclusivity: How Language Creates the Largest Invisible Minor...
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2015
When Story is the Gameplay: Multi-Genre Writing for Telltale Games
by Kevin Bruner
(Telltale Games)
Game Narrative Summit
GDC 2015
Where Does the Game End and the Instrument Begin?
by Matt Boch
(Harmonix Music Systems)
Audio
GDC 2015
Why Did Players Buy That? The Importance of Anticipated Need Satisfaction
by Troy Skinner
(Immersyve)
Business, Marketing & Management
GDC 2015
Why Indies Need to Think Backwards to Move Forward
by Charles Cox
(4gency)
Business, Marketing & Management
GDC 2015
Why Indies Need to Think Backwards to Move Forward
by Charles Cox
(4gency)
Business, Marketing & Management
GDC 2015
World of Tanks Blitz Postmortem: Building a AAA MMO for Mobile Devices
by Vitaliy Borodovsky
(Wargaming)
Business, Marketing & Management
GDC 2015
World of Tanks Blitz Postmortem: Building a AAA MMO for Mobile Devices
by Vitaliy Borodovsky
(Wargaming)
Business, Marketing & Management
GDC 2015
Worlds Collide: Combining Story and Systems in Dragon Age: Inquisition
by Mark Wilson
(BioWare)
Design
GDC 2015
Written on Your Eyeballs: Game Narrative in VR
by Rob Morgan
(Freelance)
Game Narrative Summit
GDC 2015
Written on Your Eyeballs: Game Narrative in VR
by Rob Morgan
(Freelance)
Game Narrative Summit
GDC 2015
Your Freemium Mobile App is Leaving Money on the Table. Here's What You ...
by Steve Wadsworth
(Tapjoy)
Monetization