GDC 2016
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
GDC 2016
'Dragon Age Inquisition': Trespasser - Building to an Emotional Theme
by John Epler
(BioWare Edmonton)
Game Narrative Summit
GDC 2016
'Fallout 4's' Modular Level Design
by Joel Burgess
(Bethesda Game Studios)
Visual Arts
GDC 2016
'Guild Wars 2: Heart of Thorns'- Iterative MMO Development at Scale
by Sonya Wolfram
(ArenaNet, Inc.)
Production
GDC 2016
'King of Thieves': Designing a F2P Game that's Different
by Eugene Yailenko
(ZeptoLab)
Free to Play Summit
GDC 2016
'Ori and the Blind Forest': Sonic Polish Through Distributed Development
by Gareth Coker
(Gareth Coker Music)
Audio
GDC 2016
'SimCity BuildIt' - What Did I Learn as a Game Designer?
by Petri Ikonen
(Electronic Arts)
Smartphone & Tablet Games Summit
GDC 2016
'The Armello' Postmortem: A Journey of Spirit & Peril
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC 2016
'The Walking Dead: No Man's Land' Postmortem
by Sulka Haro
(Next Games)
Free to Play Summit
GDC 2016
'World of Tanks': Disrupting the Console Space with F2P
by TJ Wagner
(Wargaming)
Business, Marketing & Management
GDC 2016
10 Ways to Make Your Game More Diverse
by Meg Jayanth
(Freelance)
Advocacy
GDC 2016
A Course About Game Balance
by Ian Schreiber
(Rochester Institute of Technology)
GDC Education Summit
GDC 2016
A Stitch in Time: Metaplanning for AI with Unusual Time Controls
by Christopher Hazard
(Hazardous Software Inc.)
AI Summit
GDC 2016
A Torch in the Dark: Using Creative Direction to Light 'The Darkest Dung...
by Chris Bourassa
(Red Hook Studios)
Independent Games Summit
GDC 2016
Adapting Event Design for Casual F2P Titles
by Tim Nixon
(Runaway)
Free to Play Summit
GDC 2016
Advanced Graphics Techniques Tutorial Day: Culling at the Speed of Light...
by Dmitry Zhdan
(NVIDIA)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Culling at the Speed of Light...
by Dmitry Zhdan
(NVIDIA)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Developing The Northlight Eng...
by Ville Timonen
(Remedy Games)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Practical DirectX 12 - Progr...
by Gareth Thomas
(AMD)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Rendering 'Hitman' with Direc...
by Jonas Meyer
(Io Interactive)
Programming
GDC 2016
Advanced VR Rendering Performance
by Alex Vlachos
(Valve)
Programming
GDC 2016
AI Behavior Editing and Debugging in 'Tom Clancy's The Division'
by Jonas Gillberg
(Massive Entertainment - a Ubisoft Studio)
AI Summit
GDC 2016
All Choice No Consequence: Efficiently Branching Narrative
by Cassie Phillipps
(Pocket Gems / FailCon)
Game Narrative Summit
GDC 2016
Alphabear Postmortem
by David Edery
(Spry Fox)
Free to Play Summit
GDC 2016
An Architect's Guide to Creating Expressive Game Environments
by Claris Cyarron
(Silverstring Media)
Visual Arts
GDC 2016
An End-to-End Approach to Physically Based Rendering
by Wes McDermott
(ALLEGORITHMIC)
Visual Arts
GDC 2016
Angry Birds 2 - Next Gen Audio in Only 10 Megabytes
by Jonatan Crafoord
(The Brain)
Audio
GDC 2016
Animating With Math
by Natalie Burke
(Limitless Ltd.)
Programming
GDC 2016
Animating With Math
by Natalie Burke
(Limitless Ltd.)
Programming
GDC 2016
Animation Bootcamp: Motion Matching: The Future of Games Animation...Today
by Kristjan Zadziuk
(Ubisoft Toronto)
Visual Arts
GDC 2016
Animation Bootcamp: The 'Animate' Button - Mocap Automation Techniques a...
by Dan Lowe
(Ubisoft Montreal)
Visual Arts
GDC 2016
Animation Bootcamp: Tricks of the Trade
by Amy Drobeck
(5th Cell Media)
Visual Arts
GDC 2016
Applied Game Theory: The Case of 'Posthuman'
by Gordon Calleja
(Institute of Digital Games)
GDC Education Summit
GDC 2016
Art Direction Bootcamp: 'Guerrilla Games' Approach to Asset Production
by Maarten Van Der Gaag
(Guerrilla Amsterdam)
Visual Arts
GDC 2016
Art Direction Bootcamp: 360 Art Direction
by Tramell Isaac
(Boss Key Productions)
Visual Arts
GDC 2016
Art Direction Bootcamp: Artist Career Challenges and Goals : From AAA Te...
by Cecil Kim
(Section Studios)
Visual Arts
GDC 2016
Art Direction Bootcamp: Building a Visual Threshold
by Stuart Macdonald
(Playraven)
Visual Arts
GDC 2016
Art Direction Bootcamp: Studio Art Direction: What (I think) I've Learne...
by Adam Murguia
(Riot Games)
Visual Arts
GDC 2016
Art Direction Bootcamp: The Future of Lighting
by Jeremy Vickery
(Ubisoft Quebec)
Visual Arts
GDC 2016
Art Direction: Graphic Design is Key
by Liam Wong
(Ubisoft Montreal)
Visual Arts
GDC 2016
Art of Blues and Bullets: Dominating 256 Shades of Grey
by Daniel Candil
(A Crowd of Monsters)
Visual Arts
GDC 2016
Audio Bootcamp: Beyond Middleware: Thinking Like a Programmer
by Ben Houge
(Berklee College of Music)
Audio
GDC 2016
Audio for AAA Virtual Reality Experiences
by Simon Gumbleton
(Sony Computer Entertainment Europe)
Audio
GDC 2016
Audio-Driven Game Design
by Per Anders Ostblad
(University of Skovde / Nifty Sound)
Audio
GDC 2016
Autonomy, Mastery, Purpose - Building a Hyper-Engaged Team
by Alex Mole
(Criterion Games)
Production
GDC 2016
Awesome Video Game Data 2016
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2016
Balancing Accessibility Against Depth in 'Assault Android Cactus'
by Sanatana Mishra
(Witch Beam)
Independent Games Summit
GDC 2016
Beat it. A Retrospective of 'Need for Speed: Hot Pursuit'
by James Svensson
(Criterion Games)
Design
GDC 2016
Been There, Done That: Industry Women Share Experiences and Advice
by Kim McAuliffe
(gamesto.love)
Game Career Seminar
GDC 2016
Beginning with the Word: Building a Game Writing Program
by Lee Sheldon
(Worcester Polytechnic Institute)
GDC Education Summit