GDC 2017
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2017
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2017
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'ARK: Survival Evolved': Lessons from the Trenches of Early Access
by Jeremy Stieglitz
(Studio Wildcard)
Business & Marketing
GDC 2017
'ARK: Survival Evolved': Lessons from the Trenches of Early Access
by Jeremy Stieglitz
(Studio Wildcard)
Business & Marketing
GDC 2017
'ARK: Survival Evolved': Lessons from the Trenches of Early Access
by Jeremy Stieglitz
(Studio Wildcard)
Business & Marketing
GDC 2017
'Bound': Emotions Through Ballet and Modern Art
by Michal Staniszewski
(Plastic)
Visual Arts
GDC 2017
'Bound': Emotions Through Ballet and Modern Art
by Michal Staniszewski
(Plastic)
Visual Arts
GDC 2017
'Design Home' Postmortem: Concept Through Launch
by Chris McGill
(Glu Mobile)
GDC Mobile Summit
GDC 2017
'Design Home' Postmortem: Concept Through Launch
by Chris McGill
(Glu Mobile)
GDC Mobile Summit
GDC 2017
'Destiny' Shader Pipeline
by Natalya Tatarchuk
(Bungie)
Programming
GDC 2017
'Destiny' Shader Pipeline
by Natalya Tatarchuk
(Bungie)
Programming
GDC 2017
'Deus Ex: Breach': Experimenting Within the Boundaries of a AAA Franchise
by Fleur Marty
(Eidos-Montreal)
Design
GDC 2017
'Deus Ex: Breach': Experimenting Within the Boundaries of a AAA Franchise
by Fleur Marty
(Eidos-Montreal)
Design
GDC 2017
'DOOM': Behind the Music
by Mick Gordon
(Game Audio Australia)
Audio
GDC 2017
'DOOM': Behind the Music
by Mick Gordon
(Game Audio Australia)
Audio
GDC 2017
'DriveClub' Audio: From Console to VR
by Nicholas Ward-Foxton
(Sony Interactive Entertainment)
Audio
GDC 2017
'DriveClub' Audio: From Console to VR
by Nicholas Ward-Foxton
(Sony Interactive Entertainment)
Audio
GDC 2017
'DriveClub' Audio: From Console to VR
by Nicholas Ward-Foxton
(Sony Interactive Entertainment)
Audio
GDC 2017
'Evolve': An Adventure in Accessibility Retrofitting
by Tara Voelker
(Gaikai)
Advocacy
GDC 2017
'Evolve': An Adventure in Accessibility Retrofitting
by Tara Voelker
(Gaikai)
Advocacy
GDC 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
GDC 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
GDC 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
GDC 2017
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Programming
GDC 2017
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Programming
GDC 2017
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Programming
GDC 2017
'Ghost Recon Wildlands': Terrain Tools and Technology
by Guillaume Werle
(Ubisoft)
Visual Arts
GDC 2017
'Ghost Recon Wildlands': Terrain Tools and Technology
by Guillaume Werle
(Ubisoft)
Visual Arts
GDC 2017
'Ghost Recon Wildlands': Terrain Tools and Technology
by Guillaume Werle
(Ubisoft)
Visual Arts
GDC 2017
'Guild Wars' Microservices and 24/7 Uptime
by Stephen Clarke-Willson
(ArenaNet)
Programming
GDC 2017
'Guild Wars' Microservices and 24/7 Uptime
by Stephen Clarke-Willson
(ArenaNet)
Programming
GDC 2017
'Guild Wars' Microservices and 24/7 Uptime
by Stephen Clarke-Willson
(ArenaNet)
Programming
GDC 2017
'Headlander': Discovering Modern Methods in Sound via 70's Sci-Fi
by David Earl
(David Earl Productions)
Audio
GDC 2017
'Headlander': Discovering Modern Methods in Sound via 70's Sci-Fi
by David Earl
(David Earl Productions)
Audio
GDC 2017
'Homefront' to 'God of War': Using Music to Build Suspense
by Winifred Phillips
(Generations Productions LLC)
Audio
GDC 2017
'Homefront' to 'God of War': Using Music to Build Suspense
by Winifred Phillips
(Generations Productions LLC)
Audio
GDC 2017
'Hyper Light Drifter': Secrets of Kickstarter, Design, & Pizza
by Teddy Dief
(Heart Machine)
Programming
GDC 2017
'Hyper Light Drifter': Secrets of Kickstarter, Design, & Pizza
by Teddy Dief
(Heart Machine)
Programming
GDC 2017
'Ice Age Adventures': UX Diagnosis for a Live-Ops Game (Case Study)
by Om Tandon
(Digit Games Studio)
UX Summit
GDC 2017
'Ice Age Adventures': UX Diagnosis for a Live-Ops Game (Case Study)
by Om Tandon
(Digit Games Studio)
UX Summit
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)
Business & Marketing
GDC 2017
'Job Simulator' Postmortem: VR Design, Tech, and Business Lessons Learned
by Devin Reimer
(Owlchemy Labs)
Business & Marketing
GDC 2017
'Job Simulator' Postmortem: VR Design, Tech, and Business Lessons Learned
by Devin Reimer
(Owlchemy Labs)
Business & Marketing
GDC 2017
'Jocoi': Three Challenges of Designing for Grief
by Sabine Harrer
(Copenhagen Game Collective)
Independent Games Summit
GDC 2017
'Jocoi': Three Challenges of Designing for Grief
by Sabine Harrer
(Copenhagen Game Collective)
Independent Games Summit
GDC 2017
'League of Legends' Client Update: Art Directing a Consistent and Scalab...
by Laura DeYoung
(Riot Games)
Visual Arts
GDC 2017
'League of Legends' Client Update: Art Directing a Consistent and Scalab...
by Laura DeYoung
(Riot Games)
Visual Arts
GDC 2017
'League of Legends' Client Update: Art Directing a Consistent and Scalab...
by Laura DeYoung
(Riot Games)
Visual Arts
GDC 2017
'Legendary: GoH' 5 Lessons from 12 Months of LiveOps Growth
by Ethan Levy
(N3twork)
GDC Mobile Summit
GDC 2017
'Legendary: GoH' 5 Lessons from 12 Months of LiveOps Growth
by Ethan Levy
(N3twork)
GDC Mobile Summit
GDC 2017
'Line Wobbler' & 'Beasts of Balance': Two Routes to Custom Hardware Good...
by Alex Fleetwood
(Sensible Object)
Independent Games Summit
GDC 2017
'Line Wobbler' & 'Beasts of Balance': Two Routes to Custom Hardware Good...
by Alex Fleetwood
(Sensible Object)
Independent Games Summit
GDC 2017
'Mini Metro': When Less is More
by Jamie Churchman
(Independent)
Design
GDC 2017
'Mini Metro': When Less is More
by Jamie Churchman
(Independent)
Design
GDC 2017
'Nioh': Talking with Samurai
by Fumihiko Yasuda
(Koei Tecmo Games)
Design
GDC 2017
'Nioh': Talking with Samurai
by Fumihiko Yasuda
(Koei Tecmo Games)
Design
GDC 2017
'Offworld Trading Company': An RTS Without Guns
by Soren Johnson
(Mohawk Games)
Design
GDC 2017
'Offworld Trading Company': An RTS Without Guns
by Soren Johnson
(Mohawk Games)
Design
GDC 2017
'Offworld Trading Company': An RTS Without Guns
by Soren Johnson
(Mohawk Games)
Design
GDC 2017
'Overwatch' Gameplay Architecture and Netcode
by Timothy Ford
(Blizzard Entertainment)
Programming
GDC 2017
'Overwatch' Gameplay Architecture and Netcode
by Timothy Ford
(Blizzard Entertainment)
Programming
GDC 2017
'Owlboy': The Evolving Art of a 10 Year Project
by Jo-Remi Madsen
(D-Pad Studio)
Independent Games Summit
GDC 2017
'Owlboy': The Evolving Art of a 10 Year Project
by Jo-Remi Madsen
(D-Pad Studio)
Independent Games Summit
GDC 2017
'Owlboy': The Motivational Power of Inspiration
by Simon Stafsnes Andersen
(D-Pad Studio)
Visual Arts
GDC 2017
'Owlboy': The Motivational Power of Inspiration
by Simon Stafsnes Andersen
(D-Pad Studio)
Visual Arts
GDC 2017
'Pokemon GO' & Designing Interactive Games for the Real World
by Dennis Hwang
(Niantic, Inc.)
GDC Mobile Summit
GDC 2017
'Pokemon GO' & Designing Interactive Games for the Real World
by Dennis Hwang
(Niantic, Inc.)
GDC Mobile Summit
GDC 2017
'Project Discovery': Lessons From Scientific Research via 'EVE Online'
by Attila Szantner
(MMOS Srl)
Advocacy
GDC 2017
'Project Discovery': Lessons From Scientific Research via 'EVE Online'
by Attila Szantner
(MMOS Srl)
Advocacy
GDC 2017
'Rainbow Six Siege': Optimizing Servers for the Cloud
by Jalal El Mansouri
(Ubisoft)
Programming
GDC 2017
'Rainbow Six Siege': Optimizing Servers for the Cloud
by Jalal El Mansouri
(Ubisoft)
Programming
GDC 2017
'Rainbow Six Siege': Optimizing Servers for the Cloud
by Jalal El Mansouri
(Ubisoft)
Programming
GDC 2017
'RimWorld': Contrarian, Ridiculous, and Impossible Game Design Methods
by Tynan Sylvester
(Ludeon Studios)
Design
GDC 2017
'RimWorld': Contrarian, Ridiculous, and Impossible Game Design Methods
by Tynan Sylvester
(Ludeon Studios)
Design
GDC 2017
'RimWorld': Contrarian, Ridiculous, and Impossible Game Design Methods
by Tynan Sylvester
(Ludeon Studios)
Design
GDC 2017
'Slime Rancher': A Preemptive Postmortem
by Nick Popovich
(Monomi Park)
Design
GDC 2017
'Slime Rancher': A Preemptive Postmortem
by Nick Popovich
(Monomi Park)
Design
GDC 2017
'Slime Rancher': A Preemptive Postmortem
by Nick Popovich
(Monomi Park)
Design
GDC 2017
'Tacoma': An Experimental VO Production Postmortem
by Michael Csurics
(The Brightskull Entertainment Group)
Audio
GDC 2017
'Tacoma': An Experimental VO Production Postmortem
by Michael Csurics
(The Brightskull Entertainment Group)
Audio
GDC 2017
'Unravel': Using Empathy as a Game Mechanic
by Martin Sahlin
(Coldwood)
Design
GDC 2017
'Unravel': Using Empathy as a Game Mechanic
by Martin Sahlin
(Coldwood)
Design
GDC 2017
'Unravel': Using Empathy as a Game Mechanic
by Martin Sahlin
(Coldwood)
Design
GDC 2017
'Watch Dogs 2': PC Version Success Story with NVIDIA (Presented by NVIDIA)
by Jaakko Haapasalo
(NVIDIA)
Production & Team Management
GDC 2017
'Watch Dogs 2': PC Version Success Story with NVIDIA (Presented by NVIDIA)
by Jaakko Haapasalo
(NVIDIA)
Production & Team Management
GDC 2017
(Opportunity) Cost Effective Marketing & PR for Indies
by Chris Dwyer
(Independent)
Independent Games Summit
GDC 2017
(Opportunity) Cost Effective Marketing & PR for Indies
by Chris Dwyer
(Independent)
Independent Games Summit
GDC 2017
17th Annual Game Developers Choice Awards
by Tim Schafer
(Doublefine)
Special Event
GDC 2017
17th Annual Game Developers Choice Awards
by Tim Schafer
(Doublefine)
Special Event
GDC 2017
19th Annual Independent Games Festival Awards
by Nina Freeman
(Fullbright)
Special Event
GDC 2017
19th Annual Independent Games Festival Awards
by Nina Freeman
(Fullbright)
Special Event
GDC 2017
2 Immersive 4 VR: Reinventing 'Rock Band'
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
2 Immersive 4 VR: Reinventing 'Rock Band'
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
3D Audio in VR: Animation, Mo-Cap and 360 Video
by Christopher Hegstrom
(The Sound Lab at Technicolor)
Audio
GDC 2017
3D Audio in VR: Animation, Mo-Cap and 360 Video
by Christopher Hegstrom
(The Sound Lab at Technicolor)
Audio
GDC 2017
4K Checkerboard in 'Battlefield 1' and 'Mass Effect Andromeda'
by Graham Wihlidal
(Frostbite Labs, Electronic Arts)
Programming
GDC 2017
4K Checkerboard in 'Battlefield 1' and 'Mass Effect Andromeda'
by Graham Wihlidal
(Frostbite Labs, Electronic Arts)
Programming
GDC 2017
4K Checkerboard in 'Battlefield 1' and 'Mass Effect Andromeda'
by Graham Wihlidal
(Frostbite Labs, Electronic Arts)
Programming
GDC 2017
5G and Mobile Gaming: The Carriers Strike Back!
by Kristian Segerstrale
(Super Evil Megacorp)
GDC Mobile Summit
GDC 2017
5G and Mobile Gaming: The Carriers Strike Back!
by Kristian Segerstrale
(Super Evil Megacorp)
GDC Mobile Summit
GDC 2017
9 Takeaways from 'Duelyst': From Tabletop to Digital Game
by Eric Lang
(Counterplay Games)
Design
GDC 2017
9 Takeaways from 'Duelyst': From Tabletop to Digital Game
by Eric Lang
(Counterplay Games)
Design
GDC 2017
9 Takeaways from 'Duelyst': From Tabletop to Digital Game
by Eric Lang
(Counterplay Games)
Design
GDC 2017
A City of a Thousand Choices: Prague City Hub in 'Deus Ex Mankind Divided'
by Sylvain Douce
(Eidos-Montreal)
Design
GDC 2017
A City of a Thousand Choices: Prague City Hub in 'Deus Ex Mankind Divided'
by Sylvain Douce
(Eidos-Montreal)
Design
GDC 2017
A City of a Thousand Choices: Prague City Hub in 'Deus Ex Mankind Divided'
by Sylvain Douce
(Eidos-Montreal)
Design
GDC 2017
A Crash Course in Business and Leadership for Indie Game CEO's and GM's
by Don Daglow
(4thRing Inc.)
Independent Games Summit
GDC 2017
A Crash Course in Business and Leadership for Indie Game CEO's and GM's
by Don Daglow
(4thRing Inc.)
Independent Games Summit
GDC 2017
A New Dimension to 'Below': Personal Discovery and Adaptation
by Dan Cox
(Capybara Games)
Visual Arts
GDC 2017
A New Dimension to 'Below': Personal Discovery and Adaptation
by Dan Cox
(Capybara Games)
Visual Arts
GDC 2017
A Practical Guide for Doing Ethical Player Testing
by Mia Consalvo
(Concordia University)
Advocacy
GDC 2017
A Practical Guide for Doing Ethical Player Testing
by Mia Consalvo
(Concordia University)
Advocacy
GDC 2017
A Thousand Tiny Tales: Emergent Storytelling in 'Slime Rancher'
by Nick Popovich
(Monomi Park)
Independent Games Summit
GDC 2017
A Thousand Tiny Tales: Emergent Storytelling in 'Slime Rancher'
by Nick Popovich
(Monomi Park)
Independent Games Summit
GDC 2017
A Thousand Tiny Tales: Emergent Storytelling in 'Slime Rancher'
by Nick Popovich
(Monomi Park)
Independent Games Summit
GDC 2017
Absolutely No Pressure: Continuing a Successful Game Series with 'Civili...
by Ed Beach
(Firaxis Games)
Design
GDC 2017
Absolutely No Pressure: Continuing a Successful Game Series with 'Civili...
by Ed Beach
(Firaxis Games)
Design
GDC 2017
Absolutely No Pressure: Continuing a Successful Game Series with 'Civili...
by Ed Beach
(Firaxis Games)
Design
GDC 2017
Academic Residencies for Game Designers
by Lisa Brown
(Independent)
GDC Education Summit
GDC 2017
Academic Residencies for Game Designers
by Lisa Brown
(Independent)
GDC Education Summit
GDC 2017
Academic Residencies for Game Designers
by Lisa Brown
(Independent)
GDC Education Summit
GDC 2017
Accelerating Your VR Games with VRWorks (Presented by NVIDIA)
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2017
Accelerating Your VR Games with VRWorks (Presented by NVIDIA)
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2017
Achieving High-Quality, Low-Cost Skin: An Environment Approach
by Adelle Bueno
(Square Enix)
Visual Arts
GDC 2017
Achieving High-Quality, Low-Cost Skin: An Environment Approach
by Adelle Bueno
(Square Enix)
Visual Arts
GDC 2017
Achieving High-Quality, Low-Cost Skin: An Environment Approach
by Adelle Bueno
(Square Enix)
Visual Arts
GDC 2017
Achieving Two Worlds, Every Year: How 'Magic the Gathering' Sustainably ...
by Jeremy Jarvis
(Wizards of the Coast)
Production & Team Management
GDC 2017
Achieving Two Worlds, Every Year: How 'Magic the Gathering' Sustainably ...
by Jeremy Jarvis
(Wizards of the Coast)
Production & Team Management
GDC 2017
Achieving Two Worlds, Every Year: How 'Magic the Gathering' Sustainably ...
by Jeremy Jarvis
(Wizards of the Coast)
Production & Team Management
GDC 2017
Advanced Agile Game Development Practices
by Clinton Keith
(Clinton Keith Consulting)
Production & Team Management
GDC 2017
Advanced Entrepreneurship: Avoiding Total Studio Disaster
by Jason Della Rocca
(Execution Labs)
Business & Marketing
GDC 2017
Advanced Entrepreneurship: Avoiding Total Studio Disaster
by Jason Della Rocca
(Execution Labs)
Business & Marketing
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Cinematic Depth of Field" & "Advanced Particle ...
by Richard Tonge
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Cinematic Depth of Field" & "Advanced Particle ...
by Richard Tonge
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: How to Thrive on the Bleeding Edge Whilst Avoidi...
by Jurjen Katsman
(Nixxes)
Programming
GDC 2017
Advanced Graphics Tech: How to Thrive on the Bleeding Edge Whilst Avoidi...
by Jurjen Katsman
(Nixxes)
Programming
GDC 2017
Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned
by Tiago Rodrigues
(Ubisoft Montreal)
Programming
GDC 2017
Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned
by Tiago Rodrigues
(Ubisoft Montreal)
Programming
GDC 2017
Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned
by Tiago Rodrigues
(Ubisoft Montreal)
Programming
GDC 2017
Advocacy Microtalks 2017: Challenging the Industry in 20 Slides
by Dana Ruggiero
(Bath Spa University)
Advocacy
GDC 2017
Advocacy Microtalks 2017: Challenging the Industry in 20 Slides
by Dana Ruggiero
(Bath Spa University)
Advocacy
GDC 2017
Advocacy Microtalks 2017: Challenging the Industry in 20 Slides
by Dana Ruggiero
(Bath Spa University)
Advocacy
GDC 2017
Advocacy Microtalks 2017: Challenging the Industry in 20 Slides
by Dana Ruggiero
(Bath Spa University)
Advocacy
GDC 2017
AI Arborist: Proper Cultivation and Care for Your Behavior Trees
by Bobby Anguelov
(WB Games Montreal)
AI Summit
GDC 2017
AI Arborist: Proper Cultivation and Care for Your Behavior Trees
by Bobby Anguelov
(WB Games Montreal)
AI Summit
GDC 2017
AI Arborist: Proper Cultivation and Care for Your Behavior Trees
by Bobby Anguelov
(WB Games Montreal)
AI Summit
GDC 2017
All About That BaaS: To Build, Buy, or Rent a Server for Your Game?
by David Fox
(Double Coconut)
GDC Mobile Summit
GDC 2017
All About That BaaS: To Build, Buy, or Rent a Server for Your Game?
by David Fox
(Double Coconut)
GDC Mobile Summit
GDC 2017
All About That BaaS: To Build, Buy, or Rent a Server for Your Game?
by David Fox
(Double Coconut)
GDC Mobile Summit
GDC 2017
All Systems No: Learning from the Doomed Launch of 'Brigador'
by Hugh Monahan
(Stellar Jockeys)
Business & Marketing
GDC 2017
All Systems No: Learning from the Doomed Launch of 'Brigador'
by Hugh Monahan
(Stellar Jockeys)
Business & Marketing
GDC 2017
All Systems No: Learning from the Doomed Launch of 'Brigador'
by Hugh Monahan
(Stellar Jockeys)
Business & Marketing
GDC 2017
Always Be Composing: The Flexible Music System of 'Plants vs. Zombies He...
by Becky Allen
(PopCap Games / EA)
Audio
GDC 2017
Always Be Composing: The Flexible Music System of 'Plants vs. Zombies He...
by Becky Allen
(PopCap Games / EA)
Audio
GDC 2017
Animating 'Dauntless': Slaying AAA Animation on the Indie Scale
by Simon Unger
(Phoenix Labs)
Visual Arts
GDC 2017
Animating 'Dauntless': Slaying AAA Animation on the Indie Scale
by Simon Unger
(Phoenix Labs)
Visual Arts
GDC 2017
Animating an Agent of Mayhem
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Animating an Agent of Mayhem
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Animating an Agent of Mayhem
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Animation Bootcamp: A Study of Creature Animation in Film and Games
by Jalil Sadool
(CGTarian Online Animation School)
Visual Arts
GDC 2017
Animation Bootcamp: A Study of Creature Animation in Film and Games
by Jalil Sadool
(CGTarian Online Animation School)
Visual Arts
GDC 2017
Animation Bootcamp: Animation Microtalks
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Animation Bootcamp: Animation Microtalks
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Animation Bootcamp: Cuphead Process and Philosophy
by Jake Clark
(Studio MDHR)
Visual Arts
GDC 2017
Animation Bootcamp: Cuphead Process and Philosophy
by Jake Clark
(Studio MDHR)
Visual Arts
GDC 2017
Animation Bootcamp: Motion Capture Performance: An Actors Approach
by Andrew Ray
(Society of American Fight Directors)
Visual Arts
GDC 2017
Animation Bootcamp: Motion Capture Performance: An Actors Approach
by Andrew Ray
(Society of American Fight Directors)
Visual Arts
GDC 2017
Animation Bootcamp: Pushing Boundaries: Animating Expansion Packs for 'T...
by Sebastian Kalemba
(CD Projekt RED)
Visual Arts
GDC 2017
Animation Bootcamp: Pushing Boundaries: Animating Expansion Packs for 'T...
by Sebastian Kalemba
(CD Projekt RED)
Visual Arts
GDC 2017
Animation Bootcamp: The First Person Animation of 'Overwatch'
by Matthew Boehm
(Blizzard Entertainment)
Visual Arts
GDC 2017
Animation Bootcamp: The First Person Animation of 'Overwatch'
by Matthew Boehm
(Blizzard Entertainment)
Visual Arts
GDC 2017
Animation Bootcamp: Tricks of the Trade
by Almudena Soria
(Naughty Dog)
Visual Arts
GDC 2017
Animation Bootcamp: Tricks of the Trade
by Almudena Soria
(Naughty Dog)
Visual Arts
GDC 2017
Animation Bootcamp:" 'Uncharted 4': Naughty Dog's Animation Workflow" & ...
by Jeremy Yates
(Naughty Dog)
Visual Arts
GDC 2017
Animation Bootcamp:" 'Uncharted 4': Naughty Dog's Animation Workflow" & ...
by Jeremy Yates
(Naughty Dog)
Visual Arts
GDC 2017
Art Directing VFX for Stylized Games
by Jeremy Mitchell
(Double Fine Productions)
Visual Arts
GDC 2017
Art Directing VFX for Stylized Games
by Jeremy Mitchell
(Double Fine Productions)
Visual Arts
GDC 2017
Art Directing VFX for Stylized Games
by Jeremy Mitchell
(Double Fine Productions)
Visual Arts
GDC 2017
Art Direction Bootcamp: "Graphic Design Thinking" & "Finding the Soul of...
by Jason Connell
(Sucker Punch)
Visual Arts
GDC 2017
Art Direction Bootcamp: "Graphic Design Thinking" & "Finding the Soul of...
by Jason Connell
(Sucker Punch)
Visual Arts
GDC 2017
Art Direction Bootcamp: Cinematic Environment Production for 'Uncharted 4'
by Erick Pangilinan
(Naughty Dog)
Visual Arts
GDC 2017
Art Direction Bootcamp: Cinematic Environment Production for 'Uncharted 4'
by Erick Pangilinan
(Naughty Dog)
Visual Arts
GDC 2017
Art Direction Bootcamp: Creating a Believable Hero
by Brian Horton
(Infinity Ward)
Visual Arts
GDC 2017
Art Direction Bootcamp: Creating a Believable Hero
by Brian Horton
(Infinity Ward)
Visual Arts
GDC 2017
Art Direction Bootcamp: Pantalones! Things I Wished Someone Told Me Prio...
by Denis Rogic
(Independent)
Visual Arts
GDC 2017
Art Direction Bootcamp: Pantalones! Things I Wished Someone Told Me Prio...
by Denis Rogic
(Independent)
Visual Arts
GDC 2017
Art Direction Bootcamp: The Art of Preproduction
by Greg Foertsch
(Firaxis Games)
Visual Arts
GDC 2017
Art Direction Bootcamp: The Art of Preproduction
by Greg Foertsch
(Firaxis Games)
Visual Arts
GDC 2017
Art Direction of 'Street Fighter V': The Role of Art in Fighting Games
by Toshiyuki Kamei
(Capcom)
Visual Arts
GDC 2017
Art Direction of 'Street Fighter V': The Role of Art in Fighting Games
by Toshiyuki Kamei
(Capcom)
Visual Arts
GDC 2017
Art Direction of 'Street Fighter V': The Role of Art in Fighting Games
by Toshiyuki Kamei
(Capcom)
Visual Arts
GDC 2017
Assisting VR Gameplay Through the Use of Iconographic Music
by Kenneth Young
(AudBod)
Audio
GDC 2017
Assisting VR Gameplay Through the Use of Iconographic Music
by Kenneth Young
(AudBod)
Audio
GDC 2017
Assisting VR Gameplay Through the Use of Iconographic Music
by Kenneth Young
(AudBod)
Audio
GDC 2017
Audio Adventures in 'VR Worlds'
by Joe Thwaites
(Sony Interactive Entertainment Europe)
Audio
GDC 2017
Audio Adventures in 'VR Worlds'
by Joe Thwaites
(Sony Interactive Entertainment Europe)
Audio
GDC 2017
Audio Bootcamp XVI: "Audio Tech 101" & "Interactive Music Approaches"
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2017
Audio Bootcamp XVI: "Audio Tech 101" & "Interactive Music Approaches"
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2017
Audio Bootcamp XVI: "Audio Tech 101" & "Interactive Music Approaches"
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2017
Audio Bootcamp XVI: Approaching and Designing Audio for Interactive VR A...
by Sally Kellaway
(Ossic)
Audio
GDC 2017
Audio Bootcamp XVI: Approaching and Designing Audio for Interactive VR A...
by Sally Kellaway
(Ossic)
Audio
GDC 2017
Audio Bootcamp XVI: Approaching and Designing Audio for Interactive VR A...
by Sally Kellaway
(Ossic)
Audio
GDC 2017
Audio Bootcamp XVI: Different Approaches to Game Music
by Leonard J. Paul
(School of Video Game Audio)
Audio
GDC 2017
Audio Bootcamp XVI: Different Approaches to Game Music
by Leonard J. Paul
(School of Video Game Audio)
Audio
GDC 2017
Audio Bootcamp XVI: Different Approaches to Game Music
by Leonard J. Paul
(School of Video Game Audio)
Audio
GDC 2017
Audio Bootcamp XVI: Fighting Legos: Audio Choreography for Battle Design
by Khris Brown
(KBA Voice)
Audio
GDC 2017
Audio Bootcamp XVI: Fighting Legos: Audio Choreography for Battle Design
by Khris Brown
(KBA Voice)
Audio
GDC 2017
Audio Bootcamp XVI: Great Audio Design: By Any Means Necessary
by Matthew Lee Johnston
(Microsoft)
Audio
GDC 2017
Audio Bootcamp XVI: Great Audio Design: By Any Means Necessary
by Matthew Lee Johnston
(Microsoft)
Audio
GDC 2017
Audio Bootcamp XVI: Great Audio Design: By Any Means Necessary
by Matthew Lee Johnston
(Microsoft)
Audio
GDC 2017
Audio Bootcamp XVI: Party of One: How to Be "The Audio Department"
by Bonnie Bogovich
(BlackCatBonifide)
Audio
GDC 2017
Audio Bootcamp XVI: Party of One: How to Be "The Audio Department"
by Bonnie Bogovich
(BlackCatBonifide)
Audio
GDC 2017
Audio Bootcamp XVI: Party of One: How to Be "The Audio Department"
by Bonnie Bogovich
(BlackCatBonifide)
Audio
GDC 2017
Audio Bootcamp XVI: Performance Based Sound Design
by Matt Piersall
(GL33k)
Audio
GDC 2017
Audio Bootcamp XVI: Performance Based Sound Design
by Matt Piersall
(GL33k)
Audio
GDC 2017
Audio Postmortem: 'Into the Stars'
by Richard Ludlow
(Hexany Audio)
Audio
GDC 2017
Audio Postmortem: 'Into the Stars'
by Richard Ludlow
(Hexany Audio)
Audio
GDC 2017
Audio Postmortem: 'Into the Stars'
by Richard Ludlow
(Hexany Audio)
Audio
GDC 2017
Authored vs. Systemic: Finding a Balance for Combat AI in 'Uncharted 4'
by Matthew Gallant
(Naughty Dog)
Design
GDC 2017
Authored vs. Systemic: Finding a Balance for Combat AI in 'Uncharted 4'
by Matthew Gallant
(Naughty Dog)
Design
GDC 2017
Authored vs. Systemic: Finding a Balance for Combat AI in 'Uncharted 4'
by Matthew Gallant
(Naughty Dog)
Design
GDC 2017
Awesome Video Game Data 2017
by Geoffrey Zatkin
(EEDAR)
Business & Marketing
GDC 2017
Awesome Video Game Data 2017
by Geoffrey Zatkin
(EEDAR)
Business & Marketing
GDC 2017
Awesome Video Game Data 2017
by Geoffrey Zatkin
(EEDAR)
Business & Marketing
GDC 2017
Balancing 'League of Legends' for Every Player, from Bronze to Bengi
by Greg Street
(Riot Games)
Design
GDC 2017
Balancing 'League of Legends' for Every Player, from Bronze to Bengi
by Greg Street
(Riot Games)
Design
GDC 2017
Balancing 'League of Legends' for Every Player, from Bronze to Bengi
by Greg Street
(Riot Games)
Design
GDC 2017
Balancing the Economy for 'Albion Online'
by Matt Woodward
(Sandbox Interactive)
Design
GDC 2017
Balancing the Economy for 'Albion Online'
by Matt Woodward
(Sandbox Interactive)
Design
GDC 2017
Been There, Done That: Industry Vets Share Experiences and Advice
by Sela Davis
(VREAL)
Game Career Seminar
GDC 2017
Been There, Done That: Industry Vets Share Experiences and Advice
by Sela Davis
(VREAL)
Game Career Seminar
GDC 2017
Been There, Done That: Industry Vets Share Experiences and Advice
by Sela Davis
(VREAL)
Game Career Seminar
GDC 2017
Behavior is Brittle: Testing Game AI
by Sergio Ocio Barriales
(Hangar 13/2K)
AI Summit
GDC 2017
Behavior is Brittle: Testing Game AI
by Sergio Ocio Barriales
(Hangar 13/2K)
AI Summit
GDC 2017
Best Practices & Tips for Producing Awesome First-Party Streams to Grow ...
by Victor "Spooky" Fontanez
(SplitmediaLabs Ltd / XSplit)
Business & Marketing
GDC 2017
Best Practices & Tips for Producing Awesome First-Party Streams to Grow ...
by Victor "Spooky" Fontanez
(SplitmediaLabs Ltd / XSplit)
Business & Marketing
GDC 2017
Best Practices for Launching Successfully on Google Play Panel (Presente...
by Adam Gutterman
(Google Play Games)
Business & Marketing
GDC 2017
Best Practices for Launching Successfully on Google Play Panel (Presente...
by Adam Gutterman
(Google Play Games)
Business & Marketing
GDC 2017
Better Development Through Science: How Aliens, Odysseus, and Toyota Can...
by Justin Fischer
(Agency Principle, LLC)
Production & Team Management
GDC 2017
Better Development Through Science: How Aliens, Odysseus, and Toyota Can...
by Justin Fischer
(Agency Principle, LLC)
Production & Team Management
GDC 2017
Better Development Through Science: How Aliens, Odysseus, and Toyota Can...
by Justin Fischer
(Agency Principle, LLC)
Production & Team Management
GDC 2017
Beyond Ageism: Exploring VR Games for an Older Audience
by Bob De Schutter
(Miami University)
Advocacy
GDC 2017
Beyond Ageism: Exploring VR Games for an Older Audience
by Bob De Schutter
(Miami University)
Advocacy
GDC 2017
Beyond Framerate: Taming Your Timeslice Through Asynchrony
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2017
Beyond Framerate: Taming Your Timeslice Through Asynchrony
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2017
Beyond the BA: Navigating Status as a Department, Center or Program, Whi...
by Mia Consalvo
(Concordia University)
GDC Education Summit
GDC 2017
Beyond the BA: Navigating Status as a Department, Center or Program, Whi...
by Mia Consalvo
(Concordia University)
GDC Education Summit
GDC 2017
Beyond the Install: "Building Robust Communities on Mobile" & "True Indi...
by Dave Geffon
(Google Play Games)
Business & Marketing
GDC 2017
Beyond the Install: "Building Robust Communities on Mobile" & "True Indi...
by Dave Geffon
(Google Play Games)
Business & Marketing
GDC 2017
BioWare Embedded QA: Your Support Class
by Barbara Klimek
(BioWare)
Production & Team Management
GDC 2017
BioWare Embedded QA: Your Support Class
by Barbara Klimek
(BioWare)
Production & Team Management
GDC 2017
Board Game Design Day: 'Mechs vs. Minions': Why Would Riot Make a Board ...
by Chris Cantrell
(Riot Games)
Design
GDC 2017
Board Game Design Day: 'Mechs vs. Minions': Why Would Riot Make a Board ...
by Chris Cantrell
(Riot Games)
Design
GDC 2017
Board Game Design Day: 'Puzzle Strike': A Design Diary
by David Sirlin
(Sirlin Games)
Design
GDC 2017
Board Game Design Day: 'Puzzle Strike': A Design Diary
by David Sirlin
(Sirlin Games)
Design
GDC 2017
Board Game Design Day: 'Secret Hitler': Designing Conflict & High-Tensio...
by Mike Boxleiter
(Goat, Wolf & Cabbage LLC)
Design
GDC 2017
Board Game Design Day: 'Secret Hitler': Designing Conflict & High-Tensio...
by Mike Boxleiter
(Goat, Wolf & Cabbage LLC)
Design
GDC 2017
Board Game Design Day: 'Secret Hitler': Designing Conflict & High-Tensio...
by Mike Boxleiter
(Goat, Wolf & Cabbage LLC)
Design
GDC 2017
Board Game Design Day: Board Game Design and the Psychology of Loss Aver...
by Geoffrey Engelstein
(Mind Bullet Games)
Design
GDC 2017
Board Game Design Day: Board Game Design and the Psychology of Loss Aver...
by Geoffrey Engelstein
(Mind Bullet Games)
Design
GDC 2017
Board Game Design Day: Board Game Design and the Psychology of Loss Aver...
by Geoffrey Engelstein
(Mind Bullet Games)
Design
GDC 2017
Board Game Design Day: Creating 'Burgle Bros': The Fantasy of the Heist
by Tim Fowers
(Fowers Games)
Design
GDC 2017
Board Game Design Day: Creating 'Burgle Bros': The Fantasy of the Heist
by Tim Fowers
(Fowers Games)
Design
GDC 2017
Board Game Design Day: Creating 'Burgle Bros': The Fantasy of the Heist
by Tim Fowers
(Fowers Games)
Design
GDC 2017
Board Game Design Day: Design Epiphanies from 'Qwirkle' and Other Games
by Susan McKinley Ross
(Idea Duck)
Design
GDC 2017
Board Game Design Day: Design Epiphanies from 'Qwirkle' and Other Games
by Susan McKinley Ross
(Idea Duck)
Design
GDC 2017
Board Game Design Day: The Making of 'Pandemic Legacy'
by Rob Daviau
(Independent)
Design
GDC 2017
Board Game Design Day: The Making of 'Pandemic Legacy'
by Rob Daviau
(Independent)
Design
GDC 2017
Board Game Design Day: The State & Future of Board Game Design
by Eric Lang
(Counterplay Games)
Design
GDC 2017
Board Game Design Day: The State & Future of Board Game Design
by Eric Lang
(Counterplay Games)
Design
GDC 2017
Breaking Ad: The Formula for Winning Video Advertising
by Dillon Becker
(Storm8)
Business & Marketing
GDC 2017
Breaking Ad: The Formula for Winning Video Advertising
by Dillon Becker
(Storm8)
Business & Marketing
GDC 2017
Breaking Ad: The Formula for Winning Video Advertising
by Dillon Becker
(Storm8)
Business & Marketing
GDC 2017
Breaking Marginalized Character Narrative Molds to Write Better, Richer ...
by Shawn Allen
(NuChallenger)
Game Narrative Summit
GDC 2017
Breaking Marginalized Character Narrative Molds to Write Better, Richer ...
by Shawn Allen
(NuChallenger)
Game Narrative Summit
GDC 2017
Bringing Fantasy to Life in 'Final Fantasy XV'
by Dan Inoue
(Square Enix)
Game Narrative Summit
GDC 2017
Bringing Fantasy to Life in 'Final Fantasy XV'
by Dan Inoue
(Square Enix)
Game Narrative Summit
GDC 2017
Bringing Hell to Life: AI and Full Body Animation in 'DOOM'
by Jake Campbell
(id Software)
AI Summit
GDC 2017
Bringing Hell to Life: AI and Full Body Animation in 'DOOM'
by Jake Campbell
(id Software)
AI Summit
GDC 2017
Bringing Touch to VR and AR with Ultrasound (Presented by Ultrahaptics Ltd)
by Robin Alter
(Ultrahaptics Ltd)
Design
GDC 2017
Build Mobile and Voice Games with Google (Presented by Google)
by Abe Haskins
(Google)
Programming
GDC 2017
Build Mobile and Voice Games with Google (Presented by Google)
by Abe Haskins
(Google)
Programming
GDC 2017
Build Resilient Online Games with Amazon GameLift (Presented by Amazon L...
by Chris Byskal
(Amazon)
Programming
GDC 2017
Build Resilient Online Games with Amazon GameLift (Presented by Amazon L...
by Chris Byskal
(Amazon)
Programming
GDC 2017
Building a Scalable AAA Game Engine (Presented by Amazon Lumberyard)
by Hao Chen
(Amazon)
Programming
GDC 2017
Building a Scalable AAA Game Engine (Presented by Amazon Lumberyard)
by Hao Chen
(Amazon)
Programming
GDC 2017
Building Beauclair: Capital City in 'The Witcher 3: Wild Hunt - Blood an...
by Kacper Niepokolczycki
(CD PROJEKT RED)
Visual Arts
GDC 2017
Building Beauclair: Capital City in 'The Witcher 3: Wild Hunt - Blood an...
by Kacper Niepokolczycki
(CD PROJEKT RED)
Visual Arts
GDC 2017
Building Beauclair: Capital City in 'The Witcher 3: Wild Hunt - Blood an...
by Kacper Niepokolczycki
(CD PROJEKT RED)
Visual Arts
GDC 2017
Building Emotional VR Character Experiences Really Fast (Presented by Au...
by Tom Sanocki
(Limitless Ltd.)
Visual Arts
GDC 2017
Building Emotional VR Character Experiences Really Fast (Presented by Au...
by Tom Sanocki
(Limitless Ltd.)
Visual Arts
GDC 2017
Building Game Mechanics to Elevate Narrative in 'Oxenfree'
by Sean Krankel
(Night School Studio)
Independent Games Summit
GDC 2017
Building Game Mechanics to Elevate Narrative in 'Oxenfree'
by Sean Krankel
(Night School Studio)
Independent Games Summit
GDC 2017
Building Non-linear Narratives in 'Horizon: Zero Dawn'
by Leszek Szczepanski
(Guerrilla Games)
Game Narrative Summit
GDC 2017
Building Non-linear Narratives in 'Horizon: Zero Dawn'
by Leszek Szczepanski
(Guerrilla Games)
Game Narrative Summit
GDC 2017
Building Non-linear Narratives in 'Horizon: Zero Dawn'
by Leszek Szczepanski
(Guerrilla Games)
Game Narrative Summit
GDC 2017
Building the Stage for an Immersive Theater VR Experience
by Jaime Gonzalez
(Tequila Works)
Visual Arts
GDC 2017
Building the Stage for an Immersive Theater VR Experience
by Jaime Gonzalez
(Tequila Works)
Visual Arts
GDC 2017
Building the Stage for an Immersive Theater VR Experience
by Jaime Gonzalez
(Tequila Works)
Visual Arts
GDC 2017
Building Worlds Using Math(s)
by Sean Murray
(Hello Games)
Programming
GDC 2017
Building Worlds Using Math(s)
by Sean Murray
(Hello Games)
Programming
GDC 2017
Butterscotch Shenanigans: From Early Failures to Cross-Platform Success
by Samuel Coster
(Butterscotch Shenanigans)
Business & Marketing
GDC 2017
Butterscotch Shenanigans: From Early Failures to Cross-Platform Success
by Samuel Coster
(Butterscotch Shenanigans)
Business & Marketing
GDC 2017
Butterscotch Shenanigans: From Early Failures to Cross-Platform Success
by Samuel Coster
(Butterscotch Shenanigans)
Business & Marketing
GDC 2017
Can You See Me Now? Building Robust AI Sensory Systems
by Eric Martel
(Ubisoft)
AI Summit
GDC 2017
Can You See Me Now? Building Robust AI Sensory Systems
by Eric Martel
(Ubisoft)
AI Summit
GDC 2017
Care and Feeding of Wild Fansites
by Linda Carlson
(Trion Worlds)
Community Management Summit
GDC 2017
Care and Feeding of Wild Fansites
by Linda Carlson
(Trion Worlds)
Community Management Summit
GDC 2017
Change and Constant: Breaking Conventions with 'The Legend of Zelda: Bre...
by Hidemaro Fujibayashi
(Nintendo)
Design
GDC 2017
Change and Constant: Breaking Conventions with 'The Legend of Zelda: Bre...
by Hidemaro Fujibayashi
(Nintendo)
Design
GDC 2017
Character Pipeline and Customization System for 'Far Cry Primal'
by Julien Lalleve
(Ubisoft Montreal)
Visual Arts
GDC 2017
Character Pipeline and Customization System for 'Far Cry Primal'
by Julien Lalleve
(Ubisoft Montreal)
Visual Arts
GDC 2017
Character Pipeline and Customization System for 'Far Cry Primal'
by Julien Lalleve
(Ubisoft Montreal)
Visual Arts
GDC 2017
Cinematics and Storytelling with Unity (Presented by Unity Technologies)
by Adam Myhill
(Unity Technologies)
Visual Arts
GDC 2017
Cinematics and Storytelling with Unity (Presented by Unity Technologies)
by Adam Myhill
(Unity Technologies)
Visual Arts
GDC 2017
Circle in the Dark: The 'Darkest Dungeon' Community
by John Lindvay
(Red Hook Studios)
Business & Marketing
GDC 2017
Circle in the Dark: The 'Darkest Dungeon' Community
by John Lindvay
(Red Hook Studios)
Business & Marketing
GDC 2017
Circle in the Dark: The 'Darkest Dungeon' Community
by John Lindvay
(Red Hook Studios)
Business & Marketing
GDC 2017
Classic Game Postmortem: 'Deus Ex'
by Warren Spector
(OtherSide Entertainment)
Design
GDC 2017
Classic Game Postmortem: 'Deus Ex'
by Warren Spector
(OtherSide Entertainment)
Design
GDC 2017
Classic Game Postmortem: 'Oregon Trail'
by Don Rawitsch
(Rawitsch Consulting)
Design
GDC 2017
Classic Game Postmortem: 'Oregon Trail'
by Don Rawitsch
(Rawitsch Consulting)
Design
GDC 2017
Classic Game Postmortem: 'Oregon Trail'
by Don Rawitsch
(Rawitsch Consulting)
Design
GDC 2017
Classic Game Postmortem: 'Seaman'
by Yutaka Saito
(Independent)
Design
GDC 2017
Classic Game Postmortem: 'Seaman'
by Yutaka Saito
(Independent)
Design
GDC 2017
Classic Game Postmortem: 'Seaman'
by Yutaka Saito
(Independent)
Design
GDC 2017
Classic Game Postmortem: 'Sid Meier's Civilization'
by Sid Meier
(Firaxis Games)
Design
GDC 2017
Classic Game Postmortem: 'Sid Meier's Civilization'
by Sid Meier
(Firaxis Games)
Design
GDC 2017
Closing Down Game Communities: How to Plan a Dignified Breakup
by Chloe Swain
(Lionbridge Game Services)
Community Management Summit
GDC 2017
Closing Down Game Communities: How to Plan a Dignified Breakup
by Chloe Swain
(Lionbridge Game Services)
Community Management Summit
GDC 2017
Cold, Hard Cache: Insomniac's Cache Simulator
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Cold, Hard Cache: Insomniac's Cache Simulator
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Cold, Hard Cache: Insomniac's Cache Simulator
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Complete Postmortem of Marketing Campaign for 'This War of Mine'
by Patryk Grzeszczuk
(11 bit studios)
Business & Marketing
GDC 2017
Complete Postmortem of Marketing Campaign for 'This War of Mine'
by Patryk Grzeszczuk
(11 bit studios)
Business & Marketing
GDC 2017
Complete Postmortem of Marketing Campaign for 'This War of Mine'
by Patryk Grzeszczuk
(11 bit studios)
Business & Marketing
GDC 2017
Composer Confessions: Massive, Often Painful, Lessons Learned
by Wilbert Roget
(Independent)
Audio
GDC 2017
Composer Confessions: Massive, Often Painful, Lessons Learned
by Wilbert Roget
(Independent)
Audio
GDC 2017
Confronting Games and Ethics: Challenging Students to Be Critical Designers
by Karen Schrier
(Marist College)
GDC Education Summit
GDC 2017
Confronting Games and Ethics: Challenging Students to Be Critical Designers
by Karen Schrier
(Marist College)
GDC Education Summit
GDC 2017
Confronting Games and Ethics: Challenging Students to Be Critical Designers
by Karen Schrier
(Marist College)
GDC Education Summit
GDC 2017
Consumer Equity Crowdfunding: Crowdfunding Your Company
by Gordon Walton
(ArtCraft Entertainment, Inc.)
Business & Marketing
GDC 2017
Consumer Equity Crowdfunding: Crowdfunding Your Company
by Gordon Walton
(ArtCraft Entertainment, Inc.)
Business & Marketing
GDC 2017
Consumer Equity Crowdfunding: Crowdfunding Your Company
by Gordon Walton
(ArtCraft Entertainment, Inc.)
Business & Marketing
GDC 2017
Continuous World Generation in 'No Man's Sky'
by Innes McKendrick
(Hello Games)
Programming
GDC 2017
Continuous World Generation in 'No Man's Sky'
by Innes McKendrick
(Hello Games)
Programming
GDC 2017
Cozmo: Animation Pipeline for a Physical Robot
by Molly Jameson
(Anki)
Visual Arts
GDC 2017
Cozmo: Animation Pipeline for a Physical Robot
by Molly Jameson
(Anki)
Visual Arts
GDC 2017
Cozmo: Animation Pipeline for a Physical Robot
by Molly Jameson
(Anki)
Visual Arts
GDC 2017
Crackpot AI Devs: Unproven Game AI Techniques that Might Possibly Work
by Tyler Coleman
(Retora Games)
AI Summit
GDC 2017
Crackpot AI Devs: Unproven Game AI Techniques that Might Possibly Work
by Tyler Coleman
(Retora Games)
AI Summit
GDC 2017
Crafting Promotions That Work, and How I Created One That Didn't (Presen...
by Mike Hines
(Amazon)
Monetization
GDC 2017
Crafting Promotions That Work, and How I Created One That Didn't (Presen...
by Mike Hines
(Amazon)
Monetization
GDC 2017
Crash Course in Online Features for Programmers
by Claire Blackshaw
(Sony Computer Entertainment Europe)
Programming
GDC 2017
Crash Course in Online Features for Programmers
by Claire Blackshaw
(Sony Computer Entertainment Europe)
Programming
GDC 2017
Crash Course in Online Features for Programmers
by Claire Blackshaw
(Sony Computer Entertainment Europe)
Programming
GDC 2017
Creating 'League of Legends' Champions: Our Production Framework Revealed
by Jeremy Lee
(Riot Games)
Production & Team Management
GDC 2017
Creating 'League of Legends' Champions: Our Production Framework Revealed
by Jeremy Lee
(Riot Games)
Production & Team Management
GDC 2017
Creating a Tools Pipeline for 'Horizon: Zero Dawn'
by Dan Sumaili
(Guerrilla Games)
Programming
GDC 2017
Creating a Tools Pipeline for 'Horizon: Zero Dawn'
by Dan Sumaili
(Guerrilla Games)
Programming
GDC 2017
Creating a Tools Pipeline for 'Horizon: Zero Dawn'
by Dan Sumaili
(Guerrilla Games)
Programming
GDC 2017
Creating Compelling Characters: Insights from a Panel of Character Conce...
by Simon Stafsnes Andersen
(D-Pad Studio)
Visual Arts
GDC 2017
Creating Compelling Characters: Insights from a Panel of Character Conce...
by Simon Stafsnes Andersen
(D-Pad Studio)
Visual Arts
GDC 2017
Creating Compelling Characters: Insights from a Panel of Character Conce...
by Simon Stafsnes Andersen
(D-Pad Studio)
Visual Arts
GDC 2017
Creating Complex AI Behavior in 'Stellaris' Through Data Driven Design
by Mehrnaz Amanat Bari
(Paradox Interactive)
Programming
GDC 2017
Creating Complex AI Behavior in 'Stellaris' Through Data Driven Design
by Mehrnaz Amanat Bari
(Paradox Interactive)
Programming
GDC 2017
Creating Complex AI Behavior in 'Stellaris' Through Data Driven Design
by Mehrnaz Amanat Bari
(Paradox Interactive)
Programming
GDC 2017
Creating Franchise Characters
by Bob Bates
(Independent)
Game Narrative Summit
GDC 2017
Creating Franchise Characters
by Bob Bates
(Independent)
Game Narrative Summit
GDC 2017
Creating Franchise Characters
by Bob Bates
(Independent)
Game Narrative Summit
GDC 2017
Creating Interactive Film Scripts for 3D Adventures with Ink
by Joseph Humfrey
(inkle Ltd)
Programming
GDC 2017
Creating Interactive Film Scripts for 3D Adventures with Ink
by Joseph Humfrey
(inkle Ltd)
Programming
GDC 2017
Creating the Art of 'ABZU'
by Matt Nava
(Giant Squid Studios)
Visual Arts
GDC 2017
Creating the Art of 'ABZU'
by Matt Nava
(Giant Squid Studios)
Visual Arts
GDC 2017
Creating the Art of 'ABZU'
by Matt Nava
(Giant Squid Studios)
Visual Arts
GDC 2017
Creating the Musical Identity and Style of Your Game
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2017
Creating the Musical Identity and Style of Your Game
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2017
Creating the Musical Identity and Style of Your Game
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2017
Creating VR Experiences: Unity's Tools and Best Practices (Presented by ...
by Matt Schoen
(Unity Technologies)
Design
GDC 2017
Creating VR Experiences: Unity's Tools and Best Practices (Presented by ...
by Matt Schoen
(Unity Technologies)
Design
GDC 2017
Creation of Planet-Scale Shared Augmented Realities: 'Pokemon GO' and 'I...
by Edward Wu
(Niantic)
Programming
GDC 2017
Creation of Planet-Scale Shared Augmented Realities: 'Pokemon GO' and 'I...
by Edward Wu
(Niantic)
Programming
GDC 2017
Crush the Norm: Diversity Rules
by Kiki Olofsson
(King)
Advocacy
GDC 2017
Crush the Norm: Diversity Rules
by Kiki Olofsson
(King)
Advocacy
GDC 2017
Crush the Norm: Diversity Rules
by Kiki Olofsson
(King)
Advocacy
GDC 2017
D3D Async Compute for Physics: Bullets, Bandages, and Blood (Presented b...
by Richard Tonge
(NVIDIA)
Visual Arts
GDC 2017
D3D Async Compute for Physics: Bullets, Bandages, and Blood (Presented b...
by Richard Tonge
(NVIDIA)
Visual Arts
GDC 2017
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC 2017
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC 2017
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC 2017
Dark Patterns: How Good UX Can Be Bad UX
by Anisa Sanusi
(Frontier Developments)
UX Summit
GDC 2017
Dark Patterns: How Good UX Can Be Bad UX
by Anisa Sanusi
(Frontier Developments)
UX Summit
GDC 2017
Dark Patterns: How Good UX Can Be Bad UX
by Anisa Sanusi
(Frontier Developments)
UX Summit
GDC 2017
Data Binding Architectures for Rapid UI Creation in Unity
by Stephan Dilly
(InnoGames GmbH)
Programming
GDC 2017
Data Binding Architectures for Rapid UI Creation in Unity
by Stephan Dilly
(InnoGames GmbH)
Programming
GDC 2017
Data Binding Architectures for Rapid UI Creation in Unity
by Stephan Dilly
(InnoGames GmbH)
Programming
GDC 2017
Data Driven Granular Synthesis for Video Games
by Sadjad Siddiq
(Square Enix)
Audio
GDC 2017
Data Driven Granular Synthesis for Video Games
by Sadjad Siddiq
(Square Enix)
Audio
GDC 2017
Data-Driven Community Management: How to Use Your Existing Data to Drive...
by Richard Millington
(FeverBee)
Community Management Summit
GDC 2017
Data-Driven Community Management: How to Use Your Existing Data to Drive...
by Richard Millington
(FeverBee)
Community Management Summit
GDC 2017
Data-Driven Community Management: How to Use Your Existing Data to Drive...
by Richard Millington
(FeverBee)
Community Management Summit
GDC 2017
Deconstructing China: New Opportunities for Western Developers
by Randy Barenscott
(ZPLAY)
GDC Mobile Summit
GDC 2017
Deconstructing China: New Opportunities for Western Developers
by Randy Barenscott
(ZPLAY)
GDC Mobile Summit
GDC 2017
Deconstructing China: New Opportunities for Western Developers
by Randy Barenscott
(ZPLAY)
GDC Mobile Summit
GDC 2017
Dedicated Game Server Scaling and Big Data Analytics with Google Cloud (...
by Mark Mandel
(Google)
Business & Marketing
GDC 2017
Dedicated Game Server Scaling and Big Data Analytics with Google Cloud (...
by Mark Mandel
(Google)
Business & Marketing
GDC 2017
Deep Learning for Game Developers (Presented by NVIDIA)
by Bryan Catanzaro
(NVIDIA)
Visual Arts
GDC 2017
Deep Learning for Game Developers (Presented by NVIDIA)
by Bryan Catanzaro
(NVIDIA)
Visual Arts
GDC 2017
Demo Derby: Music
by Becky Allen
(PopCap Games / EA)
Audio
GDC 2017
Demo Derby: Music
by Becky Allen
(PopCap Games / EA)
Audio
GDC 2017
Demo Derby: Sound Design
by Alex Brandon
(EarGames)
Audio
GDC 2017
Demo Derby: Sound Design
by Alex Brandon
(EarGames)
Audio
GDC 2017
Depression-Proof Studio Culture: A How-To for Mental Wellness
by Russ Pitts
(Take This, Inc.)
Advocacy
GDC 2017
Depression-Proof Studio Culture: A How-To for Mental Wellness
by Russ Pitts
(Take This, Inc.)
Advocacy
GDC 2017
Depression-Proof Studio Culture: A How-To for Mental Wellness
by Russ Pitts
(Take This, Inc.)
Advocacy
GDC 2017
Design is Not Your Enemy: Producing the 'Gears of War 4' Campaign
by Zoe Curnoe
(The Coalition, Microsoft)
Design
GDC 2017
Design is Not Your Enemy: Producing the 'Gears of War 4' Campaign
by Zoe Curnoe
(The Coalition, Microsoft)
Design
GDC 2017
Designing a Trance: Meditation and Game Design
by Robin Arnott
(Independent)
Independent Games Summit
GDC 2017
Designing a Trance: Meditation and Game Design
by Robin Arnott
(Independent)
Independent Games Summit
GDC 2017
Designing a Trance: Meditation and Game Design
by Robin Arnott
(Independent)
Independent Games Summit
GDC 2017
Designing F2P on Paper: The Metagame of 'Train Conductor World'
by Simon Joslin
(The Voxel Agents)
GDC Mobile Summit
GDC 2017
Designing F2P on Paper: The Metagame of 'Train Conductor World'
by Simon Joslin
(The Voxel Agents)
GDC Mobile Summit
GDC 2017
Designing Interactive Fiction on 'Episode' in Three Phases
by Michael Dawson
(Pocket Gems)
Design
GDC 2017
Designing Interactive Fiction on 'Episode' in Three Phases
by Michael Dawson
(Pocket Gems)
Design
GDC 2017
Designing Interactive Fiction on 'Episode' in Three Phases
by Michael Dawson
(Pocket Gems)
Design
GDC 2017
Designing System Driven Dialogue in 'Mafia III'
by Remy Boicherot
(Hangar 13)
Design
GDC 2017
Designing System Driven Dialogue in 'Mafia III'
by Remy Boicherot
(Hangar 13)
Design
GDC 2017
Designing System Driven Dialogue in 'Mafia III'
by Remy Boicherot
(Hangar 13)
Design
GDC 2017
Deterministic vs. Replicated AI: Building the Battlefield of 'For Honor'
by Xavier Guilbeault
(Ubisoft)
Programming
GDC 2017
Deterministic vs. Replicated AI: Building the Battlefield of 'For Honor'
by Xavier Guilbeault
(Ubisoft)
Programming
GDC 2017
Deterministic vs. Replicated AI: Building the Battlefield of 'For Honor'
by Xavier Guilbeault
(Ubisoft)
Programming
GDC 2017
Development on a Shoestring: Ultra Low Budget Indie Games
by Oded Sharon
(Corbomite Games)
Business & Marketing
GDC 2017
Development on a Shoestring: Ultra Low Budget Indie Games
by Oded Sharon
(Corbomite Games)
Business & Marketing
GDC 2017
Development on a Shoestring: Ultra Low Budget Indie Games
by Oded Sharon
(Corbomite Games)
Business & Marketing
GDC 2017
DirectX 12 Case Studies (Presented by NVIDIA)
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
DirectX 12 Case Studies (Presented by NVIDIA)
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Do You Copy? Dialog System and Tools in 'Firewatch'
by William Armstrong
(Unity Technologies)
Programming
GDC 2017
Do You Copy? Dialog System and Tools in 'Firewatch'
by William Armstrong
(Unity Technologies)
Programming
GDC 2017
Do You Copy? Dialog System and Tools in 'Firewatch'
by William Armstrong
(Unity Technologies)
Programming
GDC 2017
DON'T CHANGE A THING! The Challenges of Evolving 'Solitaire'
by Russell Carroll
(MobilityWare)
GDC Mobile Summit
GDC 2017
DON'T CHANGE A THING! The Challenges of Evolving 'Solitaire'
by Russell Carroll
(MobilityWare)
GDC Mobile Summit
GDC 2017
DON'T CHANGE A THING! The Challenges of Evolving 'Solitaire'
by Russell Carroll
(MobilityWare)
GDC Mobile Summit
GDC 2017
Don't You Dare Say "Showstopper": Bootstrapping Your Own QA Team
by Jesse Vigil
(USC Games)
GDC Education Summit
GDC 2017
Don't You Dare Say "Showstopper": Bootstrapping Your Own QA Team
by Jesse Vigil
(USC Games)
GDC Education Summit
GDC 2017
Don't You Dare Say "Showstopper": Bootstrapping Your Own QA Team
by Jesse Vigil
(USC Games)
GDC Education Summit
GDC 2017
DONNA: Gender Inclusive Game Education in Practice
by Jenny Brusk
(University of Skovde)
GDC Education Summit
GDC 2017
DONNA: Gender Inclusive Game Education in Practice
by Jenny Brusk
(University of Skovde)
GDC Education Summit
GDC 2017
DONNA: Gender Inclusive Game Education in Practice
by Jenny Brusk
(University of Skovde)
GDC Education Summit
GDC 2017
Dots That Go for Walks: How to Maximize Minimal UI
by Margaret Robertson
(PlayDots)
GDC Mobile Summit
GDC 2017
Dots That Go for Walks: How to Maximize Minimal UI
by Margaret Robertson
(PlayDots)
GDC Mobile Summit
GDC 2017
Double Tap
by Ste Curran
(Corridor of Uncertainty)
Advocacy
GDC 2017
Double Tap
by Ste Curran
(Corridor of Uncertainty)
Advocacy
GDC 2017
EA Presents N-teract: Next Generation Multi-Character Interactions
by Henry Allen
(Electronic Arts)
Visual Arts
GDC 2017
EA Presents N-teract: Next Generation Multi-Character Interactions
by Henry Allen
(Electronic Arts)
Visual Arts
GDC 2017
Early Access: Are You Prepared?
by Brian Hicks
(Bohemia Interactive)
Design
GDC 2017
Early Access: Are You Prepared?
by Brian Hicks
(Bohemia Interactive)
Design
GDC 2017
Education Soapbox
by Karen Schrier
(Marist College)
GDC Education Summit
GDC 2017
Education Soapbox
by Karen Schrier
(Marist College)
GDC Education Summit
GDC 2017
Education Soapbox
by Karen Schrier
(Marist College)
GDC Education Summit
GDC 2017
Efficient Texture Streaming in 'Titanfall 2'
by Chad Barb
(Respawn Entertainment)
Programming
GDC 2017
Efficient Texture Streaming in 'Titanfall 2'
by Chad Barb
(Respawn Entertainment)
Programming
GDC 2017
Efficient Texture Streaming in 'Titanfall 2'
by Chad Barb
(Respawn Entertainment)
Programming
GDC 2017
Embracing Disruption: What Blockchains Mean for the Game Industry
by Alex Amsel
(Ownage)
Business & Marketing
GDC 2017
Embracing Disruption: What Blockchains Mean for the Game Industry
by Alex Amsel
(Ownage)
Business & Marketing
GDC 2017
Embracing Disruption: What Blockchains Mean for the Game Industry
by Alex Amsel
(Ownage)
Business & Marketing
GDC 2017
Epic AND Interactive Music in 'Final Fantasy XV'
by Sho Iwamoto
(Square Enix)
Audio
GDC 2017
Epic AND Interactive Music in 'Final Fantasy XV'
by Sho Iwamoto
(Square Enix)
Audio
GDC 2017
Epic AND Interactive Music in 'Final Fantasy XV'
by Sho Iwamoto
(Square Enix)
Audio
GDC 2017
eSports Day: Arcade to eSports: How Your Competitive Game Influences Pla...
by Tom Cannon
(Evolution Championship Series)
Design
GDC 2017
eSports Day: Arcade to eSports: How Your Competitive Game Influences Pla...
by Tom Cannon
(Evolution Championship Series)
Design
GDC 2017
eSports Day: Building eSports: Twitch, 'Rocket League', and 'H1Z1: King ...
by Nick Allen
(Twitch)
Business & Marketing
GDC 2017
eSports Day: Building eSports: Twitch, 'Rocket League', and 'H1Z1: King ...
by Nick Allen
(Twitch)
Business & Marketing
GDC 2017
eSports Day: Building eSports: Twitch, 'Rocket League', and 'H1Z1: King ...
by Nick Allen
(Twitch)
Business & Marketing
GDC 2017
eSports Day: eSports Journalism: Challenges and Opportunities
by Roy Graham
(The Meta)
Business & Marketing
GDC 2017
eSports Day: eSports Journalism: Challenges and Opportunities
by Roy Graham
(The Meta)
Business & Marketing
GDC 2017
eSports Day: Grassroots Growth: How Game Communities Built an eSport Sce...
by TL Taylor
(MIT / AnyKey)
Design
GDC 2017
eSports Day: Grassroots Growth: How Game Communities Built an eSport Sce...
by TL Taylor
(MIT / AnyKey)
Design
GDC 2017
eSports Day: How Professional Competitive Gaming Will Impact Developers ...
by Pieter van den Heuvel
(eSports, Newzoo)
Business & Marketing
GDC 2017
eSports Day: How Professional Competitive Gaming Will Impact Developers ...
by Pieter van den Heuvel
(eSports, Newzoo)
Business & Marketing
GDC 2017
eSports Day: Smash Sisters: Fostering Camaraderie from the Ground Up
by Emily Sun
(Smash Sisters)
Design
GDC 2017
eSports Day: Smash Sisters: Fostering Camaraderie from the Ground Up
by Emily Sun
(Smash Sisters)
Design
GDC 2017
eSports Day: Smash Sisters: Fostering Camaraderie from the Ground Up
by Emily Sun
(Smash Sisters)
Design
GDC 2017
eSports Day: Team Owners: Understanding the Drive & Business
by Dan Fiden
(Cloud9)
Business & Marketing
GDC 2017
eSports Day: Team Owners: Understanding the Drive & Business
by Dan Fiden
(Cloud9)
Business & Marketing
GDC 2017
eSports Day: We Failed at Publishing Competitive Games so You Don't Have to
by Dave Lang
(Iron Galaxy Studios)
Business & Marketing
GDC 2017
eSports Day: We Failed at Publishing Competitive Games so You Don't Have to
by Dave Lang
(Iron Galaxy Studios)
Business & Marketing
GDC 2017
eSports Day: We Failed at Publishing Competitive Games so You Don't Have to
by Dave Lang
(Iron Galaxy Studios)
Business & Marketing
GDC 2017
eSports Day: We Failed at Publishing Competitive Games so You Don't Have to
by Dave Lang
(Iron Galaxy Studios)
Business & Marketing
GDC 2017
Everything I Said Was Wrong: Why Indie Is Different Now
by Lisa Brown
(Independent)
Independent Games Summit
GDC 2017
Everything I Said Was Wrong: Why Indie Is Different Now
by Lisa Brown
(Independent)
Independent Games Summit
GDC 2017
Everything I Said Was Wrong: Why Indie Is Different Now
by Lisa Brown
(Independent)
Independent Games Summit
GDC 2017
Everything's on Fire and No One Knows What to Do
by Chris Avellone
(Freelance)
Game Narrative Summit
GDC 2017
Everything's on Fire and No One Knows What to Do
by Chris Avellone
(Freelance)
Game Narrative Summit
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Fade to Black? Writing and Designing Sex Scenes in Games
by Michelle Clough
(Freelance)
Game Narrative Summit
GDC 2017
Fade to Black? Writing and Designing Sex Scenes in Games
by Michelle Clough
(Freelance)
Game Narrative Summit
GDC 2017
Fade to Black? Writing and Designing Sex Scenes in Games
by Michelle Clough
(Freelance)
Game Narrative Summit
GDC 2017
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Fast, Cheap and Flashy: An Indie Art Direction Adventure
by Adam deGrandis
(Chickadee Games LLC)
Visual Arts
GDC 2017
Fast, Cheap and Flashy: An Indie Art Direction Adventure
by Adam deGrandis
(Chickadee Games LLC)
Visual Arts
GDC 2017
Finding 'Duskers': Innovation Through Better Design Pillars
by Tim Keenan
(Misfits Attic)
Independent Games Summit
GDC 2017
Finding 'Duskers': Innovation Through Better Design Pillars
by Tim Keenan
(Misfits Attic)
Independent Games Summit
GDC 2017
Flame Retardant AI: Stopping AI Fires Before They Ignite
by Andrea Schiel
(Microsoft)
AI Summit
GDC 2017
Flame Retardant AI: Stopping AI Fires Before They Ignite
by Andrea Schiel
(Microsoft)
AI Summit
GDC 2017
Flame Retardant AI: Stopping AI Fires Before They Ignite
by Andrea Schiel
(Microsoft)
AI Summit
GDC 2017
Force and Fire: Making Your Game More Metal
by Jeff Howard
(Dakota State University)
Game Narrative Summit
GDC 2017
Force and Fire: Making Your Game More Metal
by Jeff Howard
(Dakota State University)
Game Narrative Summit
GDC 2017
Force and Fire: Making Your Game More Metal
by Jeff Howard
(Dakota State University)
Game Narrative Summit
GDC 2017
Forging Audio Workflow Changes on 'Destiny: Rise of Iron'
by Kareem Shuman
(Bungie)
Audio
GDC 2017
Forging Audio Workflow Changes on 'Destiny: Rise of Iron'
by Kareem Shuman
(Bungie)
Audio
GDC 2017
Forging Audio Workflow Changes on 'Destiny: Rise of Iron'
by Kareem Shuman
(Bungie)
Audio
GDC 2017
Forging Honor: Providing a Coherent Vision for a New IP
by Jason VandenBerghe
(Ubisoft)
Design
GDC 2017
Forging Honor: Providing a Coherent Vision for a New IP
by Jason VandenBerghe
(Ubisoft)
Design
GDC 2017
FrameGraph: Extensible Rendering Architecture in Frostbite
by Yuriy O'Donnell
(Frostbite / Electronic Arts)
Programming
GDC 2017
FrameGraph: Extensible Rendering Architecture in Frostbite
by Yuriy O'Donnell
(Frostbite / Electronic Arts)
Programming
GDC 2017
FrameGraph: Extensible Rendering Architecture in Frostbite
by Yuriy O'Donnell
(Frostbite / Electronic Arts)
Programming
GDC 2017
Friendship, Curiosity & Challenge: Focusing Your Career as an Indie Dev
by Jenn Sandercock
(Inquisiment)
Independent Games Summit
GDC 2017
Friendship, Curiosity & Challenge: Focusing Your Career as an Indie Dev
by Jenn Sandercock
(Inquisiment)
Independent Games Summit
GDC 2017
From DCC to Pixels in Seconds: Rapid and Continuous Iteration in Lumbery...
by Nicholas Lawson
(Amazon)
Programming
GDC 2017
From DCC to Pixels in Seconds: Rapid and Continuous Iteration in Lumbery...
by Nicholas Lawson
(Amazon)
Programming
GDC 2017
From Indie to 'Fable' & Back Again: 30 Years of "Wisdom"
by Dene Carter
(Fluttermind LLC)
Independent Games Summit
GDC 2017
From Indie to 'Fable' & Back Again: 30 Years of "Wisdom"
by Dene Carter
(Fluttermind LLC)
Independent Games Summit
GDC 2017
From Indie to 'Fable' & Back Again: 30 Years of "Wisdom"
by Dene Carter
(Fluttermind LLC)
Independent Games Summit
GDC 2017
From Rational to Emotional: Designs that Increase Player Retention
by Jim Brown
(Epic Games)
UX Summit
GDC 2017
From Rational to Emotional: Designs that Increase Player Retention
by Jim Brown
(Epic Games)
UX Summit
GDC 2017
From Shore to Horizon: Creating a Practical Tessellation Based Solution
by Nicolas Longchamps
(Eidos-Montreal)
Visual Arts
GDC 2017
From Shore to Horizon: Creating a Practical Tessellation Based Solution
by Nicolas Longchamps
(Eidos-Montreal)
Visual Arts
GDC 2017
From Shore to Horizon: Creating a Practical Tessellation Based Solution
by Nicolas Longchamps
(Eidos-Montreal)
Visual Arts
GDC 2017
Fuel Your Game Dev Dream: Make Money on Mobile with Unity (Presented by ...
by Mark Choi
(Unity Technologies)
Monetization
GDC 2017
Fuel Your Game Dev Dream: Make Money on Mobile with Unity (Presented by ...
by Mark Choi
(Unity Technologies)
Monetization
GDC 2017
Full Speed Flying in VR! The R&D Behind Eagle Flight (Presented by Autod...
by Olivier Palmieri
(Ubisoft)
Design
GDC 2017
Full Speed Flying in VR! The R&D Behind Eagle Flight (Presented by Autod...
by Olivier Palmieri
(Ubisoft)
Design
GDC 2017
Future of Art Production in Games
by Andrew Maximov
(Naughty Dog)
Visual Arts
GDC 2017
Future of Art Production in Games
by Andrew Maximov
(Naughty Dog)
Visual Arts
GDC 2017
Game Accessibility: Practical Visual Fixes from EA's 'Madden NFL' Franchise
by Karen Stevens
(EA Sports)
Advocacy
GDC 2017
Game Accessibility: Practical Visual Fixes from EA's 'Madden NFL' Franchise
by Karen Stevens
(EA Sports)
Advocacy
GDC 2017
Game Accessibility: Practical Visual Fixes from EA's 'Madden NFL' Franchise
by Karen Stevens
(EA Sports)
Advocacy
GDC 2017
Game Design Tools: For When Spreadsheets and Flowcharts Aren't Enough
by Katharine Neil
(Freelance)
Design
GDC 2017
Game Design Tools: For When Spreadsheets and Flowcharts Aren't Enough
by Katharine Neil
(Freelance)
Design
GDC 2017
Game Design Tools: For When Spreadsheets and Flowcharts Aren't Enough
by Katharine Neil
(Freelance)
Design
GDC 2017
Game Physics on the GPU with PhysX 3.4 (Presented by NVIDIA)
by Kier Storey
(NVIDIA)
Programming
GDC 2017
Game Physics on the GPU with PhysX 3.4 (Presented by NVIDIA)
by Kier Storey
(NVIDIA)
Programming
GDC 2017
Game Studio Leadership: You Can Do It
by Jesse Schell
(Schell Games LLC)
Business & Marketing
GDC 2017
Game Studio Leadership: You Can Do It
by Jesse Schell
(Schell Games LLC)
Business & Marketing
GDC 2017
Game Studio Leadership: You Can Do It
by Jesse Schell
(Schell Games LLC)
Business & Marketing
GDC 2017
GDC Microtalks 2017: Playing with Our Hearts
by Richard Lemarchand
(USC Games)
Design
GDC 2017
GDC Microtalks 2017: Playing with Our Hearts
by Richard Lemarchand
(USC Games)
Design
GDC 2017
GDC Microtalks 2017: Playing with Our Hearts
by Richard Lemarchand
(USC Games)
Design
GDC 2017
Geometry Caching Optimizations
by Zabir Hoque
(Epic Games)
Programming
GDC 2017
Geometry Caching Optimizations
by Zabir Hoque
(Epic Games)
Programming
GDC 2017
Geometry Caching Optimizations
by Zabir Hoque
(Epic Games)
Programming
GDC 2017
Get Journalists to Cover Your Game: Lessons from Online Dating, Praying ...
by Thomas Reisenegger
(ICO Partners)
Business & Marketing
GDC 2017
Get Journalists to Cover Your Game: Lessons from Online Dating, Praying ...
by Thomas Reisenegger
(ICO Partners)
Business & Marketing
GDC 2017
Get Journalists to Cover Your Game: Lessons from Online Dating, Praying ...
by Thomas Reisenegger
(ICO Partners)
Business & Marketing
GDC 2017
Get Noticed & Get Hired: Upgrading the Game Industry Resume
by David Lau
(Amazon)
Career Development
GDC 2017
Get the Most from Vulkan in Unity with Practical Examples from Infinite ...
by Mikko Strandborg
(Unity Technologies)
Programming
GDC 2017
Get the Most from Vulkan in Unity with Practical Examples from Infinite ...
by Mikko Strandborg
(Unity Technologies)
Programming
GDC 2017
Getting Productivity from Play: How Ubisoft Is Making Better Tools by Us...
by David Lightbown
(Ubisoft)
Programming
GDC 2017
Getting Productivity from Play: How Ubisoft Is Making Better Tools by Us...
by David Lightbown
(Ubisoft)
Programming
GDC 2017
Getting the Best Bang for Your Voice-Over Buck
by Stephen Barlow
(Blyts)
Audio
GDC 2017
Getting the Best Bang for Your Voice-Over Buck
by Stephen Barlow
(Blyts)
Audio
GDC 2017
Getting the Best Bang for Your Voice-Over Buck
by Stephen Barlow
(Blyts)
Audio
GDC 2017
Getting the Message: Machine Learning + In-Game Messaging FTW!
by Steve Palley
(Pixelberry Studios)
Business & Marketing
GDC 2017
Getting the Message: Machine Learning + In-Game Messaging FTW!
by Steve Palley
(Pixelberry Studios)
Business & Marketing
GDC 2017
Google Developer Day Keynote (Presented by Google)
by Noah Falstein
(Google)
Business & Marketing
GDC 2017
Google Developer Day Keynote (Presented by Google)
by Noah Falstein
(Google)
Business & Marketing
GDC 2017
GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
by Jaap van Muijden
(Guerrilla Games)
Visual Arts
GDC 2017
GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
by Jaap van Muijden
(Guerrilla Games)
Visual Arts
GDC 2017
GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
by Jaap van Muijden
(Guerrilla Games)
Visual Arts
GDC 2017
Hacking into the Combat AI of 'Watch Dogs 2'
by Chae Dickie-Clark
(Ubisoft)
AI Summit
GDC 2017
Hacking into the Combat AI of 'Watch Dogs 2'
by Chae Dickie-Clark
(Ubisoft)
AI Summit
GDC 2017
Happy Inside the Box: The Art of 'Old Man's Journey'
by Clemens Scott
(Broken Rules)
Visual Arts
GDC 2017
Happy Inside the Box: The Art of 'Old Man's Journey'
by Clemens Scott
(Broken Rules)
Visual Arts
GDC 2017
Healthy Culture Healthy Team: Perspectives from PopCap's Team Audio
by Becky Allen
(PopCap Games / EA)
Audio
GDC 2017
Healthy Culture Healthy Team: Perspectives from PopCap's Team Audio
by Becky Allen
(PopCap Games / EA)
Audio
GDC 2017
Helping It All Emerge: Managing Crowd AI in 'Watch Dogs 2'
by Roxanne Blouin-Payer
(Ubisoft)
AI Summit
GDC 2017
Helping It All Emerge: Managing Crowd AI in 'Watch Dogs 2'
by Roxanne Blouin-Payer
(Ubisoft)
AI Summit
GDC 2017
Helping It All Emerge: Managing Crowd AI in 'Watch Dogs 2'
by Roxanne Blouin-Payer
(Ubisoft)
AI Summit
GDC 2017
High Dynamic Range Color Grading and Display in Frostbite
by Alex Fry
(Electronic Arts)
Visual Arts
GDC 2017
High Dynamic Range Color Grading and Display in Frostbite
by Alex Fry
(Electronic Arts)
Visual Arts
GDC 2017
High Dynamic Range Color Grading and Display in Frostbite
by Alex Fry
(Electronic Arts)
Visual Arts
GDC 2017
High Quality Mobile VR with Unreal Engine and Oculus (Presented by ARM)
by Ryan Vance
(Epic Games)
Programming
GDC 2017
High Quality Mobile VR with Unreal Engine and Oculus (Presented by ARM)
by Ryan Vance
(Epic Games)
Programming
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
Hitchhiker's Guide to Rapid Prototypes!
by Mark Barrett
(PopCap)
Game Career Seminar
GDC 2017
Hitchhiker's Guide to Rapid Prototypes!
by Mark Barrett
(PopCap)
Game Career Seminar
GDC 2017
How (and When) to Not Give up on Your Game
by Brandon Sheffield
(Necrosoft Games)
Game Career Seminar
GDC 2017
How (and When) to Not Give up on Your Game
by Brandon Sheffield
(Necrosoft Games)
Game Career Seminar
GDC 2017
How a Galaxy Far, Far Away Stays on Brand (Presented by Virtuos)
by Kristian Pedlow
(Virtuos Sparx)
Visual Arts
GDC 2017
How a Galaxy Far, Far Away Stays on Brand (Presented by Virtuos)
by Kristian Pedlow
(Virtuos Sparx)
Visual Arts
GDC 2017
How Defold Helps Indie Devs Perform Live Updates with AWS (Presented by ...
by Bjorn Ritzl
(King.com)
Production & Team Management
GDC 2017
How Defold Helps Indie Devs Perform Live Updates with AWS (Presented by ...
by Bjorn Ritzl
(King.com)
Production & Team Management
GDC 2017
How Design Can Ensure Impartial Scientific Fairness in User Research
by Deborah Hendersen
(Microsoft)
Design
GDC 2017
How Design Can Ensure Impartial Scientific Fairness in User Research
by Deborah Hendersen
(Microsoft)
Design
GDC 2017
How Design Can Ensure Impartial Scientific Fairness in User Research
by Deborah Hendersen
(Microsoft)
Design
GDC 2017
How Game Developers Define Success
by Dana Ruggiero
(Bath Spa University)
Advocacy
GDC 2017
How Game Developers Define Success
by Dana Ruggiero
(Bath Spa