GDC 2018
'Assassin's Creed Origins': Monitoring and Validation of World Design Data
by Nicholas Routhier
(Ubisoft Montreal)
Design
GDC 2018
'Crashlands': Design by Chaos
by Seth Coster
(Butterscotch Shenanigans)
Design
GDC 2018
'Halo Wars 2': A UX Postmortem
by Max Szlagor
(Microsoft 343 Industries)
UX Summit
GDC 2018
'Heaven's Vault': Creating a Dynamic Detective Story
by Jon Ingold
(inkle)
Design
GDC 2018
AAA Gaming While Blind
by Karen Stevens
(EA SPORTS)
UX Summit
GDC 2018
Animating Quill: Creating an Emotional Experience
by Richard Lico
(Polyarc)
Design
GDC 2018
Behind the Scenes at the 'Million Onion Hotel'
by Yoshiro Kimura
(Onion Games)
Design
GDC 2018
Board Game Design Day: 'Mansions of Madness' 2nd Edition: Postmortem of ...
by Andrew Fischer
(Fantasy Flight Games)
Design
GDC 2018
Board Game Design Day: 'Race for the Galaxy': Digital Design Gems
by Theresa Duringer
(Temple Gates Games)
Design
GDC 2018
Board Game Design Day: Balancing Mechanics for Your Card Game's Unique "...
by Dylan Mayo
(The Pokemon Company International)
Design
GDC 2018
Board Game Design Day: Designing 'Race for the Galaxy': Making a Strateg...
by Tom Lehmann
(Independent)
Design
GDC 2018
Board Game Design Day: The Design Challenges of 'Legacy' Games
by JR Honeycutt
(Waitress Games)
Design
GDC 2018
Board Game Design Day: White, Brown, and Pink: The Flavors of Tabletop G...
by Geoff Engelstein
(Mars International)
Design
GDC 2018
Boss Up: Boss Battle Design Fundamentals and Retrospective
by Itay Keren
(Untame)
Design
GDC 2018
Bridging the Gap Between UX Principles and Game Design
by Jim Brown
(Epic Games)
UX Summit
GDC 2018
Build Great Tools: Workflow Guidelines from Vicarious Visions
by Jeff Stewart
(Vicarious Visions)
Design
GDC 2018
Chatbot Game Manifesto: Golden Rules for Making a New Kind of Game
by Emmanuel Corno
(Independent)
Design
GDC 2018
Classic Game Postmortem: 'Sonic the Hedgehog'
by Hirokazu Yasuhara
(Unity Technology Japan)
Design
GDC 2018
Classic Game Postmortem: 'Ultima Online'
by Raph Koster
(Independent)
Design
GDC 2018
Composing an Interactive Musical: Lessons Learned from Creating 'Figment'
by Niels Sorensen
(Bedtime Digital Games)
Design
GDC 2018
Data-Driven or Data-Blinded? Uses and Abuses of Analytics in Games
by Emily Greer
(Kongregate)
Design
GDC 2018
Fair Play Alliance Keynote (Presented by Fair Play Alliance)
by Kimberly Voll
(Riot Games)
Design
GDC 2018
Game Design Beyond Screens and Joysticks
by Tatiana Vilela dos Santos
(MechBird)
Design
GDC 2018
Game Design Patterns for Building Friendships
by Daniel Cook
(Spry Fox)
Design
GDC 2018
GDC Microtalks 2018: Playing with Fire
by Richard Lemarchand
(University of Southern California)
Design
GDC 2018
Good Design Makes Happy Customers: A Microtransaction Design Primer
by Crystin Cox
(ArenaNet)
Design
GDC 2018
History Shaping Design: Inequality and Player Behavior
by Julia Keren Detar
(Untame)
Design
GDC 2018
Honorable Intentions: Player Behavior Today at Riot Games
by Kimberly Voll
(Riot Games)
Design
GDC 2018
Immersing a Creative World into a Usable UI
by Steph Chow
(Steph Chow Design)
UX Summit
GDC 2018
Intelligent Game Design on 'Rainbow Six Siege'
by Leroy Athanassof
(Ubisoft)
Design
GDC 2018
Intelligent Game Design on 'Rainbow Six Siege'
by Leroy Athanassof
(Ubisoft)
Design
GDC 2018
It IS Rocket Science! The Physics of 'Rocket League' Detailed
by Jared Cone
(Psyonix)
Design
GDC 2018
Level Design Workshop: An Architectural Approach to Level Design: Creati...
by Christopher Totten
(Pie for Breakfast Studios)
Design
GDC 2018
Level Design Workshop: Balancing Action and RPG in 'Horizon Zero Dawn' Q...
by Blake Rebouche
(Guerrilla Games)
Design
GDC 2018
Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips ...
by David Shaver
(Naughty Dog, Inc.)
Design
GDC 2018
Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips ...
by David Shaver
(Naughty Dog, Inc.)
Design
GDC 2018
Level Design Workshop: Set this Game in Order: Organizing Hundreds of Le...
by Nathan Fouts
(Mommy's Best Games)
Design
GDC 2018
Level Design Workshop: The Holy Grail of Multiplayer Level Design: Maps ...
by Andrew Yoder
(Hi-Rez Studios)
Design
GDC 2018
Plot and Parcel: Procedural Level Design in 'XCom 2'
by Brian Hess
(Firaxis Games)
Design
GDC 2018
Rallying the Resistance: 'Frog Fractions 2' Alternate Reality Game
by Justin Bortnick
(Twinbeard)
Design
GDC 2018
Rules of the Game: Five Further Techniques from Rather Clever Designers
by Raph Koster
(Independent)
Design
GDC 2018
Significantly Improving Your Skill System with TrueSkill through Time
by Josh Menke
(343 Industries)
Design
GDC 2018
The Art of 'Monument Valley 2'
by David Fernandez Huerta
(ustwo games)
Design
GDC 2018
The Art of 'Monument Valley 2'
by David Fernandez Huerta
(ustwo games)
Design
GDC 2018
The Schema is Mightier than the Sword: How Player Cognition Predicts Gam...
by Vanessa Hemovich
(DigiPen Institute of Technology)
UX Summit
GDC 2018
To Err is to Play: Human Error and Game Design
by Ben Lewis-Evans
(Epic Games)
Design
GDC 2018
Vehicle Feel Masterclass: Balancing Arcade Accessibility with Simulation...
by Matthew Harris
(Criterion Games)
Design
GDC 2018
Virtual Insanity: Meta AI on 'Assassin's Creed: Origins'
by Charles Lefebvre
(Ubisoft Montreal)
Design
GDC 2018
Walk Tall, My Friends: Giving Life to AI-Buddies in 'Final Fantasy XV'
by Prasert "Sun" Prasertvithyakarn
(Square Enix)
Design
GDC 2018
Weaving 13 Prototypes into 1 Game: Lessons from 'Edith Finch'
by Ian Dallas
(Giant Sparrow)
Design
GDC 2018
Writing and Narrative Design: A Relationship
by Eric Stirpe
(Telltale Games)
Design
GDC 2018
Writing Modular Characters for System-Driven Games
by Tanya X. Short
(Kitfox Games)
Design