GDC 2018
'ARMS': Building 'Mario Kart 8' Insights into a Showcase Nintendo Switch...
by Kosuke Yabuki
(Nintendo)
Design
GDC 2018
'Assassin's Creed Origins': Monitoring and Validation of World Design Data
by Nicholas Routhier
(Ubisoft Montreal)
Design
GDC 2018
'Crashlands': Design by Chaos
by Seth Coster
(Butterscotch Shenanigans)
Design
GDC 2018
'Dead by Daylight': Object of Obsession
by Dave Richard
(Behaviour Digital)
Design
GDC 2018
'For Honor': From a Great Launch to a Challenging Live Period
by Damien Kieken
(Ubisoft)
Design
GDC 2018
'Friday the 13th': Design and Balance for Asymmetrical Horror
by David Langeliers
(IllFonic)
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
'Horizon Zero Dawn': A Game Design Postmortem
by Eric Boltjes
(Guerrilla Games)
Design
GDC 2018
'Monster Hunter: World' Postmortem: Concept Design through Prototyping a...
by Yuya Tokuda
(Capcom)
Design
GDC 2018
'Rick and Morty: Virtual Rick-ality' Postmortem: VR Lessons *Burrrp* Lea...
by Alex Schwartz
(Owlchemy Labs)
Design
GDC 2018
'Shadow Tactics' Postmortem: Commandos with Ninja
by Moritz Wagner
(Mimimi Productions)
Design
GDC 2018
'Splatoon' and 'Splatoon 2': How to Invent a Stylish Franchise with Glob...
by Hisashi Nogami
(Nintendo)
Design
GDC 2018
'West of Loathing' Design Postmortem
by Zack Johnson
(Asymmetric)
Design
GDC 2018
10 Years of Evolution of the 'Assassin's Creed' Brand
by Jean Guesdon
(Ubisoft)
Design
GDC 2018
15 Years of 'Ratchet & Clank': A Lombax Story
by Brian Allgeier
(Insomniac Games)
Design
GDC 2018
A Fun Time in Which Some No-Good Game Developers May or May Not Discuss ...
by YOKO TARO
(Independent)
Design
GDC 2018
A Long Dark Road: Blending Player and Authored Story in a Sandbox Surviv...
by Raphael van Lierop
(Hinterland Games)
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: Cardboard Interfaces: UX for Board Games
by Randy Hoyt
(Foxtrot Games)
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: The State and Future of Board Games: From Apps to...
by Paul Dean
(Shut Up & Sit Down)
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
Built for Twitch: Increase Your Game's Reach and Retention with Twitch I...
by Daniel Hebb
(Twitch)
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: 'NBA Jam'
by Mark Turmell
(Zynga)
Design
GDC 2018
Classic Game Postmortem: 'Sonic the Hedgehog'
by Hirokazu Yasuhara
(Unity Technology Japan)
Design
GDC 2018
Classic Game Postmortem: 'The Bard's Tale I and II'
by Michael Cranford
(Days Fly)
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
Deconstructor of Fun: Breaking Down Top Mobile F2P Games
by Adam Telfer
(MobileFreeToPlay.com)
Design
GDC 2018
Defining the Laws for a Parallel Reality
by Keiichi Matsuda
(Leap Motion)
UX Summit
GDC 2018
Design in Depth at Supercell: Why Great Ideas Aren't Enough
by Touko Tahkokallio
(Supercell)
Design
GDC 2018
Designing Text UX for Effortless Reading
by Joseph Humfrey
(inkle)
Design
GDC 2018
Designing Unforgettable 'Titanfall' Single Player Levels with Action Blocks
by Christopher Dionne
(Respawn Entertainment)
Design
GDC 2018
Drives: Helping More Players Get from First-Taste to Satisfaction
by Jason VandenBerghe
(ArenaNet)
Design
GDC 2018
Dynamic Dialogue: The Game Designer's Guide to Voice Recording
by Andrea Toyias
(Blizzard Entertainment)
Design
GDC 2018
Embracing Push Forward Combat in 'DOOM'
by Kurt Loudy
(id Software)
Design
GDC 2018
Emergent Storytelling Techniques in 'The Sims'
by Matt Brown
(Maxis EA)
Design
GDC 2018
Esports Day: Building Collegiate Esports from Student Clubs to Varsity T...
by Phill Alexander
(Miami University)
Design
GDC 2018
Esports Day: Confronting the PC/Console Divide
by Latoya Peterson
(The Undefeated)
Design
GDC 2018
Esports Day: Putting the Horse Before the Cart: Building Foundations for...
by James Murff
(Simplikation)
Design
GDC 2018
Experimental Gameplay Workshop
by Nathalie Lawhead
(alienmelon)
Design
GDC 2018
Fair Play Alliance Keynote (Presented by Fair Play Alliance)
by Kimberly Voll
(Riot Games)
Design
GDC 2018
Finding Inspiration: Tools for When You're Stuck
by Lauren Cason
(ustwo games)
Design
GDC 2018
From Game Jam to the Creation of 'Starlink: Battle for Atlas'
by Matthew Rose
(Ubisoft Toronto)
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
Game Mechanics for Storytelling in 'Monument Valley 2'
by Lea Schonfelder
(ustwo games)
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
Good Game Design is like a Magic Trick
by Jennifer Scheurle
(Opaque Space)
UX Summit
GDC 2018
Helping Players Hate (or Love) Their Nemesis
by Chris Hoge
(Monolith Productions)
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
How Quill Defined Polyarc's VR Character Design Process
by Brendan Walker
(Polyarc)
Design
GDC 2018
How to Write Games for the Internet without Embarrassing Yourself
by Leighton Gray
(Game Grumps)
Design
GDC 2018
Immersing a Creative World into a Usable UI
by Steph Chow
(Steph Chow Design)
UX Summit
GDC 2018
Indie Panel: Building Communities Using Organized Mobile Competitions (P...
by T.L. Taylor
(MIT)
Design
GDC 2018
Indie Panel: Building Communities Using Organized Mobile Competitions (P...
by T.L. Taylor
(MIT)
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: Designing for Non-Linear Story Discovery in 'Tacoma'
by Steve Gaynor
(Fullbright)
Design
GDC 2018
Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips ...
by David Shaver
(Naughty Dog, Inc.)
Design
GDC 2018
Level Design Workshop: Navigating Conversation: Applying Level Design to...
by Mike Bithell
(Bithell Games)
Design
GDC 2018
Level Design Workshop: Procedural Regeneration: Matching the World to th...
by Heather Robertson
(Heather Flowers)
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
Making Twitch Interactive with Twitch Extensions (Presented by Amazon)
by J.T. Gleason
(Twitch)
Design
GDC 2018
Nuke Possum Springs: A 'Night in the Woods' Design Postmortem
by Scott Benson
(Independent)
Design
GDC 2018
Parkour: How to Improve Freedom of Movement in First-Person Games in 20 ...
by Bartosz Kulon
(Techland)
Design
GDC 2018
PLAYERUNKNOWN: From Mod Creator to Creative Director of PUBG
by Brendan "PLAYERUNKNOWN" Greene
(PUBG Corp.)
Design
GDC 2018
Playtesting VR: Brownboxing, Spycams, and Fuzzy Rugs
by Shawn Patton
(Schell Games)
Design
GDC 2018
Plot and Parcel: Procedural Level Design in 'XCom 2'
by Brian Hess
(Firaxis Games)
Design
GDC 2018
Profiling Casual/Core/Hardcore: Lessons Learned from 350,000 Gamers
by Nick Yee
(Quantic Foundry)
Design
GDC 2018
Rallying the Resistance: 'Frog Fractions 2' Alternate Reality Game
by Justin Bortnick
(Twinbeard)
Design
GDC 2018
Reinforced Machine Learning: Leveraging the Power of Intelligence for Ga...
by Darin Briskman
(Amazon Web Services)
Design
GDC 2018
Rendering in 2018: How to Get the Most out of Unity's New Rendering Feat...
by Tim Cooper
(Unity Technologies)
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
Succeeding with Licensed IP for Mobile F2P Games
by Eric Seufert
(N3TWORK)
Design
GDC 2018
Symphony of Disciplines: Conducting a Diverse Team through Development
by Janos Gaspar
(Creative Assembly)
Design
GDC 2018
The Art of 'Monument Valley 2'
by David Fernandez Huerta
(ustwo games)
Design
GDC 2018
The Mechanics of Explosive Growth
by Adam Miller
(Roblox)
Design
GDC 2018
The Paradox DLC Model: Planning for the Long Term
by Henrik Fahraeus
(Paradox Interactive)
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
UI/UX for Creating Your Mobile Game in VR
by Miranda Marquez
(MunkyFun)
UX Summit
GDC 2018
Understanding Your Enemy: A Mathematical Approach to Unit Analysis
by Leif Walter
(Creative Assembly)
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
VR Best Practices: Maximize Your Audience with New VDA2 Winners (Present...
by Rikard Steiber
(HTC VIVE)
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
World Building with Architecture
by Sarah Bonser
(Hybrid Architects)
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