GDC 2018
"Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (Pr...
by Alexey Panteleev
(NVIDIA)
Programming
GDC 2018
"Real-time Raytracing for Interactive Global Illumination Workflows in F...
by Alexey Panteleev
(NVIDIA)
Advocacy
GDC 2018
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2018
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2018
$0 to $1 Million: The Raw Numbers Behind Indie Success
by Tanya X. Short
(Kitfox Games)
Business & Marketing
GDC 2018
$0 to $1 Million: The Raw Numbers Behind Indie Success
by Tanya X. Short
(Kitfox Games)
Business & Marketing
GDC 2018
'A Mortician's Tale': A Different View on How Games Treat Death
by Gabby DaRienzo
(Laundry Bear Games)
Independent Games Summit
GDC 2018
'A Mortician's Tale': A Different View on How Games Treat Death
by Gabby DaRienzo
(Laundry Bear Games)
Independent Games Summit
GDC 2018
'Assassin's Creed Origins': Monitoring and Validation of World Design Data
by Nicholas Routhier
(Ubisoft Montreal)
Design
GDC 2018
'Assassin's Creed Origins': Monitoring and Validation of World Design Data
by Nicholas Routhier
(Ubisoft Montreal)
Design
GDC 2018
'C.A.T.S.' Postmortem: Concept Development through the Eyes of a Designe...
by Eugene Yailenko
(ZeptoLab)
GDC Mobile Summit
GDC 2018
'C.A.T.S.' Postmortem: Concept Development through the Eyes of a Designe...
by Eugene Yailenko
(ZeptoLab)
GDC Mobile Summit
GDC 2018
'Cosmic Top Secret': Do We Really Know Each Other?
by Trine Laier
(Klassefilm aps & Those Eyes)
Independent Games Summit
GDC 2018
'Crashlands': Design by Chaos
by Seth Coster
(Butterscotch Shenanigans)
Design
GDC 2018
'Crashlands': Design by Chaos
by Seth Coster
(Butterscotch Shenanigans)
Design
GDC 2018
'Destiny 2': Linear Music in an Open World
by Skye Lewin
(Bungie)
Audio
GDC 2018
'Dream Daddy': How Game Grumps Created Player Inclusivity and You Can Too
by Tyler Hutchison
(Game Grumps)
Advocacy
GDC 2018
'Fortnite': An Unconventional Launch
by Ed Zobrist
(Epic Games)
Business & Marketing
GDC 2018
'Friday the 13th': Design and Balance for Asymmetrical Horror
by David Langeliers
(IllFonic)
Design
GDC 2018
'Good Pizza, Great Pizza': Game Design, Iteration, and Business Lessons ...
by Anthony Lai
(TapBlaze)
Production & Team Management
GDC 2018
'Gorogoa': The Design of a Cosmic Acrostic
by Jason Roberts
(Buried Signal)
Independent Games Summit
GDC 2018
'Gorogoa': The Design of a Cosmic Acrostic
by Jason Roberts
(Buried Signal)
Independent Games Summit
GDC 2018
'Heaven's Vault': Creating a Dynamic Detective Story
by Jon Ingold
(inkle)
Design
GDC 2018
'Heaven's Vault': Creating a Dynamic Detective Story
by Jon Ingold
(inkle)
Design
GDC 2018
'Mass Effect Andromeda' Audio Retrospective
by Michael Kent
(Bioware)
Audio
GDC 2018
'Mass Effect Andromeda' Audio Retrospective
by Michael Kent
(Bioware)
Audio
GDC 2018
'Middle-earth: Shadow of War': Asset Pipeline Growing Pains
by Doug Heimer
(Monolith Productions)
Programming
GDC 2018
'Move or Die': Why It's Worth It to Chase Your Tail
by Nicolae Berbece
(Those Awesome Guys)
Independent Games Summit
GDC 2018
'Primal Rage II' from Heartbreak to Resurrection: The Journey After Canc...
by Chris Tang
(Hitsparks Games)
Advocacy
GDC 2018
'Race for the Galaxy': A Neural Network in Production
by Theresa Duringer
(Temple Gates Games)
AI Summit
GDC 2018
'Race for the Galaxy': A Neural Network in Production
by Theresa Duringer
(Temple Gates Games)
AI Summit
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
15 Years of 'Ratchet & Clank': A Lombax Story
by Brian Allgeier
(Insomniac Games)
Production & Team Management
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 How-To Guide for Muslim Representation in Video Games
by Osama Dorias
(Warner Brothers Montreal)
Advocacy
GDC 2018
A Long Dark Road: Blending Player and Authored Story in a Sandbox Surviv...
by Raphael van Lierop
(Hinterland Games)
Production & Team Management
GDC 2018
A Modern Take on Historical Fiction: Music for 'Call of Duty WWII'
by Wilbert Roget
(Independent)
Audio
GDC 2018
A Modern Take on Historical Fiction: Music for 'Call of Duty WWII'
by Wilbert Roget
(Independent)
Audio
GDC 2018
A Practical Approach to Developing Forward-Facing Rigs, Tools and Pipelines
by Michael Malinowski
(Creative Assembly)
Visual Arts
GDC 2018
A Practical Approach to Developing Forward-Facing Rigs, Tools and Pipelines
by Michael Malinowski
(Creative Assembly)
Visual Arts
GDC 2018
AAA Gaming While Blind
by Karen Stevens
(EA SPORTS)
UX Summit
GDC 2018
AAA Gaming While Blind
by Karen Stevens
(EA SPORTS)
UX Summit
GDC 2018
Accelerating Your VR Games with VRWorks (Presented by NVIDIA)
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2018
Addressing Exploit Abuse in 'EVE Online' with Customer Care
by David Einarsson
(CCP Games)
Production & Team Management
GDC 2018
Addressing Exploit Abuse in 'EVE Online' with Customer Care
by David Einarsson
(CCP Games)
Production & Team Management
GDC 2018
Adopting Continuous Delivery
by Jafar Soltani
(Rare, Ltd.)
Production & Team Management
GDC 2018
Adopting Continuous Delivery
by Jafar Soltani
(Rare, Ltd.)
Production & Team Management
GDC 2018
Advanced Graphics Techniques Tutorial: "New Techniques for Accurate Real...
by Max McMullen
(Microsoft)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: "New Techniques for Accurate Real...
by Max McMullen
(Microsoft)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: The Elusive Frame Timing: A Case ...
by Alen Ladavac
(Croteam)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: The Elusive Frame Timing: A Case ...
by Alen Ladavac
(Croteam)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: The Latest Graphics Technology in...
by Tatu Aalto
(Remedy Entertainment)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: The Latest Graphics Technology in...
by Tatu Aalto
(Remedy Entertainment)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: Water Rendering in 'Far Cry 5'
by Branislav Grujic
(Ubisoft Toronto)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: Water Rendering in 'Far Cry 5'
by Branislav Grujic
(Ubisoft Toronto)
Programming
GDC 2018
Advanced Reddit Tactics: Front-Paging and Winning Big When It Happens
by Elyot Grant
(Lunarch Studios, Inc.)
Business & Marketing
GDC 2018
Advocacy Microtalks: 20 Slides for Taking Action
by Mitu Khandaker
(Spirit AI)
Advocacy
GDC 2018
AI Wish List: What Do Designers Want out of AI?
by Raph Koster
(Independent)
AI Summit
GDC 2018
AI-Driven QA: Simulating Massively Multiplayer Behavior for Debugging Games
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC 2018
AI-Driven QA: Simulating Massively Multiplayer Behavior for Debugging Games
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC 2018
Animating Quill: Creating an Emotional Experience
by Richard Lico
(Polyarc)
Visual Arts
GDC 2018
Animating Quill: Creating an Emotional Experience
by Richard Lico
(Polyarc)
Visual Arts
GDC 2018
Animation Bootcamp: Animation Isn't the Answer
by Paul McComas
(Electronic Arts)
Visual Arts
GDC 2018
Animation Bootcamp: Animation Leadership: Teaching Your Team to Fish
by Nick Chilano
(Blizzard Entertainment)
Visual Arts
GDC 2018
Animation Bootcamp: Animation Leadership: Teaching Your Team to Fish
by Nick Chilano
(Blizzard Entertainment)
Visual Arts
GDC 2018
Animation Bootcamp: Animation Microtalks
by Lana Bachynski
(Blizzard Entertainment)
Visual Arts
GDC 2018
Animation Bootcamp: Bringing Life to the Machines of 'Horizon Zero Dawn'
by Richard Oud
(Guerrilla Games)
Visual Arts
GDC 2018
Animation Bootcamp: Tricks of the Trade
by Gwen Frey
(The Molasses Flood)
Visual Arts
GDC 2018
Applying AAA Techniques on Mobile Games: Understanding Flow Maps and Its...
by Shaoyong "Abel" Zhang
(NetEase Games)
Visual Arts
GDC 2018
Applying AAA Techniques on Mobile Games: Understanding Flow Maps and Its...
by Shaoyong "Abel" Zhang
(NetEase Games)
Visual Arts
GDC 2018
Art Direction Bootcamp: "The Distributed Art Direction of 'Edith Finch' ...
by Chelsea Hash
(Giant Sparrow)
Visual Arts
GDC 2018
Art Direction Bootcamp: "Three Steps to Becoming a Better Artist Immedia...
by Horia Dociu
(ArenaNet)
Visual Arts
GDC 2018
Art Direction Bootcamp: Artistry in a New Medium: 'Lone Echo' and the Ma...
by Nathan Phail-Liff
(Ready at Dawn)
Visual Arts
GDC 2018
Art Direction Bootcamp: Artistry in a New Medium: 'Lone Echo' and the Ma...
by Nathan Phail-Liff
(Ready at Dawn)
Visual Arts
GDC 2018
Art Direction: Escaping Your Comfort Zone
by Liam Wong
(Ubisoft)
Visual Arts
GDC 2018
Audio Bootcamp XVII: "Programming Composers and Composing Programmers" &...
by Gina Zdanowicz
(Serial Lab Studios)
Audio
GDC 2018
Audio Bootcamp XVII: "Programming Composers and Composing Programmers" &...
by Gina Zdanowicz
(Serial Lab Studios)
Audio
GDC 2018
Audio Bootcamp XVII: "Programming Composers and Composing Programmers" &...
by Gina Zdanowicz
(Serial Lab Studios)
Audio
GDC 2018
Audio Bootcamp XVII: 5D Audio
by Aaron Brown
(Aaron Brown Sound)
Audio
GDC 2018
Audio Bootcamp XVII: 5D Audio
by Aaron Brown
(Aaron Brown Sound)
Audio
GDC 2018
Audio Bootcamp XVII: A Composer's Guide to the Galaxy
by Elvira Bjorkman
(Two Feathers Studios)
Audio
GDC 2018
Audio Bootcamp XVII: Reel Talk
by Kevin Regamey
(Power Up Audio)
Audio
GDC 2018
Audio Bootcamp XVII: Zen and the Art of Game Audio Maintenance
by Anton Woldhek
(Guerrilla Games)
Audio
GDC 2018
Audio Bootcamp XVII: Zen and the Art of Game Audio Maintenance
by Anton Woldhek
(Guerrilla Games)
Audio
GDC 2018
Audio Bootcamp XVII: Zen and the Art of Game Audio Maintenance
by Anton Woldhek
(Guerrilla Games)
Audio
GDC 2018
Automated Testing and Profiling for 'Call of Duty'
by Jan van Valburg
(Activision)
Production & Team Management
GDC 2018
Automated Testing and Profiling for 'Call of Duty'
by Jan van Valburg
(Activision)
Production & Team Management
GDC 2018
Beneath the Flesh of Walls: The Making of Sierra's 'Mystery House'
by Laine Nooney
(New York University)
Advocacy
GDC 2018
Beta vs Soft Launch in Mobile Games
by Mladen Dulanovic
(Nordeus)
Production & Team Management
GDC 2018
Beta vs Soft Launch in Mobile Games
by Mladen Dulanovic
(Nordeus)
Production & Team Management
GDC 2018
Between Tech and Art: The Vegetation of 'Horizon Zero Dawn'
by Gilbert Sanders
(Guerrilla Games)
Visual Arts
GDC 2018
Between Tech and Art: The Vegetation of 'Horizon Zero Dawn'
by Gilbert Sanders
(Guerrilla Games)
Visual Arts
GDC 2018
Beyond 'Killzone': Creating New AI Systems for 'Horizon Zero Dawn'
by Julian Berteling
(Guerrilla Games)
AI Summit
GDC 2018
Beyond Bots: Making Machine Learning Accessible and Useful
by Wolff Dobson
(Google)
AI Summit
GDC 2018
Beyond Bots: Making Machine Learning Accessible and Useful
by Wolff Dobson
(Google)
AI Summit
GDC 2018
Beyond Bots: Making Machine Learning Accessible and Useful
by Wolff Dobson
(Google)
AI Summit
GDC 2018
Beyond Emitters: Shader and Surface Driven GPU Particle FX Techniques
by Christina Coffin
(Independent)
Visual Arts
GDC 2018
Beyond Procedural Horizons: Exploring Different Uses of Procedural Conte...
by Emily Short
(Spirit AI)
AI Summit
GDC 2018
Beyond Procedural Horizons: Exploring Different Uses of Procedural Conte...
by Emily Short
(Spirit AI)
AI Summit
GDC 2018
Bidirectional Search: Is It for Me?
by Nathan Sturtevant
(University of Denver)
AI Summit
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: '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: 'Race for the Galaxy': Digital Design Gems
by Theresa Duringer
(Temple Gates Games)
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: 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 Design Challenges of 'Legacy' Games
by JR Honeycutt
(Waitress Games)
Design
GDC 2018
Bridging Community Divides in Cross-Platform MMOs
by Eric Cleaver
(NetEase Games)
Community Management Summit
GDC 2018
Bringing Mars Down to Earth: Designing Educational Games with Real Scien...
by Peter Slattery
(IDEO)
Advocacy
GDC 2018
Bringing Mars Down to Earth: Designing Educational Games with Real Scien...
by Peter Slattery
(IDEO)
Advocacy
GDC 2018
Build Great Tools: Workflow Guidelines from Vicarious Visions
by Jeff Stewart
(Vicarious Visions)
Design
GDC 2018
Build Great Tools: Workflow Guidelines from Vicarious Visions
by Jeff Stewart
(Vicarious Visions)
Design
GDC 2018
Building an Inclusive Tech Lab: How and Why You Should Too
by Tara Voelker
(Mixer)
Advocacy
GDC 2018
Building an Open-Ended Conversation System for Expressive Game Characters
by Aaron Reed
(Spirit AI)
AI Summit
GDC 2018
Building Games That Can Be Understood at a Glance
by Zach Gage
(Independent)
Independent Games Summit
GDC 2018
By Grabthar's Hammer, What a Savings: Making the Most of Texture Memory ...
by Jon Manning
(Secret Lab)
Visual Arts
GDC 2018
By Grabthar's Hammer, What a Savings: Making the Most of Texture Memory ...
by Jon Manning
(Secret Lab)
Visual Arts
GDC 2018
Capturing Great Footage for Game Trailers
by Derek Lieu
(Independent)
Visual Arts
GDC 2018
Character Development in Non-Linear Spaces: 'Uncharted: The Lost Legacy'
by Josh Scherr
(Naughty Dog, Inc.)
Game Narrative Summit
GDC 2018
Character Development in Non-Linear Spaces: 'Uncharted: The Lost Legacy'
by Josh Scherr
(Naughty Dog, Inc.)
Game Narrative Summit
GDC 2018
Circular Separable Convolution Depth of Field
by Kleber Garcia
(Electronic Arts)
Programming
GDC 2018
Circular Separable Convolution Depth of Field
by Kleber Garcia
(Electronic Arts)
Programming
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: '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)
Production & Team Management
GDC 2018
Classic Game Postmortem: 'Ultima Online'
by Raph Koster
(Independent)
Production & Team Management
GDC 2018
Community Marketing and Management at Your Best and Worst Times
by Malin Castegren
(Paradox Interactive)
Business & Marketing
GDC 2018
Composer Confessions Microtalks 2: More Massive, Often Painful Lessons L...
by Gareth Coker
(Independent)
Audio
GDC 2018
Crafting RPG Worlds in Real Environments with AR
by Zilvinas Ledas
(Tag of Joy)
Game Narrative Summit
GDC 2018
Crafting RPG Worlds in Real Environments with AR
by Zilvinas Ledas
(Tag of Joy)
Game Narrative Summit
GDC 2018
Creating a Development Culture that Embraces Change
by Conor Crowley
(Jagex, Ltd.)
Production & Team Management
GDC 2018
Creating a Development Culture that Embraces Change
by Conor Crowley
(Jagex, Ltd.)
Production & Team Management
GDC 2018
Creating Console Quality Audio on Mobile: 'Club Penguin Island'
by Toby Hulse
(The Walt Disney Company)
Audio
GDC 2018
Creating Console Quality Audio on Mobile: 'Club Penguin Island'
by Toby Hulse
(The Walt Disney Company)
Audio
GDC 2018
Creating Photorealistic Procedural Materials with Substance Designer (Pr...
by Daniel Thiger
(Bungie)
Visual Arts
GDC 2018
Crossing Oceans with Game Making Workshops
by Rilla Khaled
(Concordia University)
Educators Summit
GDC 2018
Cuba, Nairobi, Borneo, Oh My! Creating Games Education (Very) Abroad
by Lindsay Grace
(American University Game Lab)
Educators Summit
GDC 2018
Cuba, Nairobi, Borneo, Oh My! Creating Games Education (Very) Abroad
by Lindsay Grace
(American University Game Lab)
Educators Summit
GDC 2018
Dealing with Scope Change in 'Heat Signature' and 'Gunpoint'
by Tom Francis
(Suspicious Developments)
Independent Games Summit
GDC 2018
Deconstructor of Fun: Breaking Down Top Mobile F2P Games
by Adam Telfer
(MobileFreeToPlay.com)
Design
GDC 2018
Deep Learning for Game Developers (Presented by NVIDIA)
by Bryan Catanzaro
(NVIDIA)
Programming
GDC 2018
Deep Learning: Beyond the Hype
by Magnus Nordin
(Electronic Arts)
Programming
GDC 2018
Defining the Laws for a Parallel Reality
by Keiichi Matsuda
(Leap Motion)
UX Summit
GDC 2018
Demo Derby: Music
by Wilbert Roget
(Independent)
Audio
GDC 2018
Demo Derby: Sound Design
by Jaclyn Shumate
(Microsoft)
Audio
GDC 2018
Denial-of-Service Mitigation
by Fletcher Dunn
(Valve)
Programming
GDC 2018
Depiction of War in Games: Can You Do Better?
by Andrew Barron
(Bohemia Interactive Simulations)
Game Narrative Summit
GDC 2018
Design in Depth at Supercell: Why Great Ideas Aren't Enough
by Touko Tahkokallio
(Supercell)
Design
GDC 2018
Design Tests and What to Expect from Them
by Peter Buchardt
(Studio Gobo, Playdead)
Game Career Seminar
GDC 2018
Designing Unforgettable 'Titanfall' Single Player Levels with Action Blocks
by Christopher Dionne
(Respawn Entertainment)
Design
GDC 2018
Don't Break the Chain: Maintaining Productivity on Your 19th Game
by Jason Rohrer
(Independent)
Independent Games Summit
GDC 2018
Don'ts: How NOT to Work in Game Audio
by Ryan Ike
(Independent)
Audio
GDC 2018
Don'ts: How NOT to Work in Game Audio
by Ryan Ike
(Independent)
Audio
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)
Audio
GDC 2018
Education and Esports: Getting Competitive with New Classes
by Roger Altizer
(Utah University)
Educators Summit
GDC 2018
Education and Esports: Getting Competitive with New Classes
by Roger Altizer
(Utah University)
Educators Summit
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
Emerging Composers Guide to Productivity and Work/Life Balance
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2018
Empires to Ages: Storytelling Lessons Learned in 14 Years at BioWare
by Mike Laidlaw
(Croslea Insights, Inc.)
Game Narrative Summit
GDC 2018
Enjin Coin: Blockchain Will Change Virtual Game Items Forever (Presented...
by Witek Radomski
(Enjin)
Monetization
GDC 2018
Eos is Alive: The AI Systems of 'Final Fantasy XV'
by Youichiro Miyake
(Square Enix)
AI Summit
GDC 2018
Epic Sync: Wrangling the Work of Highly Interdependent Dev Teams at Bungie
by Linda Fane
(Bungie)
Production & Team Management
GDC 2018
Epic Sync: Wrangling the Work of Highly Interdependent Dev Teams at Bungie
by Linda Fane
(Bungie)
Production & Team Management
GDC 2018
Eros in Play: Writing and Designing Sex Scenes (Part 2)
by Michelle Clough
(Independent)
Game Narrative Summit
GDC 2018
Eros in Play: Writing and Designing Sex Scenes (Part 2)
by Michelle Clough
(Independent)
Game Narrative Summit
GDC 2018
Esports Day: Merging Sports and Esports: Traditional Sports Owners Inves...
by Marty Strenczewilk
(Splyce)
Business & Marketing
GDC 2018
Expanding Animation and Design Capabilities in Post-Launch 'Battlefield 1'
by Ryan Duffin
(EA DICE)
Visual Arts
GDC 2018
Experimental Gameplay Workshop
by Nathalie Lawhead
(alienmelon)
Design
GDC 2018
Exploring Helplessness in Games with 'Bury Me, My Love'
by Florent Maurin
(The Pixel Hunt)
Advocacy
GDC 2018
Exploring Helplessness in Games with 'Bury Me, My Love'
by Florent Maurin
(The Pixel Hunt)
Advocacy
GDC 2018
Exploring Hidden Stories in the World of 'XCOM 2'
by Justin Rodriguez
(Firaxis Games)
Game Career Seminar
GDC 2018
Exploring Trends of Multiplayer Game Infrastructure with Amazon Gamelift...
by Chris Byskal
(Amazon Web Services)
Programming
GDC 2018
Extreme SIMD: Optimized Collision Detection in 'Titanfall'
by Earl Hammon
(Respawn Entertainment)
Programming
GDC 2018
Failing to Fail: The Spiderweb Software Way
by Jeff Vogel
(Spiderweb Software)
Independent Games Summit
GDC 2018
Failing to Fail: The Spiderweb Software Way
by Jeff Vogel
(Spiderweb Software)
Independent Games Summit
GDC 2018
Failure Workshop
by Tanya X. Short
(Kitfox Games)
Independent Games Summit
GDC 2018
Failure Workshop
by Tanya X. Short
(Kitfox Games)
Independent Games Summit
GDC 2018
Fair Play Alliance Keynote (Presented by Fair Play Alliance)
by Kimberly Voll
(Riot Games)
Design
GDC 2018
Fair Play Alliance Keynote (Presented by Fair Play Alliance)
by Kimberly Voll
(Riot Games)
Design
GDC 2018
Find More of Your Best Players with Google's Machine Learning (Presented...
by David Mitby
(Google)
Business & Marketing
GDC 2018
Finding Inspiration: Tools for When You're Stuck
by Lauren Cason
(ustwo games)
Visual Arts
GDC 2018
Fixing the Hyperdrive: Maximizing Rendering Performance on NVIDIA GPUs (...
by Louis Bavoil
(NVIDIA)
Programming
GDC 2018
Fizzy Brushstrokes: The Art of 'Knights and Bikes'
by Rex Crowle
(Foam Sword)
Visual Arts
GDC 2018
Foolproofing the Controls for 'What Remains of Edith Finch'
by Evan Rogers
(Giant Sparrow)
Independent Games Summit
GDC 2018
Foolproofing the Controls for 'What Remains of Edith Finch'
by Evan Rogers
(Giant Sparrow)
Independent Games Summit
GDC 2018
Fostering Diversity in Games
by JC Lau
(Bungie)
Advocacy
GDC 2018
Fostering Diversity in Games
by JC Lau
(Bungie)
Advocacy
GDC 2018
Frictionless Fun: Building Connected Communities (Presented by Facebook)
by Alex Hopmann
(Facebook)
Production & Team Management
GDC 2018
Frictionless Media: Why Community Is the New Marketing
by Mike Sheetal
(PlayBrain, Inc.)
Community Management Summit
GDC 2018
From Corporate to Indie and Back Again
by Damian Kastbauer
(ArenaNet)
Audio
GDC 2018
From Game Jam to the Creation of 'Starlink: Battle for Atlas'
by Matthew Rose
(Ubisoft Toronto)
Production & Team Management
GDC 2018
Frostbite GPU Emitter Graph System
by Sebastien Hillaire
(Electronic Arts)
Visual Arts
GDC 2018
Game a Week: Teaching Students to Prototype
by Douglas Wilson
(Die Gute Fabrik)
Educators Summit
GDC 2018
Game Art Remastered: From Crash, to Kerrigan, to Corley Motors
by Yujin Kiem
(Shiny Shoe)
Visual Arts
GDC 2018
Game Design Patterns for Building Friendships
by Daniel Cook
(Spry Fox)
Design
GDC 2018
Game Design Patterns for Building Friendships
by Daniel Cook
(Spry Fox)
Design
GDC 2018
Game Education is Global: Contexts and Collaborations
by William Huber
(Abertay University, School of Art, Media and Games)
Educators Summit
GDC 2018
Game Mechanics for Storytelling in 'Monument Valley 2'
by Lea Schonfelder
(ustwo games)
Design
GDC 2018
Giving a Voice to the Machines of 'Horizon Zero Dawn'
by Pinar Temiz
(Guerrilla Games)
Audio
GDC 2018
Giving a Voice to the Machines of 'Horizon Zero Dawn'
by Pinar Temiz
(Guerrilla Games)
Audio
GDC 2018
Going Off-Script: Refactoring the NPC Mission System in 'Assassin's Cree...
by Jean-Marie Santoni-Costantini
(Ubisoft)
AI Summit
GDC 2018
Going Off-Script: Refactoring the NPC Mission System in 'Assassin's Cree...
by Jean-Marie Santoni-Costantini
(Ubisoft)
AI Summit
GDC 2018
Good Design Makes Happy Customers: A Microtransaction Design Primer
by Crystin Cox
(ArenaNet)
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
Google Developer Day: Strategies to Improve Performance Post-Launch (Pre...
by Google Speakers
(Google)
Business & Marketing
GDC 2018
Hierarchical Dynamic Pathfinding for Large Voxel Worlds
by Benoit Alain
(Sauropod Studio)
Programming
GDC 2018
Hierarchical Dynamic Pathfinding for Large Voxel Worlds
by Benoit Alain
(Sauropod Studio)
Programming
GDC 2018
HLSL in Vulkan: There and Back Again (Presented by Khronos Group)
by Greg Fisher
(LunarG)
Programming
GDC 2018
Honorable Intentions: Player Behavior Today at Riot Games
by Kimberly Voll
(Riot Games)
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)
Production & Team Management
GDC 2018
How to Create Great Characters: Depth, Emotion and Player Agency
by Caroline Marchal
(Interior Night)
Game Narrative Summit
GDC 2018
How to Find and Engage a Great Artist: A Non-Artist Primer
by Adam deGrandis
(Chickadee Games)
Independent Games Summit
GDC 2018
How to Find and Engage a Great Artist: A Non-Artist Primer
by Adam deGrandis
(Chickadee Games)
Independent Games Summit
GDC 2018
How to Rig a Human: Joint Health and Mobility for Developers
by Seth Gibson
(Facebook)
Advocacy
GDC 2018
Hutch: Fantastic Mistakes and How to Avoid Them
by Andrew Watson
(Hutch)
Production & Team Management
GDC 2018
Hutch: Fantastic Mistakes and How to Avoid Them
by Andrew Watson
(Hutch)
Production & Team Management
GDC 2018
ILMxLAB: Pioneering Immersive Entertainment
by Mohen Leo
(ILMxLAB)
Vision
GDC 2018
Implementing Pixar's Brain Trust Model at King and How It All Went Wrong
by Stephen Jarrett
(King)
GDC Mobile Summit
GDC 2018
Improving Critique of Game Projects with Expert and Peer Feedback
by Jessica Hammer
(Carnegie Mellon University)
Educators Summit
GDC 2018
Improving Critique of Game Projects with Expert and Peer Feedback
by Jessica Hammer
(Carnegie Mellon University)
Educators Summit
GDC 2018
Indie After College: Surviving the Transition
by Ted DiNola
(Oculus)
Game Career Seminar
GDC 2018
Indie After College: Surviving the Transition
by Ted DiNola
(Oculus)
Game Career Seminar
GDC 2018
Inside the Indie Mind: Zach Barth (Zachtronics)
by Zach Barth
(Zachtronics)
Independent Games 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
Intelligent Game Design on 'Rainbow Six Siege'
by Leroy Athanassof
(Ubisoft)
Design
GDC 2018
Intensely Practical Tips for Growing an Indie Studio
by Alexis Kennedy
(Weather Factory)
Independent Games Summit
GDC 2018
It IS Rocket Science! The Physics of 'Rocket League' Detailed
by Jared Cone
(Psyonix)
Design
GDC 2018
It IS Rocket Science! The Physics of 'Rocket League' Detailed
by Jared Cone
(Psyonix)
Design
GDC 2018
It's Not Fake, It's Pro Wrestling: Applying Wrestling Storytelling in Games
by Luis De Leon
(2401 Studios)
Game Narrative Summit
GDC 2018
It's Not Fake, It's Pro Wrestling: Applying Wrestling Storytelling in Games
by Luis De Leon
(2401 Studios)
Game Narrative Summit
GDC 2018
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Alexandra M. Lucas
(Microsoft Cortana)
Game Narrative Summit
GDC 2018
Juggle ALL THE THINGS! Community Managing Tons of Games
by Linda Carlson
(Trion Worlds)
Community Management Summit
GDC 2018
Juggle ALL THE THINGS! Community Managing Tons of Games
by Linda Carlson
(Trion Worlds)
Community Management Summit
GDC 2018
Killer Portfolio or Portfolio Killer Part 1: Advice from Industry Artists
by Greg Foertsch
(Firaxis Games)
Game Career Seminar
GDC 2018
Know Your Market: Making Indie Games That Sell
by Erik Johnson
(Infinite Monkeys Entertainment, Ltd.)
Independent Games Summit
GDC 2018
Know Your Market: Making Indie Games That Sell
by Erik Johnson
(Infinite Monkeys Entertainment, Ltd.)
Independent Games Summit
GDC 2018
Knowledge is Power: An Overview of Knowledge Representation in Game AI
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2018
Leaders: Working at the Heart of the Team!
by Grant Shonkwiler
(Shonkventures)
Production & Team Management
GDC 2018
Leaders: Working at the Heart of the Team!
by Grant Shonkwiler
(Shonkventures)
Production & Team Management
GDC 2018
Lessons from KO_OP: Surviving on the Fringes
by Saleem Dabbous
(KO_OP)
Independent Games Summit
GDC 2018
Let's Talk About Feedback
by Peet Cooper
(Riot Games)
Visual Arts
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: 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: 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: Navigating Conversation: Applying Level Design to...
by Mike Bithell
(Bithell Games)
Design
GDC 2018
Level Design Workshop: The Holy Grail of Multiplayer Level Design: Maps ...
by Andrew Yoder
(Hi-Rez Studios)
Design
GDC 2018
Level Design Workshop: The Holy Grail of Multiplayer Level Design: Maps ...
by Andrew Yoder
(Hi-Rez Studios)
Design
GDC 2018
Loot for Learning: Virtual Currency in a Game Design Program
by Edward Castronova
(Indiana University)
Educators Summit
GDC 2018
Loot for Learning: Virtual Currency in a Game Design Program
by Edward Castronova
(Indiana University)
Educators Summit
GDC 2018
Making Good Tools for Making Great Audio
by Guy Somberg
(Echtra Games, Inc.)
Audio
GDC 2018
Making the World Give a Damn About Your Game in 2018
by Mike Rose
(No More Robots)
Business & Marketing
GDC 2018
Making Twitch Interactive with Twitch Extensions (Presented by Amazon)
by J.T. Gleason
(Twitch)
Design
GDC 2018
Math for Game Programmers: Digging with Perlin Worms
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2018
Math for Game Programmers: Discrete Constructs in Endless Worlds
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2018
Math for Game Programmers: Semi-Procedural Content Pipelines
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2018
Meditation for Devs: Maintaining Your Sanity for Crunch and Beyond
by Amanda Gardner
(The Deep End Games)
Advocacy
GDC 2018
Meditation for Devs: Maintaining Your Sanity for Crunch and Beyond
by Amanda Gardner
(The Deep End Games)
Advocacy
GDC 2018
Mental Health and Making It: Succeeding Through the Struggles
by Jennifer Scheurle
(Opaque Space)
Advocacy
GDC 2018
Mixed Reality: Bringing Games and AI to the Real World
by Aleissia Laidacker
(Magic Leap)
AI Summit
GDC 2018
Mobile Game Launch Best Practices: From Soft Launch to Working with the ...
by Kevin Flynn
(Mobile Game Partners)
GDC Mobile Summit
GDC 2018
Mobile Game Launch Best Practices: From Soft Launch to Working with the ...
by Kevin Flynn
(Mobile Game Partners)
GDC Mobile Summit
GDC 2018
Mobile Game Launch Best Practices: From Soft Launch to Working with the ...
by Kevin Flynn
(Mobile Game Partners)
GDC Mobile Summit
GDC 2018
More than a Bundle: 'Sportsfriends' and Compendium as a Business Strategy
by Douglas Wilson
(Die Gute Fabrik)
Production & Team Management
GDC 2018
New Mobile Frontiers: HTML5 Development Best Practices (Presented by Fac...
by Chris Hawkins
(Facebook)
Business & Marketing
GDC 2018
Next Level Render in 'World of Tanks' PC 2018
by Branislau Svihla
(Wargaming.net)
Visual Arts
GDC 2018
NVIDIA GameWorks Technologies in 'FINAL FANTASY XV', Behind the Scenes (...
by Masaya Takeshige
(NVIDIA)
Programming
GDC 2018
Our Story Behind Getting 3d Replay into PUBG (Presented by Minkonet)
by Andrew Ryu
(Minkonet)
Programming
GDC 2018
Panel: Be the First to Reap the Benefits from the Universe of Blockchain...
by Vlad Panchenko
(DMarket)
Monetization
GDC 2018
Performance and Memory Postmortem for 'Middle-earth: Shadow of War'
by Piotr Mintus
(Monolith Productions)
Programming
GDC 2018
Performance and Memory Postmortem for 'Middle-earth: Shadow of War'
by Piotr Mintus
(Monolith Productions)
Programming
GDC 2018
Physics Driven Ragdolls and Animation at EA: From Sports to Star Wars
by Jalpesh Sachania
(Frostbite EA)
Visual Arts
GDC 2018
Power of the Pack: Success via Community-Based Development
by Philomena Schwab
(Stray Fawn Studio)
Independent Games Summit
GDC 2018
Power of the Pack: Success via Community-Based Development
by Philomena Schwab
(Stray Fawn Studio)
Independent Games Summit
GDC 2018
Powering Up ILMxLAB's Location-Based VR Experiences
by Lutz Latta
(ILMxLAB)
Visual Arts
GDC 2018
Practical IP Law for Indie Developers 301: Plain Scary Edition
by Christopher Reid
(Chris Reid Law)
Independent Games Summit
GDC 2018
Practical IP Law for Indie Developers 301: Plain Scary Edition
by Christopher Reid
(Chris Reid Law)
Independent Games Summit
GDC 2018
Procedural World Generation of 'Far Cry 5'
by Etienne Carrier
(Ubisoft)
Visual Arts
GDC 2018
Procedural World Generation of 'Far Cry 5'
by Etienne Carrier
(Ubisoft)
Visual Arts
GDC 2018
Procedurally Generating History in 'Caves of Qud'
by Jason Grinblat
(Freehold Games)
Independent Games Summit
GDC 2018
Procedurally Generating History in 'Caves of Qud'
by Jason Grinblat
(Freehold Games)
Independent Games Summit
GDC 2018
Producer Bootcamp: Creativity and Processes: The Production Challenge of...
by Nouredine Abboud
(Ubisoft)
Production & Team Management
GDC 2018
Producer Bootcamp: Creativity and Processes: The Production Challenge of...
by Nouredine Abboud
(Ubisoft)
Production & Team Management
GDC 2018
Producer Bootcamp: Production Tales: Managing Up, Managing Down
by Brynley Gibson
(Curve Digital)
Production & Team Management
GDC 2018
Producer Bootcamp: Production Tales: Managing Up, Managing Down
by Brynley Gibson
(Curve Digital)
Production & Team Management
GDC 2018
Producer Bootcamp: Trust and Tribulations: A Crash Course in Team Leader...
by Al Yang
(NEOBards)
Production & Team Management
GDC 2018
Producing Audio for 'Destiny': When Worlds and Timelines Collide
by Jay Weinland
(Bungie)
Audio
GDC 2018
Production-Level Facial Performance Capture Using Deep Convolutional Neu...
by Antti Herva
(Remedy Entertainment)
Programming
GDC 2018
Reach for the Cloud: From Game Services to Production Pipeline (Presente...
by Felix Duchesneau
(Amazon Lumberyard)
Programming
GDC 2018
Real Player Motion Tech in 'EA Sports UFC 3'
by Geoff Harrower
(Electronic Arts)
Visual Arts
GDC 2018
Rebuilding Your Engine During Development: Lessons from 'Mafia III'
by Jan Kratochvil
(Hangar 13 Games)
Production & Team Management
GDC 2018
Rebuilding Your Engine During Development: Lessons from 'Mafia III'
by Jan Kratochvil
(Hangar 13 Games)
Production & Team Management
GDC 2018
Reinforced Machine Learning: Leveraging the Power of Intelligence for Ga...
by Darin Briskman
(Amazon Web Services)
Design
GDC 2018
Rendering Technology in 'Agents of Mayhem'
by Scott Kircher
(Volition)
Programming
GDC 2018
Rendering Technology in 'Agents of Mayhem'
by Scott Kircher
(Volition)
Programming
GDC 2018
Repopulating the Earth: Character Production on 'Horizon Zero Dawn'
by Daniel Calvert
(Guerrilla Games)
Visual Arts
GDC 2018
Robocalypse Now: Using Deep Learning to Combat Cheating in 'Counter-Stri...
by John McDonald
(Valve)
Programming
GDC 2018
Rovio: A Two Year Journey into Modernizing the Production Process
by Cyril Barrow
(Rovio Entertainment)
Production & Team Management
GDC 2018
Rovio: A Two Year Journey into Modernizing the Production Process
by Cyril Barrow
(Rovio Entertainment)
Production & Team Management
GDC 2018
Rules of the Game: Five Further Techniques from Rather Clever Designers
by Raph Koster
(Independent)
Production & Team Management
GDC 2018
Rules of the Game: Five Further Techniques from Rather Clever Designers
by Raph Koster
(Independent)
Production & Team Management
GDC 2018
Running Your First Writer's Room for Interactive Narrative
by Laralyn McWilliams
(Skydance Interactive)
Game Narrative Summit
GDC 2018
Significantly Improving Your Skill System with TrueSkill through Time
by Josh Menke
(343 Industries)
Design
GDC 2018
Significantly Improving Your Skill System with TrueSkill through Time
by Josh Menke
(343 Industries)
Design
GDC 2018
Social Media Influencers and Non-Traditional Marketing: Legal Pitfalls a...
by Will Bucher
(Debevoise & Plimpton)
Business & Marketing
GDC 2018
Social Media Influencers and Non-Traditional Marketing: Legal Pitfalls a...
by Will Bucher
(Debevoise & Plimpton)
Business & Marketing
GDC 2018
Spatial Knowledge Representation through Modular Scalable Influence Maps
by Dave Mark
(Intrinsic Algorithm, LLC)
AI Summit
GDC 2018
Standardizing All the Realities: A Look at OpenXR (Presented by Khronos ...
by Nick Whiting
(Epic Games)
Programming
GDC 2018
Substance Automation Toolkit: Building a Future-Proof Material Pipeline ...
by David Larsson
(Allegorithmic)
Visual Arts
GDC 2018
Successful Freelancing in Game Audio
by Akash Thakkar
(Independent)
Game Career Seminar
GDC 2018
Successful Freelancing in Game Audio
by Akash Thakkar
(Independent)
Game Career Seminar
GDC 2018
Symphony of Disciplines: Conducting a Diverse Team through Development
by Janos Gaspar
(Creative Assembly)
Visual Arts
GDC 2018
Teams Are Stronger Than Heroes: Bungie Development Evolved
by Patrick O'Kelley
(Bungie)
Production & Team Management
GDC 2018
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2018
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2018
Technical Artist Bootcamp: Contributing to Open Source
by Bob White
(Volition)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Contributing to Open Source
by Bob White
(Volition)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Identifying Technical Art by Its Habits
by Robbert-Jan Brems
(Unity Technologies)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Identifying Technical Art by Its Habits
by Robbert-Jan Brems
(Unity Technologies)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Learning an Established Content Creation Pipe...
by Ross Patel
(BioWare)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Learning an Established Content Creation Pipe...
by Ross Patel
(BioWare)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Production Values: Improving Quality, Longevi...
by Jodie Azhar
(Creative Assembly)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Production Values: Improving Quality, Longevi...
by Jodie Azhar
(Creative Assembly)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Rigging with Triangles
by Richard Katz
(Blizzard Entertainment)
Visual Arts
GDC 2018
Technical Artist Bootcamp: Rigging with Triangles
by Richard Katz
(Blizzard Entertainment)
Visual Arts
GDC 2018
Terrain Rendering in 'Far Cry 5'
by Jeremy Moore
(Ubisoft)
Programming
GDC 2018
Terrain Rendering in 'Far Cry 5'
by Jeremy Moore
(Ubisoft)
Programming
GDC 2018
Texturing a Hyper-Reality Experience: Star Wars: Secrets of the Empire (...
by Tommy Alvarez Rodriguez
(ILMxLAB)
Visual Arts
GDC 2018
The Art of 'Monument Valley 2'
by David Fernandez Huerta
(ustwo games)
Visual Arts
GDC 2018
The Art of 'Monument Valley 2'
by David Fernandez Huerta
(ustwo games)
Visual Arts
GDC 2018
The Art of 'Monument Valley 2'
by David Fernandez Huerta
(ustwo games)
Visual Arts
GDC 2018
The Art of 'Wonder Boy: The Dragon's Trap'
by Ben Fiquet
(Lizardcube)
Visual Arts
GDC 2018
The Asset Build System of 'Far Cry 5'
by Remi Quenin
(Ubisoft Montreal)
Programming
GDC 2018
The Asset Build System of 'Far Cry 5'
by Remi Quenin
(Ubisoft Montreal)
Programming
GDC 2018
The Business of Being Indie: A Production Survival Guide
by Amy Dallas
(ClutchPlay Games, LLC)
Production & Team Management
GDC 2018
The Business of Being Indie: A Production Survival Guide
by Amy Dallas
(ClutchPlay Games, LLC)
Production & Team Management
GDC 2018
The CVAA and Gaming: Your Legal Responsibilities
by Mark Barlet
(The AbleGamers Charity)
Advocacy
GDC 2018
The Demonic Sound of 'Paranormal Activity: The Lost Soul'
by Robert Rice
(VRWERX)
Audio
GDC 2018
The Diary of a Modern PR Campaign: How to Plan Your Game's Promotion
by Thomas Reisenegger
(Future Friends Games)
Business & Marketing
GDC 2018
The Diary of a Modern PR Campaign: How to Plan Your Game's Promotion
by Thomas Reisenegger
(Future Friends Games)
Business & Marketing
GDC 2018
The Importance of VIP in Free-to-Play
by Nick van Vugt
(Uken Games)
Business & Marketing
GDC 2018
The Importance of VIP in Free-to-Play
by Nick van Vugt
(Uken Games)
Business & Marketing
GDC 2018
The Narrative Innovation Showcase 2018
by Leighton Gray
(Game Grumps)
Game Narrative Summit
GDC 2018
The Narrative Innovation Showcase 2018
by Leighton Gray
(Game Grumps)
Game Narrative Summit
GDC 2018
The Paradox DLC Model: Planning for the Long Term
by Henrik Fahraeus
(Paradox Interactive)
Design
GDC 2018
The Power of an Embedded Community Platform to Inform, Engage, Educate a...
by Nicolas Nottin
(flaregames GmbH)
Community Management Summit
GDC 2018
The Power of an Embedded Community Platform to Inform, Engage, Educate a...
by Nicolas Nottin
(flaregames GmbH)
Community Management Summit
GDC 2018
The Secrets to Creating an Indie Game Franchise
by Christy Dena
(Universe Creation 101)
Game Narrative Summit
GDC 2018
The Secrets to Creating an Indie Game Franchise
by Christy Dena
(Universe Creation 101)
Game Narrative Summit
GDC 2018
The Simplest AI Trick in the Book
by Dave Mark
(Intrinsic Algorithm, LLC)
AI Summit
GDC 2018
The Sound of 'GoNNER': Exploring the Intertwined Relationship Between So...
by Martin Kvale
(Krillbite Studio)
Independent Games Summit
GDC 2018
The Sound of 'GoNNER': Exploring the Intertwined Relationship Between So...
by Martin Kvale
(Krillbite Studio)
Independent Games Summit
GDC 2018
The Substance of 'Shadow of War' (Presented by Allegorithmic)
by Josh Lynch
(Red Storm Entertainment)
Visual Arts
GDC 2018
The Visual Effects Technology of 'Destiny'
by Ali Mayyasi
(Bungie)
Visual Arts
GDC 2018
The Visual Effects Technology of 'Destiny'
by Ali Mayyasi
(Bungie)
Visual Arts
GDC 2018
The Year in Mobile Games
by Steve Meretzky
(King)
GDC Mobile Summit
GDC 2018
The Year in Mobile Games
by Steve Meretzky
(King)
GDC Mobile Summit
GDC 2018
There's Goofs in Them Thar Hills: The 'West of Loathing' Approach to Com...
by Zack Johnson
(Asymmetric)
Independent Games Summit
GDC 2018
This is Your Brain on Games
by Frank Lantz
(NYU Game Center)
Vision
GDC 2018
Tools Tutorial Day: Playtesting 'Overwatch'
by Rowan Hamilton
(Blizzard Entertainment)
Programming
GDC 2018
Tools Tutorial Day: Shipping 'Call of Duty'
by Paul Haile
(Infinity Ward)
Production & Team Management
GDC 2018
Tools Tutorial Day: Shipping 'Call of Duty'
by Paul Haile
(Infinity Ward)
Production & Team Management
GDC 2018
Tools Tutorial Day: Tools to Reduce Open Bug Count at Media Molecule
by Amy Phillips
(Media Molecule)
Programming
GDC 2018
Tools Tutorial Day: Tools to Reduce Open Bug Count at Media Molecule
by Amy Phillips
(Media Molecule)
Programming
GDC 2018
Tools Tutorial Day: Workflow Driven Tools Design
by Vesa Paakkanen
(Remedy Entertainment)
Programming
GDC 2018
Translating Art into Technology: Physically Inspired Shading in 'Destiny 2'
by Alexis Haraux
(Bungie)
Visual Arts
GDC 2018
Translating Art into Technology: Physically Inspired Shading in 'Destiny 2'
by Alexis Haraux
(Bungie)
Visual Arts
GDC 2018
Triage on the Front Line: Improving 'Mafia III' AI in a Live Product
by Sergio Ocio Barriales
(Hangar 13 Games)
AI Summit
GDC 2018
Turing Tantrums: AI Devs Rant!!
by Dave Mark
(Intrinsic Algorithm, LLC)
AI Summit
GDC 2018
UI/UX for Creating Your Mobile Game in VR
by Miranda Marquez
(MunkyFun)
UX Summit
GDC 2018
Understanding the Social Values of Your Players
by Jeffrey Burrell
(Riot Games)
Advocacy
GDC 2018
Understanding Your Enemy: A Mathematical Approach to Unit Analysis
by Leif Walter
(Creative Assembly)
Design
GDC 2018
Unity for Deep Learning: ML-Agents Explained (Presented by Unity Technol...
by Mike Geig
(Unity Technologies)
Programming
GDC 2018
Virtual Insanity: Meta AI on 'Assassin's Creed: Origins'
by Charles Lefebvre
(Ubisoft Montreal)
Design
GDC 2018
Virtual Insanity: Meta AI on 'Assassin's Creed: Origins'
by Charles Lefebvre
(Ubisoft Montreal)
Design
GDC 2018
Visual Adventures on 'Sea of Thieves'
by Ryan Stevenson
(Rare, Ltd.)
Visual Arts
GDC 2018
Visual Effects Bootcamp: How VR is Going to Break All the Rules in VFX
by Wyeth Johnson
(Epic Games)
Visual Arts
GDC 2018
Visual Effects Bootcamp: How VR is Going to Break All the Rules in VFX
by Wyeth Johnson
(Epic Games)
Visual Arts
GDC 2018
Visual Effects Bootcamp: Pathways to Real-Time Visual Effects
by Fred Hooper
(NVIDIA)
Visual Arts
GDC 2018
Visual Effects Bootcamp: The Elementary Particles
by Mickaelle Ruckert
(Arkane Studios)
Visual Arts
GDC 2018
Visual Effects Bootcamp: The Elementary Particles
by Mickaelle Ruckert
(Arkane Studios)
Visual Arts
GDC 2018
Vulkan on Android: Gotchas and Best Practices (Presented by Khronos Group)
by Arseny Kapoulkine
(Roblox)
Programming
GDC 2018
Walk Tall, My Friends: Giving Life to AI-Buddies in 'Final Fantasy XV'
by Prasert "Sun" Prasertvithyakarn
(Square Enix)
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
Walking, Talking, and Projectiles: Storytelling Tools in 'Destiny 2'
by Evan Moran
(Bungie)
Programming
GDC 2018
Walking, Talking, and Projectiles: Storytelling Tools in 'Destiny 2'
by Evan Moran
(Bungie)
Programming
GDC 2018
We Made a Game, Now What? Industry Awareness in the Classroom
by Christopher Totten
(Pie for Breakfast Studios)
Educators Summit
GDC 2018
We Made a Game, Now What? Industry Awareness in the Classroom
by Christopher Totten
(Pie for Breakfast Studios)
Educators Summit
GDC 2018
What Successful Product Managers Do Differently in Free-to-Play Games
by Michail Katkoff
(Rovio Entertainment)
Business & Marketing
GDC 2018
What's Next? A Game Audio Microtalk Series
by Scott Selfon
(Oculus)
Audio
GDC 2018
Whose Game Is It, Anyway? How Community Relationships Shape Games: Lesso...
by Rebecca Ford
(Digital Extremes)
Business & Marketing
GDC 2018
Whose Game Is It, Anyway? How Community Relationships Shape Games: Lesso...
by Rebecca Ford
(Digital Extremes)
Business & Marketing
GDC 2018
Winding Road Ahead: Designing Utility AI with Curvature
by Rebecca Ford
(Digital Extremes)
AI Summit
GDC 2018
World Building with Architecture
by Sarah Bonser
(Hybrid Architects)
Design
GDC 2018
Writing Modular Characters for System-Driven Games
by Tanya X. Short
(Kitfox Games)
Design
GDC 2018
Writing Modular Characters for System-Driven Games
by Tanya X. Short
(Kitfox Games)
Design
GDC 2018
You're Not Broken: Finding Your Creative Way Through Difficult Times
by Laralyn McWilliams
(Skydance Interactive)
Vision
GDC 2018
You're Not Broken: Finding Your Creative Way Through Difficult Times
by Laralyn McWilliams
(Skydance Interactive)
Vision
GDC 2018
|FIRSTNAME| and Tiger Emojis: Takeaways from Bizarrely (Un)successful Em...
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2018
|FIRSTNAME| and Tiger Emojis: Takeaways from Bizarrely (Un)successful Em...
by Adriaan de Jongh
(Independent)
Independent Games Summit