Game Developers Conference 2025
#1ReasonToBe
by Laia Bee
(Pincer Games)
Advocacy
Game Developers Conference 2025
#1ReasonToBe
by Laia Bee
(Pincer Games)
Advocacy
Game Developers Conference 2025
'A Cup of Liber-Tea': Scoring Satire with Sincerity in 'Helldivers 2'
by Wilbert Roget
(RogetMusic)
Audio
Game Developers Conference 2025
'A Cup of Liber-Tea': Scoring Satire with Sincerity in 'Helldivers 2'
by Wilbert Roget
(RogetMusic)
Audio
GDC Showcase 2024
Build Your Promotability or Honor Your Values? Why Not Both!
by Sonia Michaels
(Independent)
Career Path
GDC Showcase 2024
GD Podcast x GDC Showcase: Carving out a Creative Career with Deborah Ch...
by Danielle Riendeau
(GameDeveloper.com)
Career Path
GDC Showcase 2024
Impress the Press: Media Best Practices with Game Developer
by Bryant Francis
(GameDeveloper.com)
Skills Development
GDC Showcase 2024
Inclusive Design Workshops: Weaving Accessibility into Workflows
by Cari Watterton
(Rebellion)
Skills Development
Game Developers Conference 2024
#1ReasonToBe
by Laia Bee
(Pincer Games / Uruguayan Game Developers Association)
Advocacy
Game Developers Conference 2024
#1ReasonToBe
by Laia Bee
(Pincer Games / Uruguayan Game Developers Association)
Advocacy
Game Developers Conference 2024
'3DHaptics' Practical Design Method: Insights from Sound and UX/UI Exper...
by Masatoshi Miyakawa
(Miraisens, Inc.)
Audio
Game Developers Conference 2024
'Against the Storm' Postmortem
by Micha Ogozski
(Eremite Games)
Design
Showcase 2023
GameDeveloper.com Live Podcast Interview: Charlie Cleveland
by Danielle Riendeau
(Game Developer)
Design
Showcase 2023
GoSkinning: An Innovative and Efficient Skinning Tool
by Zijiao Zeng
(Tencent Games)
Programming
Showcase 2023
Living Paintings of OFK: Art Directing the Style and Lives of an Indie-P...
by Nafisah Tung
(Teddy Dief)
Visual Arts
Showcase 2023
The 'Lamplighters League': Music Systems and Live Recording
by Jon Everist
(Everist Sound LLC)
Production & Team Leadership
Game Developers Conference 2023
"CODE RED!": How We Organized a Game Jam From Bomb Shelters
by Elena Lobova
(GDBAY)
Production & Team Leadership
Game Developers Conference 2023
"CODE RED!": How We Organized a Game Jam From Bomb Shelters
by Elena Lobova
(GDBAY)
Production & Team Leadership
Game Developers Conference 2023
'Cris Tales' Postmortem: Innovation, Global Expectations, and Global Dis...
by Carlos Rocha
(Dreams Uncorporated)
Design
GD Talks
Beyond the Border: Designing for Tiny Tina's Wonderlands
by Matt Cox
(Gearbox Software)
Design
GD Talks
Constructing IMMORTALITY: A Fireside Chat with Sam Barlow
by Sam Barlow
(Half Mermaid)
Business & Marketing
GD Talks
GDTalks State of the Game Industry 2023
by Dana Ware
(The VOID)
Business & Marketing
GD Talks
Independent Games Festival (IGF) Finalists 2023
by Greg Heffernan
(Cosmo D Studios)
Design
Game Developers Conference 2021
#1ReasonToBe
by Laia Bee
(Pincer Games)
Advocacy
Game Developers Conference 2021
#1ReasonToBe
by Laia Bee
(Pincer Games)
Advocacy
Game Developers Conference 2021
'Disco Elysium': Meaningless Choices and Impractical Advice
by Justin Keenan
(ZA/UM Studio)
Design
Game Developers Conference 2021
'Disco Elysium': Meaningless Choices and Impractical Advice
by Justin Keenan
(ZA/UM Studio)
Design
Showcase 2021
Animation Bootcamp: Cuphead Process and Philosophy
by Jake Clark
(Studio MDHR)
Visual Arts
Showcase 2021
Ask Me Anything: Q&A with Obsidian Entertainment's Carrie Patel
by Carrie Patel
(Obsidian Entertainment)
Design
Showcase 2021
Classic Game Postmortem: 'Deus Ex'
by Warren Spector
(OtherSide Entertainment)
Design
Showcase 2021
Dealing with Scope Change in 'Heat Signature' and 'Gunpoint'
by Tom Francis
(Suspicious Developments)
Production & Team Management
Summer 2020
'Erica': How and How Not to Score a Film-Game Hybrid
by Austin Wintory
(Wintory Global Engineering)
Audio
Summer 2020
Adapting: Working in Games with Chronic Illness
by Victoria Dorn
(Sony Interactive Entertainment)
Advocacy
Summer 2020
Adapting: Working in Games with Chronic Illness
by Victoria Dorn
(Sony Interactive Entertainment)
Advocacy
Summer 2020
Adaptive Placement of Dynamic Lighting Probes: Taking Full Advantage of ...
by Diego Garzon
(Microsoft)
Visual Arts
GDC 2020
'A Plague Tale' Audio Design: Not Only Squeaks
by Aurelien Piters
(Asobo Studio)
Audio
GDC 2020
'A Plague Tale' Audio Design: Not Only Squeaks
by Aurelien Piters
(Asobo Studio)
Audio
GDC 2020
'Dead by Daylight': When Creative and Business Minds Are Cooking with GAAS
by Isabelle Mocquard
(Behaviour Interactive)
Business & Marketing
GDC 2020
'Witcher 3' on the Nintendo Switch: CPU & Memory Optimization (Presented...
by Roman Lebedev
(Saber Interactive Inc.)
Programming
XRDC 2019
'War Remains': Using LBE to Transport Audiences to WWI
by Taylor Williams
(Flight School Studio)
Entertainment
XRDC 2019
'War Remains': Using LBE to Transport Audiences to WWI
by Taylor Williams
(Flight School Studio)
Entertainment
XRDC 2019
AR Enables Critical Business Data Visualization and Value Creation for H...
by Tim Wong
(Finger Food Advanced Technology Group)
Enterprise
XRDC 2019
Augmenting Journalism by Hijacking a Dancing Hot Dog
by Robert Hernandez
(USC Annenberg/JOVRNALISM)
Training
2019
"Hot New Terrain Features and the Road Ahead" & "Intro to Deep Learning ...
by Chad Foxglove
(Unity Technologies)
Visual Arts
2019
"Shadows" of the Tomb Raider: Ray Tracing Deep Dive (Presented by NVIDIA)
by Jon Story
(NVIDIA)
Programming
2019
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
2019
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
VRDC @ GDC 2019
'Escape The Lost Pyramid': Larger than Home, Larger than Life
by Cyril Voiron
(Ubisoft Blue Byte Gmbh)
Game VR/AR
VRDC @ GDC 2019
'Escape The Lost Pyramid': Larger than Home, Larger than Life
by Cyril Voiron
(Ubisoft Blue Byte Gmbh)
Game VR/AR
VRDC @ GDC 2019
'The Choice VR': Volumetric Documentary Filmmaking
by Joanne-Aska Popinska
(Tribe of Pan)
Entertainment VR/AR
VRDC @ GDC 2019
'The Great C': Lessons from Creating a 37-Minute Cinematic Narrative
by Luke Van Osch
(Secret Location)
Entertainment VR/AR
XRDC 2018
'Brass Tactics': Reinventing the RTS for VR
by Patrick Lipo
(Hidden Path Entertainment)
Games & Entertainment
XRDC 2018
'Brass Tactics': Reinventing the RTS for VR
by Patrick Lipo
(Hidden Path Entertainment)
Games & Entertainment
XRDC 2018
'Sprint Vector': Evolving VR for the Esports Scene
by Andrew Abedian
(Survios, Inc.)
Games & Entertainment
XRDC 2018
'Sprint Vector': Evolving VR for the Esports Scene
by Andrew Abedian
(Survios, Inc.)
Games & Entertainment
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
VRDC @ GDC 2018
'Carne y Arena': Uncompromising Audio for Narrative VR
by Bill Rudolph
(Skywalker Sound)
Entertainment VR/AR
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'INVASION!': Crafting a VR Story
by Eric Darnell
(Baobab Studios)
Entertainment VR/AR
VRDC Fall 2017
'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck
by Nicole Lazzaro
(XEODesign, Inc.)
Games & Entertainment
VRDC Fall 2017
'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck
by Nicole Lazzaro
(XEODesign, Inc.)
Games & Entertainment
VRDC Fall 2017
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
VRDC Fall 2017
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
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
VRDC @ GDC 2017
'To Be With Hamlet': Recreating Theatre's Intimacy in VR
by Javier Molina
(To Be With Hamlet)
Entertainment VR/AR
VRDC @ GDC 2017
'To Be With Hamlet': Recreating Theatre's Intimacy in VR
by Javier Molina
(To Be With Hamlet)
Entertainment VR/AR
VRDC @ GDC 2017
'Westworld VR': Combining Linear and Interactive Content to Tell Charact...
by Colin Foran
(HBO)
Entertainment VR/AR
VRDC @ GDC 2017
30,000 Foot View of VR Development: Making 'EVEREST VR'
by Petur Thorarinsson
(Solfar Studios)
Game VR/AR
VRDC Fall 2016
10 Tips for VR in the Retail/Trade/Event Space
by John Buzzell
(If/Then)
Brand Experience
VRDC Fall 2016
10 Tips for VR in the Retail/Trade/Event Space
by John Buzzell
(If/Then)
Brand Experience
VRDC Fall 2016
7 Ways VR Confounds Design Expectations
by Noah Falstein
(Google)
Games & Entertainment
VRDC Fall 2016
A Playful Approach to Prototyping for Virtual Reality
by Paul Bettner
(Playful Corp.)
Games & Entertainment
VRDC @ GDC 2016
'Lucky's Tale': The Unexpected Delight of Third-Person Virtual Reality, ...
by Dan Hurd
(Playful Corp)
Game VR/AR
VRDC @ GDC 2016
15 Years of Lessons From IEEE VR
by Pablo Figueroa
(Universidad de los Andes, Colombia)
Entertainment VR/AR
VRDC @ GDC 2016
15 Years of Lessons From IEEE VR
by Pablo Figueroa
(Universidad de los Andes, Colombia)
Entertainment VR/AR
VRDC @ GDC 2016
A Year in Roomscale: Design Lessons from the HTC VIVE & Beyond
by Scott Stephan
(WEVR)
Entertainment VR/AR
GDC 2016
"Is that Me?" Identity Confusion & Narrative VR Challenges
by Eric "Giz" Gewirtz
(Seismic Games)
Game Narrative Summit
GDC 2016
"It's Just Emulation!" - The Challenge of Selling Old Games
by Frank Cifaldi
(Digital Eclipse)
Advocacy
GDC 2016
"Life is Strange" Case Study: Using Interactive Storytelling and Game De...
by Michel Koch
(Dontnod Entertainment)
Game Narrative Summit
GDC 2016
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC China 2015
"A fantastic gaming experience tailored to target players-About the deve...
by Junxiong Chen
(Netease Games)
Smartphone & Tablet Games Summit
GDC China 2015
A Real Story of Game Development
by Tiexin Liang
(wanGa.me)
Production
- Chinese
GDC China 2015
Keep the Game Yourself: Behind Minecraft's silent success in China
by Yang Chen
(Joyme)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2015
Lessons Learnt from Making a Hardcore 3D Mobile Strategy Game with Unity
by Oleg Pridiuk
(Game Insight)
Smartphone & Tablet Games Summit
GDC Europe 2015
7 Years, 1 Game - Success Through Community - Lessons from the Trenches
by Greg Balajewicz
(BDA Entertainment Inc)
Business, Marketing and Management
GDC Europe 2015
7 Years, 1 Game - Success Through Community - Lessons from the Trenches
by Greg Balajewicz
(BDA Entertainment Inc)
Business, Marketing and Management
GDC Europe 2015
About VR: Designing for Believability
by John Foster
(Sony Computer Entertainment Europe)
Design
GDC Europe 2015
Beyond Twitch Streaming Interactions
by Alexey Menshikov
(BeatShapers)
Business, Marketing and Management
GDC 2015
3 Monetization Metrics to Track Every Single Day (Presented by Chartboost)
by Chung-Man Tam
(Chartboost)
Monetization
GDC 2015
5 Best Practices for Cost-Efficient User Acquisition (Presented by Chart...
by Pepe Agell
(Chartboost)
Monetization
GDC 2015
6 Years, 1 Game - THEY Must Like Us! Lessons from the Trenches
by Greg Balajewicz
(BDA Entertainment Inc)
Business, Marketing & Management
GDC 2015
9 Mobile Game Monetization Questions to Gain a Competitive Edge (And the...
by Maria Alegre
(Chartboost)
Business, Marketing & Management
GDC Next 2014
A User-Centric Approach to Mobile Game Measurement (Presented by Google)
by Russell Ketchum
(Google Inc)
Business & Marketing
GDC Next 2014
A User-Centric Approach to Mobile Game Measurement (Presented by Google)
by Russell Ketchum
(Google Inc)
Business & Marketing
GDC Next 2014
Advertising 101: The Journey of an Ad from Marketer to Consumer
by Michael Wright
(Facebook)
ADC
GDC Next 2014
Advertising 101: The Journey of an Ad from Marketer to Consumer
by Michael Wright
(Facebook)
ADC
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
- Chinese
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
- Chinese
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
GDC China 2014
80 DAYS Post-mortem: Letting the Game Tell the Story
by Jon Ingold
(inkle)
Indie
GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
A Candid Interview with Star Citizen's Chris Roberts
by Mike Rose
(Gamasutra)
Business, Marketing and Management
GDC Europe 2014
A Candid Interview with Star Citizen's Chris Roberts
by Mike Rose
(Gamasutra)
Business, Marketing and Management
GDC 2014
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
ADC 2013
A Guide To Complying With COPPA's New Privacy Rules
by David Kim
(Animoca)
Education Apps
ADC 2013
A Guide To Complying With COPPA's New Privacy Rules
by David Kim
(Animoca)
Entertainment Apps
ADC 2013
A Guide To Complying With COPPA's New Privacy Rules
by David Kim
(Animoca)
Entertainment Apps
GDC Next 2013
An Experimental Approach to Interactive Entertainment
by Sunni Pavlovic
(thatgamecompany)
Future of Gaming
GDC Next 2013
An Experimental Approach to Interactive Entertainment
by Sunni Pavlovic
(thatgamecompany)
Future of Gaming
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
A Perfect Storm - Managing Community Through Sea Change
by Linda Carlson
(SOE)
Business, Marketing & Management
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC Online 2012
7 Learnings from Making AION Europe Free-to-Play
by Carsten van Husen
(Gameforge 4D)
Business and Marketing
GDC Online 2012
7 Learnings from Making AION Europe Free-to-Play
by Carsten van Husen
(Gameforge 4D)
Business and Marketing
GDC Online 2012
A 4 Hour Story in 400 Simple Steps: Fallout DLC
by Chris Avellone
(Obsidian Entertainment)
Game Narrative Summit
GDC Online 2012
A 4 Hour Story in 400 Simple Steps: Fallout DLC
by Chris Avellone
(Obsidian Entertainment)
Game Narrative Summit
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC China 2012
Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
- Chinese
GDC China 2012
Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
- Chinese
GDC China 2012
Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
GDC China 2012
Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
GDC China 2011
Building Console-Quality Games on Facebook
by Ludovic Bodin
(CMUNE)
Social/Online Games
- Chinese
GDC China 2011
Building Console-Quality Games on Facebook
by Ludovic Bodin
(CMUNE)
Social/Online Games
GDC China 2011
Building Console-Quality Games on Facebook
by Ludovic Bodin
(CMUNE)
Social/Online Games
- Chinese
GDC China 2011
Building Console-Quality Games on Facebook
by Ludovic Bodin
(CMUNE)
Social/Online Games
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
GDC Europe 2011
10 Social Design Tips to Level Up Your Mobile Game (Presented by Papaya...
by Oscar Clark
(Papaya Mobile)
Smartphone & Tablet Games Summit
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
Programming
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC Online 2010
3D State of Union: Are Consumers Ready?
by Yuanzhe (Michael) Cai
(Interpret LLC)
3D Stereoscopic Games Summit
GDC Online 2010
All Your Base Are Belong to Us: Conquest Endgames in MMOs
by Matthew Woodward
(CCP Games)
Design
GDC Online 2010
Alternate Mobile Platforms for Your Games
by Jay Freeman
(Cydia)
iPad Gaming Summit
GDC Online 2010
App Store Survival ' Launching and Sustaining a Successful Franchise
by Arash Keshmirian
(Limbic Software)
iPhone Games Summit
GDC Europe 2010
3D Development Engine Shootout
by Mark Rein
(Epic Games)
Technology
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
GDC Europe 2010
Advanced DirectX 11: DirectCompute by Example
by Jason Yang
(Advanced Micro Devices)
Technology
GDC Canada 2010
10 Tips (and more!) to Make Your iPhone Game More Successful
by Alan Martin
(Vogster Entertainment)
iPhone
GDC Canada 2010
A Dynamic Component Architecture for High Performance Gameplay
by Terrance Cohen
(Ogmento)
Programming
GDC Canada 2010
A Tale of 14 Apps: IUGO's App Store Journey
by Sarah Thomson
(IUGO Mobile Entertainment)
iPhone
GDC Canada 2010
Bringing Your Game to the Web - 73 Practical Tips
by Bjarne Rene
(Vostopia.com)
Digital Distribution
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
A Big Dash of Success: How to Capture the Female iPhone Gamer
by Chris Williams
(PlayFirst)
iPhone Games Summit
GDC China 2009
Alice 2 - A Case Study of Global Development in China
by American McGee
(Spicy Horse)
Global Game Development
GDC China 2009
Choosing the game engine that is right for you
by Mark DeLoura
(Videogame Technology Consultant)
Global Game Development
GDC China 2009
Choosing the game engine that is right for you
by Mark DeLoura
(Videogame Technology Consultant)
Global Game Development
GDC China 2009
Creating First Person Movement for MIRROR'S EDGE
by Tobias Dahl, Mikael Lagre
(Dice EA)
Visual Arts
GDC Austin/Online 2009
A New Social Era for Games: How Your Friends Are Changing the Way the Wo...
by Sebastien de Halleux
(Playfish)
Social Networking & Community
GDC Austin/Online 2009
Ace Usability and Avoid Kobayashi Maru
by Nicole Lazzaro
(XEODesign)
Design
GDC Austin/Online 2009
Beyond the Finish Line of Shipping an Indie Game
by Ron Carmel
(2D Boy)
Independent Games Summit
GDC Austin/Online 2009
Bringing Game Brands to the iPhone: A Business Approach
by Chris Williams
(PlayFirst)
iPhone Games Summit
GDC Europe 2009
A Discussion with Don Daglow
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC Europe 2009
Advanced Racing Game AI in PURE
by Iain Gilfeather
(Black Rock Studios)
Business & Management
GDC Europe 2009
Advanced Racing Game AI in PURE
by Iain Gilfeather
(Black Rock Studios)
Business & Management
GDC Canada 2009
A Sound Approach to Audio Pre-production
by Alistair Hirst
(OMNI Audio)
Concept/Pre-Production
GDC Canada 2009
Advanced Scrum and Agile Success Stories
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC Canada 2009
Can My Game Be a Brand?
by J. Michael Monahan
(Pattishall, McAuliffe, Newbury, Hilliard & Geralds)
Post Launch
GDC Canada 2009
Shooting in San Vanelona: the Visuals of EA's Skate
by Colin Penty
(EA Blackbox)
Production
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC Austin/Online 2008
(100) Developing Games With Open Source Technologies
by See below
Online Games - Technology and Services
GDC Austin/Online 2008
100 Questions, 97 Answers, 56 Minutes
by Brenda Brathwaite
(Loot Drop)
Game Career Seminar
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC 2008
'Do, Don't Show' ' Narrative Design in FARCRY 2
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for your Game
by Evan Skolnick
(Independent)
Audio
GDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for your Game
by Evan Skolnick
(Independent)
Audio
GDC 2006
What's Next Panel
by Cyrus Lum
Vision
GDC 2006
A New Vision for Interactive Stories
by Ernest Adams
(International Hobo)
Audio
GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
AI For Adaptive Opponents, Teammates and NPCs
by Michael Van Lent
Programming
GDC 2005
An Orwellian approach to AI architecture
by Igor Borovikov
Programming
GDC 2005
CELL: A New Platform for Digital Entertainment
by Mark DeLoura
(Videogame Technology Consultant)
Programming
GDC 2004
Island Thunder and Raven Shield : Creating Believable Stories for R...
by Richard Dansky
(Red Storm Entertainment/Ubisoft)
Game Design
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2003
Art Directors Panel: Aesthetics and the Almighty Dollar
by Cyrus Lum
Visual Arts
GDC 2003
Audio Programming for Very Large Projects
by David Ranyard
(Sony Computer Entertainment)
Audio
GDC 2003
Building AI Sensory Systems
by Tom Leonard
Programming
GDC 2003
Exploring the Fringes: Interactive Entertainment for the 21st Century
by Ernest Adams
(International Hobo)
Game Design
GDC 2002
2002 GDC Choice Awards
by Ernest Adams
(International Hobo)
Audio
GDC 2002
Action-Based Discretization for AI Search
Programming
GDC 2002
Creating the Illusion of Intelligence: Where AI and Level Design Overlap...
Programming
GDC 2002
Crossing over to film and back again (visual arts keynote)
Visual Arts
GDC 2001
Character Design, Sketching, and Painting
by Donald Seegmiller
Visual Arts
GDC 2001
Consoles vs. PCs: Is the PC Really Dead?
by Bing Gordon
(Kleiner Perkins Caufield & Byers)
Game Design
GDC 2001
Creature Smarts: The Art and Architecture of a Virtual Brain
by Damian Isla
(Moonshot Games)
Programming
GDC 2001
Dealing with Artistic Limitations as a 3D Game Artist. PC vs. Consoles
by Remus Siclovan
Visual Arts
GDC 2000
2000 GDC Keynote: Dr. Daniel Hillis
by Remus Siclovan
Production
GDC 2000
GamExecutive Conference: Addressing the Mass Market Effectively
by Thom Maslow
Production
GDC 2000
GDC 2000 Keynote: Phil Harrison: The Future of the Playstation
by Phil Harrison
(Sony Computer Entertainment)
Production
GDC 2000
GDC 2000 Opening Keynote: Bill Gates, Microsoft Corporation
by Bill Gates
(Microsoft Corporation)
Production
GDC 1998
"Holy Foley, Batman!"
by Phil Harrison
(Sony Computer Entertainment)
Audio
GDC 1998
Bringing Engineering Discipline to Entertainment Development
by Bill Dalton
Design
GDC 1998
Collision Detection in Pac-Man Ghost Zone: Collision Techniques in a 3D ...
by Gilbert Colgate
Programming
GDC 1998
Do Online Games Still Suck?
by Dani Bunten Berry
(-)
Social / Online Games
GDC 1997
1996 Developer Spotight
by Dani Bunten Berry
(-)
Game Career / Education
GDC 1997
Art and Craft of Adaptations
by Katherine Lawrence
Visual Arts
GDC 1997
Breaking into the Chinese Market: Market Entry, Publishing and Distribut...
by Joey Tamer
Business & Marketing
GDC 1997
CGDA Annual Board of Directors Meeting
by Joey Tamer
Business & Marketing