Game Developers Conference 2026
Mastering Steam: Why Discovery is Hard and How to Break Through the Noise
by Ichiro Lambe
(Totally Human Media Corp)
Discovery & Marketing
Game Developers Conference 2026
Mastering Steam: Why Discovery is Hard and How to Break Through the Noise
by Ichiro Lambe
(Totally Human Media Corp)
Discovery & Marketing
Game Developers Conference 2026
Steam Annual Update: The Latest on Steam in 2026
by Kaci Aitchison Boyle
(Valve)
Business Strategy
Game Developers Conference 2025
How Valve Became Valve: An Insider's Account
by Monica Harrington
(Valve (retired))
Business & Marketing
Independent Games Summit: Marketing Your Game Under the New Steam Rules
by Chris Zukowski
(How To Market A Game)
Independent Games Summit
Game Developers Conference 2023
Open Source Game Development Summit: Simple DirectMedia Layer: Past, Pre...
by Sam Lantinga
(Valve Corporation)
Open Source Game Development Summit
Game Developers Conference 2023
Open Source Game Development Summit: Simple DirectMedia Layer: Past, Pre...
by Sam Lantinga
(Valve Corporation)
Open Source Game Development Summit
Game Developers Conference 2021
Math In Game Development Summit: Getting There in Style: Intro to Interp...
by Fletcher Dunn
(Valve)
Math In Game Development Summit
Game Developers Conference 2021
Math In Game Development Summit: Getting There in Style: Intro to Interp...
by Fletcher Dunn
(Valve)
Math In Game Development Summit
2019
Audio Bootcamp XVIII: Theatrical Interactivity in Video Game Music
by John Robert Matz
(Independent)
Audio
2019
Audio Bootcamp XVIII: Theatrical Interactivity in Video Game Music
by John Robert Matz
(Independent)
Audio
2019
Brain-Computer Interfaces: One Possible Future for How We Play
by Mike Ambinder
(Valve)
Vision
2019
Interactive Story Without Challenge Mechanics: The Design of 'Firewatch'
by Chris Remo
(Valve)
Design
GDC 2016
Advanced VR Rendering Performance
by Alex Vlachos
(Valve)
Programming
GDC 2016
Advanced VR Rendering Performance
by Alex Vlachos
(Valve)
Programming
GDC 2016
Expand your audience with the Steam Controller (presented by Valve Softw...
by Pierre-Loup Griffais
(Valve Software)
Programming
GDC 2016
Idle Chatter: What We Can Learn From Self-Playing Games
by Anthony Pecorella
(Kongregate)
Design
GDC 2015
Advanced VR Rendering
by Alex Vlachos
(Valve)
Programming
GDC 2015
Advanced VR Rendering
by Alex Vlachos
(Valve)
Programming
GDC 2015
Deep Gabe: Machine Learning from Steam Data
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2015
glNext: The Future of High Performance Graphics (Presented by Valve)
by Dan Baker
(Oxide Games)
Programming
GDC 2014
Building the Content that Drives the Counter-Strike: Global Offensive Ec...
by Bronwen Grimes
(Valve)
Visual Arts
GDC 2014
Building the Content that Drives the Counter-Strike: Global Offensive Ec...
by Bronwen Grimes
(Valve)
Visual Arts
GDC 2014
Physics for Game Programmers: Debugging Physics
by Sergiy Migdalskiy
(Valve)
Programming
GDC 2014
Physics for Game Programmers: Debugging Physics
by Sergiy Migdalskiy
(Valve)
Programming
GDC 2013
Building a Great Studio Culture on a Budget
by Chris Charla
(XBLA at Microsoft Game Studio)
Business, Marketing & Management
GDC 2013
Building a Great Studio Culture on a Budget
by Chris Charla
(XBLA at Microsoft Game Studio)
Business, Marketing & Management
GDC 2013
G.A.N.G. Demo Derby: Sound Design
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
G.A.N.G. Demo Derby: Sound Design
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
GDC 2011
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
GDC 2011
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
GDC 2011
Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-bu...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2011
Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-bu...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2009
From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Expe...
by Michael Booth
(Valve)
Game Design
GDC 2009
G.A.N.G Demo Derby - Sound Design
by Paul Lipson
(The Game Audio Network Guild)
Audio
GDC 2009
Helping Your Players Feel Smart: Puzzles as User Interface
by Randy Smith
(Tiger Style)
Game Design
GDC 2009
Valve's Approach to Playtesting: the Application of Empiricism
by Mike Ambinder
(Valve)
Game Design
GDC 2008
(103) Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2008
A PORTAL Post-Mortem: Integrating Writing and Design
by Kim Swift
(Airtight Games)
Game Design
GDC 2008
A PORTAL Post-Mortem: Integrating Writing and Design
by Kim Swift
(Airtight Games)
Game Design
GDC 2008
G.A.N.G. Demo Derby - SOUND DESIGN
by Tim Larkin
(Valve Software)
Audio
GDC 2007
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
Creating More Original, Unique Music for Games
by Inon Zur
Audio
GDC 2007
Dragged Kicking and Screaming: Source Multicore
by Tom Leonard
(Valve Software)
Programming
GDC 2006
Audio Production: Ideas for the Next Generation
by Tim Larkin
(Valve Software)
Audio
GDC 2006
Physical Gameplay in Half-Life 2
by Jay Stelly
(Valve Corp)
Programming
GDC 2006
The Art of Munging AI
by Tom Leonard
(Valve Software)
Programming
GDC 2006
The Art of Munging AI
by Tom Leonard
(Valve Software)
Programming