GDC Next 2014
Best Practices for Mobile VR Development
by Benjamin Miller
(WemoLab)
Design
GDC Next 2014
Bringing the Community into the Dev Team - A Look into Open Development
by Jeff Spock
(Amplitude Studios)
Design
GDC Next 2014
Fast Fail Your Systems with Modeling
by Laralyn McWilliams
(The Workshop Entertainment)
Design
GDC Next 2014
Integrating Core Mechanics into Casual Gaming
by John Hsu
(Kiwi, Inc.)
Design
GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
Adventures in Games-Based Cultural Storytelling via Inclusive Developmen...
by Alan Gershenfeld
(E-Line Media)
Design
GDC Europe 2014
Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
by Quentin De Beukelaer
(Ubisoft)
Design
GDC Europe 2014
Biometrics, Beyond the Hype
by Ben Lewis Evans
(Player Research)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
A Study in Transparency: How Board Games Matter
by Soren Johnson
(Mohawk Games)
Design
GDC 2014
Antichamber: Three Years of Hardcore Iteration
by Alexander Bruce
(Antichamber)
Design
GDC 2014
Believable Make-Believe: Putting the Player at the Heart of Tearaway
by Rex Crowle
(Media Molecule)
Design
GDC Europe 2013
Classic Game Postmortem: Kick Off
by Dino Dini
(NHTV University of Applied Sciences)
Design
GDC Europe 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Design
GDC Europe 2013
Designing Assassin's Creed III
by Steven Masters
(Ubisoft Montreal)
Design
GDC Europe 2013
Designing Games with Procedural Content and Mechanics
by Joris Dormans
(Ludomotion)
Design
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC Online 2012
A Holistic Approach to A/B Testing
by Jesse Hull
(GSN Games)
Design
GDC Online 2012
A Theory of Fun 10 Years Later
by Raph Koster
(Playdom, San Diego)
Design
GDC Online 2012
Ahead of the Game - Ethics of Modern Game Development [Available For Fre...
by Nikolaus Davidson
(Amazon.com)
Design
GDC Online 2012
Behind the Curtain: Using MMO Game Systems to Tell Bioware Stories
by Damion Schubert
(Bioware Austin)
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
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
GDC Europe 2012
Ambiguity and Abstraction in Game Writing: Lessons from Dear Esther
by Dan Pinchbeck
(thechineseroom)
Game Design
GDC Europe 2012
Animal Days Post-Mortem: Developing a City-Building Game That's Ready fo...
by Hiroyuki Haga
(GREE)
Game Design
GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Mo...
by Lars Bishop
(NVIDIA)
Game Design
GDC 2012
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
GDC 2012
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
GDC China 2012
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
- Chinese
GDC China 2012
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
GDC China 2012
HOW GAMES THINK
by Raph Koster
(Playdom)
Game Design
- Chinese
GDC China 2012
HOW GAMES THINK
by Raph Koster
(Playdom)
Game Design
GDC 2010
A Day at the Museum: How the Smithsonian is embracing games
by Chris Melissinos
(PastPixels)
Game Design
GDC 2010
Artgame Sessions
by Frank Lantz
(Area/Code/Zynga)
Game Design
GDC 2010
As Long as the Audio is Fun, the Game Will Be Too
by Akira Yamaoka
(Grasshopper Manufacture Studio)
Game Design
GDC 2010
As Long as the Audio is Fun, the Game Will Be Too
by Akira Yamaoka
(Grasshopper Manufacture Studio)
Game Design
GDC Europe 2009
A Discussion with Don Daglow
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC Europe 2009
AION Game Design
by Yongchan Jee
(NCsoft Corporation)
Game Design
GDC Europe 2009
Choice: The Ultimate Game Mechanic
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC Europe 2009
Design, Constraints and Integrity
by Dino Dini
(NHTV)
Game Design
GDC Austin/Online 2008
At Their Service: Making a Difference by Putting Players First
by Lane Merrifield
(Walt Disney Internet Group / Club Penguin)
Online Games - Design
GDC Austin/Online 2008
Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games
by Eric Zimmerman
(Independent)
Online Games - Design
GDC Austin/Online 2008
Economic Design and Management of Virtual Worlds with a Large Shard Popu...
by Eyjolfur Gudmundsson
(CCP)
Online Games - Design
GDC Austin/Online 2008
Endgame: How to Build High-End Gameplay for Your Most Devoted Players
by Damion Schubert
(Bioware Austin)
Online Games - Design
GDC 2008
'Do, Don't Show' ' Narrative Design in FARCRY 2
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2008
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
GDC 2008
A PORTAL Post-Mortem: Integrating Writing and Design
by Kim Swift
(Airtight Games)
Game Design
GDC 2008
Advanced Dialogue Techniques for Games
by David Freeman
(The Freeman Group)
Game Design
GDC 2007
(109) Casual Games Summit 101
by John Welch
(Making Fun)
Game Design
GDC 2007
(209) Casual Games Summit 201
by Erik Bethke
(GoPets)
Game Design
GDC 2007
Pirates of the Caribbean : Writing Across Game Platforms
by Sande Chen
(Cellufun)
Game Design
GDC 2007
A LocoRoco Postmortem: Making Happiness into Gameplay
by Tsutomu Kouno
Game Design
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
GDC 2006
Autodesk MotionBuilder: 5 Things you Need to Know
by Curtis Garton
(Autodesk)
Game Design
GDC 2006
Business Geeks: How Leading Developers Use Strategic IT, HR, Finance, an...
by Clarinda Merripen
(Cryptic Studios)
Game Design
GDC 2006
Counter-intuitive Creative Direction
by Harvey Smith
(Arkane Studios)
Game Design
GDC 2005
A Practical Guide to the Hero's Journey
by Bob Bates
Game Design
GDC 2005
Attack of the Design Directors!
by Brian Allgeier
Game Design
GDC 2005
Befuddlement in Action: Classic Usability Problems in Games and How to A...
by Ramon Romero
(Microsoft Game Studios)
Game Design
GDC 2005
Building the Impossible: How to Build a Full-scale MMO for Just Over $1 ...
by Andrew Tepper
Game Design
GDC 2004
"Port" is a Four-Letter Word: The Challenges of Redesigning The Sims fo...
by Michael Perry
(Electronic Arts, Inc.)
Game Design
GDC 2004
10 Tricks from Psychology for Making Better Characters
by Katherine Isbister
Game Design
GDC 2004
14 Ways of Drawing Players in with an Opening Cinematic
by David Freeman
Game Design
GDC 2004
Island Thunder and Raven Shield : Creating Believable Stories for R...
by Richard Dansky
(Red Storm Entertainment/Ubisoft)
Game Design
GDC 2003
20/20 Design Vision
by Andrew Leker
(Electrified Games, Inc.)
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
Bossy Behavior: Patterns and Techniques in Boss Design
by Luis Barriga
Game Design
GDC 2001
The Architecture of Level Design
by Duncan Brown
Level Design
GDC 2001
The Social Phenomenon of Gaming: People Coming Together for the Sake of ...
by Larry Hodgson
Game Design
GDC 2001
Unlocking the DNA of Sigma: Playing in the Sandbox?
by Alex Garden
Game Design
GDC 2001
Unwired Games! Wireless Multimedia Game Design
by Robert Tercek
Game Design
GDC 1998
Abstract Design Tools: Chapter 2
by Doug Church
Design
GDC 1998
Bringing Engineering Discipline to Entertainment Development
by Bill Dalton
Design
GDC 1998
Picture Imperfect: Common 3D Rendering Flaws
by Tim Cain
(Carbine Studios/NCsoft)
Design
GDC 1998
Rapid Prototyping: Cheap Ways to Visualize 3D Games
by Nicole Lazzaro
Design
GDC 1997
Apparent Intelligence or Inanimate Objects Make Good Friends
by Nicole Lazzaro
Design
GDC 1997
Avatars and Chat
by David Shaw
(Xbox Live)
Design
GDC 1997
Impromptu Session: Interactive Composition
by Thomas Dolby
Design
GDC 1997
Lessons Learned on Dungeon Siege and Other Random Stuff
by Chris Taylor
(Gas Powered Games Corp.)
Design