Game Developers Conference 2024
'Brawl Stars': Learnings from the Removal of Loot Boxes
by Frank Yan
(Supercell)
Design
Game Developers Conference 2024
A Second Shot: Improving Ranged Combat in 'The Last of Us Part II'
by Derek Mattson
(Naughty Dog)
Design
Game Developers Conference 2024
Alpha Puzzles + Shipped Solutions: Exploring Design Direction Across a P...
by Francisco Souki
(Schell Games)
Design
Game Developers Conference 2024
Designing Active Time Lore for 'Final Fantasy XVI'
by Momoka Aono
(Square Enix Co., Ltd.)
Design
Game Developers Conference 2023
"Good Numbers" in Game Design
by Alexander King
(Independent)
Design
Game Developers Conference 2023
'Overcrowded: Tycoon' Postmortem: A Tycoon with Emotions
by Jorge Rosado
(Zeptolab)
Design
Game Developers Conference 2023
'The Looker': The Art of Parody Against the Menace of Goofiness
by Bradley Lovell
(Subcreation Studio)
Design
Game Developers Conference 2023
'Wordscapes': How Design and Analytics Keep a Blockbuster Game Growing
by Theodore McCormick
(PeopleFun)
Design
Game Developers Conference 2022
'Blaseball': Game Development as Performance
by Gabe McGill
(The Game Band)
Design
Game Developers Conference 2022
'Dreamscaper': Killer Combat on an Indie Budget
by Ian Cofino
(Afterburner Studios)
Design
Game Developers Conference 2022
'Naraka Bladepoint': Build a Popular Face Customization System
by Sisi Yuan
(Netease, Inc.)
Design
Game Developers Conference 2022
'NARAKA: BLADEPOINT' From Prototype to Release: Melee Combat and Battle ...
by Zhigang Zhang
(Netease)
Design
Game Developers Conference 2021
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Las...
by Grant Hoechst
(Naughty Dog)
Design
Game Developers Conference 2021
'Disco Elysium': Meaningless Choices and Impractical Advice
by Justin Keenan
(ZA/UM Studio)
Design
Game Developers Conference 2021
'Marvel's Spider-Man Miles Morales': Beginning a New Adventure
by Ben Arfmann
(Insomniac Games)
Design
Game Developers Conference 2021
'Ori Will of the Wisps': Narrative Design and Visual Storytelling
by Jeremy Gritton
(Moon Studios)
Design
Summer 2020
AR Game Design 101
by Laura Warner
(Niantic)
Design
Summer 2020
Blockers: Analyzing Difficulty Drivers in Candy Crush Games
by Lucien "Yen-Chu" Chen
(King)
Design
Summer 2020
Designing for Multiple Minds: Crafting the Craft of Player Dynamics
by Kimberly Voll
(Stray Bombay)
Design
Summer 2020
Getting Real with Real-World Games: Adjusting Gameplay of 'Pokmon GO' in...
by Laura Warner
(Niantic)
Design
GDC 2020
Board Game Design Summit: Developing 'Artifacts of Play' For Your Tablet...
by Kathryn Hymes
(Thorny Games)
Board Game Design Summit
GDC 2020
Custom Tool Time: Make More in Less Time
by Brett Taylor
(My Dog Zorro)
Design
GDC 2020
Matchmaking for Engagement: Lessons from 'Halo 5'
by Josh Menke
(343 Industries)
Design
GDC 2020
Stop & Think: Teaching Players About Media Manipulation in 'Headliner'
by Jakub Kasztalski
(Unbound Creations LLC)
Design
2019
'Cultist Simulator': Designing an Experimental Game for Commercial Success
by Alexis Kennedy
(Weather Factory)
Design
2019
'Dead Cells': What the F*n!?
by Sebastien Benard
(Motion Twin)
Design
2019
'Into the Breach' Design Postmortem
by Matthew Davis
(Subset Games)
Design
2019
'Mooncrash': Resetting the Immersive Simulation
by Rich Wilson
(Arkane Studios)
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
'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 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
GDC 2017
'Ice Age Adventures': UX Diagnosis for a Live-Ops Game (Case Study)
by Om Tandon
(Digit Games Studio)
UX Summit
GDC 2017
'Job Simulator' Postmortem: VR Design, Tech, and Business Lessons Learned
by Devin Reimer
(Owlchemy Labs)
Design
GDC 2017
'Offworld Trading Company': An RTS Without Guns
by Soren Johnson
(Mohawk Games)
Design
GDC Europe 2016
Conversion of a Different User: Bringing Teams to F2P
by Matthew Laurence
(MegaZebra, GmbH)
Design
GDC Europe 2016
Creating Conflict: Combat Design for AAA Action Games
by Michael Barclay
(Cloud Imperium Games)
Design
GDC Europe 2016
Following the Fun: How We Designed Gameplay For 'LawBreakers'
by Dan Nanni
(Boss Key Productions)
Design
GDC Europe 2016
How I Created a Top 50 App in 8 Weeks
by Troy Lonergan
(Talony Games, Ltd.)
Design
GDC 2016
An Architect's Guide to Creating Expressive Game Environments
by Claris Cyarron
(Silverstring Media)
Design
GDC 2016
Animation Bootcamp: Motion Matching: The Future of Games Animation...Today
by Kristjan Zadziuk
(Ubisoft Toronto)
Design
GDC 2016
Animation Bootcamp: The 'Animate' Button - Mocap Automation Techniques a...
by Dan Lowe
(Ubisoft Montreal)
Design
GDC 2016
Audio-Driven Game Design
by Per Anders Ostblad
(University of Skovde / Nifty Sound)
Design
GDC China 2015
Implications of texture and material creation for UE4
by Wenlei Li
(Epic Games, Inc.)
Design
- Chinese
GDC China 2015
Implications of texture and material creation for UE4
by Wenlei Li
(Epic Games, Inc.)
Design
GDC China 2015
Reducing Simulation Sickness in VR via Game Design.
by Ben Lewis-Evans
(Player Research)
Design
- Chinese
GDC China 2015
Reducing Simulation Sickness in VR via Game Design.
by Ben Lewis-Evans
(Player Research)
Design
GDC Europe 2015
Analytics in Action: Data in a Creative Culture
by Phil Mansell
(Jagex)
Design
GDC Europe 2015
Designing to Minimize Simulation Sickness in VR Games
by Ben Lewis-Evans
(Player Research)
Design
GDC Europe 2015
EPIC Lessons: An Angry Birds Epic Livecare Postmortem
by Hendrik Lesser
(Remote Control Productions)
Design
GDC Europe 2015
Fear, Love and Great Big Ideas
by Jonathan Evans
(Lumo Developments Ltd)
Design
GDC 2015
Advanced Visual Effects for 2D Games
by Viktor Lidholt
(Apportable)
Design
GDC 2015
Adventures in Text: Innovating in Interactive Fiction
by Jon Ingold
(inkle)
Design
GDC 2015
Against the Burning Hells: Diablo III's Road to Redemption with Reaper o...
by Joshua Mosqueira
(Blizzard Entertainment)
Design
GDC 2015
AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive
by Adam Noonchester
(Insomniac Games)
Design
GDC Next 2014
Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
by Damien Kieken
(Ubisoft)
Design
GDC Next 2014
Best Practices for Mobile VR Development
by Benjamin Miller
(WemoLab)
Design
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 China 2014
Breakthrough and Rebirth The Road to Create Characters for Own Competit...
by Molko Wu
(Electronic Soul Network)
Design
GDC China 2014
Breakthrough and Rebirth The Road to Create Characters for Own Competit...
by Molko Wu
(Electronic Soul Network)
Design
- Chinese
GDC China 2014
Capturing Brain Waves that Make Players Can't Stop Playing to Create the...
by Roy Tang
(Brain Intelligence)
Design
- Chinese
GDC China 2014
Characterization, Purpose, and Action: Creating Strong Characters in Vid...
by Jeremy Bernstein
(Independent)
Design
- Chinese
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
Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
by Quentin De Beukelaer
(Ubisoft)
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
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 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 Assassin's Creed III
by Steven Masters
(Ubisoft Montreal)
Design
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 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 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
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 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
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 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
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
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
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
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
- Chinese
GDC China 2011
Designing and Implementing a Satisfying Sword Fight
by Michael Chang
(Subutai Corporation)
Design
- Chinese
GDC China 2011
From Eden to 4am: My journey from Games to Interactive Art and Sound
by Baiyon (Tomohisa Kuramitsu)
Design
- Chinese
GDC China 2011
From Eden to 4am: My journey from Games to Interactive Art and Sound
by Baiyon (Tomohisa Kuramitsu)
Design
GDC Online 2011
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
GDC Online 2011
Double-Coding: Making Online Games for Both the Casual and the Hardcore
by Damion Schubert
(Bioware Austin)
Design
GDC Online 2011
Game Design in a Mine Field: Creating Strategy Browser Games
by Eike Klindworth
(InnoGames GmbH)
Design
GDC Online 2011
Rapid MMO Content Iteration and Validation with Spatial Analysis in Star...
by Georg Zoeller
(BioWare Austin)
Design
GDC Europe 2011
An Old Horse Learning New Tricks - From AAA Retail to AAA Online
by Cevat Yerli
(Crytek)
Game Design
GDC Europe 2011
Animal Logic: The Deal and Development Behind National Geographic Animal...
by Clark Stacey
(Smart Bomb Interactive)
Game Design
GDC Europe 2011
Big Bucks for Bits and Bytes - A Holistic Approach to Selling Virtual Goods
by Martin Nerurkar
(Gameforge Productions GmbH)
Game Design
GDC Europe 2011
Game Content Rating Systems Must Change
by Guillaume de Fondaumiere
(Quantic Dream)
Game Design
GDC 2011
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
GDC 2011
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
GDC 2011
Classic Game Postmortem - ELITE
by David Braben
(Frontier Developments)
Game Design
GDC 2011
Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
by Eric Chahi
(Ubisoft)
Game Design
GDC Online 2010
Economic Decision Making in Game Design
by Nikolaus Davidson
(The Amazing Society)
Design
GDC Online 2010
I'm a Special Snowflake: The Art of Participatory Story Telling in MMOs
by Tim Cain
(Carbine Studios/NCsoft)
Design
GDC Online 2010
Sporadic-Play Game Update - The Latest Developments in Games for
Busy ...
by Jeremy Gibson
(USC - Interactive Media Division)
Design
GDC Europe 2010
More Buttons, Less Control
by Jon Brown
(Sidhe)
Game Design
GDC Europe 2010
Player Councils in MMOs: Useful Tools or Waste of Time?
by Ptur Jhannes skarsson
(CCP Games)
Game Design
GDC Europe 2010
The Untapped Potential of the MMO
by Andreas Ojerfors
(Funcom)
Game Design
GDC Europe 2010
Viral Mechanics Uncovered
by Aki Jarvinen
(Digital Chocolate)
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 Austin/Online 2009
Challenges In Designing A Casual MMO
by Laralyn McWilliams
(Sony Online Entertainment)
Design
GDC Austin/Online 2009
Games are Math: 10 Core Mechanics That Drive Compelling Gameplay
by Raph Koster
(Playdom)
Design
GDC Austin/Online 2009
The Social Gaming Tipping Point
by Brian Reynolds
(Zynga)
Design
GDC Austin/Online 2009
Trading Card Games: Designing for a Decade with Resource Cards and a Col...
by Paul Dennen
(Sony Online Entertainment-Denver)
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 2009
(101) Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2009
(102) Creativity Boot Camp '09
by Paul Schuytema
(University of Illinois)
Game Design
GDC 2009
(102) Creativity Boot Camp '09
by Paul Schuytema
(University of Illinois)
Game Design
GDC 2009
(202) Fundamentals of Game Design Workshop (SOLD OUT)
by Ernest Adams
(International Hobo)
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
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 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
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
GDC 2008
10 Tips for a Successful Wiki
by James Everett
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
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
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 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