Game Developers Conference 2025
"Database-Oriented Design": Why We Built Our MMORPG Inside a Database (P...
by Tyler Cloutier
(Clockwork Labs)
Programming
Game Developers Conference 2025
Accelerating Your Inner Loop with Visual Studio and GitHub Copilot (Pres...
by David Li
(Microsoft)
Programming
Game Developers Conference 2025
Adaptive Game Performance with Samsung Galaxy (Presented by Samsung Elec...
by Michael Barnes
(Samsung Electronics)
Programming
Game Developers Conference 2025
Adobe Developer Summit: Adobe Substance 3D Keynote(Presented by Adobe)
by Wes McDermott
(Adobe)
Visual Arts
Game Developers Conference 2024
'Crystal of Atlan': Cross-Server Architecture Design and Optimization (P...
by Shuangxing Gao
(ByteDance)
Programming
Game Developers Conference 2024
'Minecraft' Players at the Center of the Universe of Big Data (Presented...
by Francisco Rius
Programming
Game Developers Conference 2024
144FPS Rendering on Mobile: Frame Prediction in 'Arena Breakout' (Presen...
by Yue Qi
(Tencent Games)
Programming
Game Developers Conference 2024
3D Toon Rendering in 'Hi-Fi RUSH'
by Kosuke Tanaka
(Tango Gameworks)
Visual Arts
Showcase 2023
Game Art Career Fireside with Mariel Kinuko Cartwright and Bryant Francis
by Bryant Francis
(Game Developer)
Visual Arts
Showcase 2023
Game Design Career Fireside with Raph Koster with Bryant Francis
by Raph Koster
(Playable Worlds)
Visual Arts
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
Game Developers Conference 2023
'Dead Space': Harnessing the Power of Light and Darkness
by Guillaume Goudreault
(Electronic Art)
Visual Arts
Game Developers Conference 2023
'God of War Ragnarok': Building the UI for a AAA Sequel
by Zach Bohn
(Santa Monica Studio)
Visual Arts
Game Developers Conference 2023
'God of War Ragnarok's' Visual Scripting Solution
by Sam Sternklar
(Santa Monica Studio)
Programming
Game Developers Conference 2023
'LEVEL UP YOUR GAME': Access 200M Gamers with Razer Chroma RGB and Inter...
by Quyen Quach
(Razer)
Visual Arts
Game Developers Conference 2022
'Dead by Daylight': Integrating Shaders into the User Interface Pipeline
by Adrienne Pugh
(Epic Games)
Visual Arts
Game Developers Conference 2022
'Diablo 2: Resurrected': The Art Direction and Pipelines for Resurrectin...
by Dustin King
(Blizzard Entertainment)
Visual Arts
Game Developers Conference 2022
'Knockout City's' Parallel, Deterministic, and Rewindable Entity System
by Chris McEvoy
(Velan Studios)
Programming
Game Developers Conference 2022
'Naraka Bladepoint': Build a Popular Face Customization System
by Sisi Yuan
(Netease, Inc.)
Visual Arts
Game Developers Conference 2021
"Alpha Point" UE5 Demo: Unlocking Artist Potential (Presented by Epic Ga...
by Colin Penty
(The Coalition)
Visual Arts
Game Developers Conference 2021
'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools f...
by Fabien Gravot
(SQUARE-ENIX)
Programming
Game Developers Conference 2021
'Genshin Impact': Building a Scalable AI System
by Shuo Xu
(miHoYo)
Programming
Game Developers Conference 2021
'Genshin Impact': Crafting an Anime Style Open World
by Shuo Xu
(miHoYo)
Advanced Graphics Summit
Showcase 2021
Animation Bootcamp: Cuphead Process and Philosophy
by Jake Clark
(Studio MDHR)
Visual Arts
Showcase 2021
Art Direction Summit: Better, Stronger, Faster: 3D Concept Art for Envir...
by Patrik Rosander
(Fatshark Games)
Visual Arts
Showcase 2021
Ask Me Anything: Q&A with Yacht Club Games' David D'Angelo
by David D'Angelo
(Yacht Club Games)
Programming
Showcase 2021
Exploring Hidden Stories in the World of 'XCOM 2'
by Justin Rodriguez
(Firaxis Games)
Visual Arts
Summer 2020
Adaptive Placement of Dynamic Lighting Probes: Taking Full Advantage of ...
by Diego Garzon
(Microsoft)
Visual Arts
Summer 2020
Art of 'Sky: Children of the Light'
by Yuichiro Tanabe
(ThatGameCompany)
Visual Arts
Summer 2020
Ask Me Anything: Game Programming Q&A with Squirrel Eiserloh
by Squirrel Eiserloh
(SMU Guildhall)
Programming
Summer 2020
Destructible Environments in 'Control': Lessons in Procedural Destruction
by Johannes Richter
(Remedy)
Visual Arts
GDC 2020
'Void Bastards' Art Style Origin Story
by Ben Lee
(Blue Manchu)
Visual Arts
GDC 2020
'Witcher 3' on the Nintendo Switch: CPU & Memory Optimization (Presented...
by Roman Lebedev
(Saber Interactive Inc.)
Programming
GDC 2020
Applying Reinforcement Learning to Develop Game AI in Netease Games
by Renjie Li
(Netease)
Programming
GDC 2020
Arm Mobile Studio: Providing Insights Into Graphics Performance Issues (...
by Ramnath Swamy
(Arm)
Programming
XRDC 2019
'Blood & Truth': Lessons Learned Making a VR Action Movie
by Stuart Whyte
(PlayStation London Studio)
Games
XRDC 2019
AR Advertising and Commerce: What's Working?
by Mike Boland
(ARtillery Intelligence)
Brand Experience
XRDC 2019
Augmenting Journalism by Hijacking a Dancing Hot Dog
by Robert Hernandez
(USC Annenberg/JOVRNALISM)
Training
XRDC 2019
Developer Success Stories and the Latest Opportunities for Growth in Vir...
by Rikard Steiber
(HTC Vive)
Partners
2019
"Alexa, Give Your Game a Voice" (Presented by Amazon)
by Chris Morrow
(Alexa Games)
Programming
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
'Marvel's Spider-Man': A Deep Dive into the Look Creation of Manhattan (...
by Brian Mullen
(Insomniac Games)
Visual Arts
VRDC @ GDC 2019
Integrating Live Actors into Non-Location Based Immersive Theater VR Exp...
by Tanya Leal Soto
(Tender Claws)
Entertainment VR/AR
VRDC @ GDC 2019
Virtual Reality and the Creation of the Micro-Amusement Park
by Brent Bushnell
(Two Bit Circus)
Entertainment VR/AR
Creating 'Dr. Grordbort's Invaders' for Magic Leap One
by James Everett
(Magic Leap/Weta Workshop)
Game VR/AR
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
3D Scanning and XR Powered Home Improvement: A Lowe's Case Study
by Mason Sheffield
(Lowe's Innovation Labs Seattle)
Enterprise Training & Education
XRDC 2018
Adaptive Design in MR: UX Problems and Solutions
by Jada Williams
(Microsoft)
Innovation
GDC 2018
"Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (Pr...
by Alexey Panteleev
(NVIDIA)
Programming
GDC 2018
'Middle-earth: Shadow of War': Asset Pipeline Growing Pains
by Doug Heimer
(Monolith Productions)
Programming
GDC 2018
8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'
by Michael Stallone
(Netherrealm Games)
Programming
GDC 2018
A Practical Approach to Developing Forward-Facing Rigs, Tools and Pipelines
by Michael Malinowski
(Creative Assembly)
Visual Arts
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
'INVASION!': Crafting a VR Story
by Eric Darnell
(Baobab Studios)
Entertainment VR/AR
VRDC @ GDC 2018
'Pac-Man' HoloLens: Developing a Mixed Reality Game for a Broad Audience
by Hirofumi Motoyama
(Bandai Namco)
Game 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
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
VRDC Fall 2017
'Obduction', from 2D to VR: A Postmortem and Lessons Learned
by Hannah Gamiel
(Cyan, Inc.)
Games & Entertainment
VRDC Fall 2017
'Rick and Morty: Virtual Rick-ality' Postmortem: VR Lessons *burrrp* Lea...
by Devin Reimer
(Owlchemy Labs)
Games & Entertainment
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'Bound': Emotions Through Ballet and Modern Art
by Michal Staniszewski
(Plastic)
Visual Arts
GDC 2017
'Destiny' Shader Pipeline
by Natalya Tatarchuk
(Bungie)
Programming
GDC 2017
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Programming
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 @ GDC 2017
A Year in VR: A Look Back at VR's Launch
by Colin Northway
(Northway Games)
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
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 Fall 2016
Applications of Eye Tracking in Virtual Reality
by Tom Sengelaub
(SMI)
Innovation
GDC Europe 2016
4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
by Wolfgang Engel
(Confetti)
Programming
GDC Europe 2016
Automatically Scaling Backend Architecture with Microservices
by Kevin Daniel Setiono
(OnlineFussballManager GmbH)
Programming
GDC Europe 2016
Create a 20 Times Faster Database Engine Optimized to MMOGs
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC Europe 2016
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
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
A Year in Roomscale: Design Lessons from the HTC VIVE & Beyond
by Scott Stephan
(WEVR)
Entertainment VR/AR
VRDC @ GDC 2016
Architecting Archean: Simultaneously Building for Room-Scale and Mobile ...
by Jono Forbes
(Archean)
Entertainment VR/AR
GDC 2016
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
GDC 2016
'Assassin's Creed Syndicate: London' Wasn't Built in a Day
by Damien Bastian
(Ubisoft)
Programming
GDC 2016
'Borderlands': The Pre-Sequel on Android - AAA Porting with NVIDIA CodeW...
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2016
'Fallout 4's' Modular Level Design
by Joel Burgess
(Bethesda Game Studios)
Visual Arts
GDC Europe 2015
Adaptive Clothing System in Kingdom Come: Deliverance
by Tomas Barak
(Warhorse Studios)
Programming
GDC Europe 2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
by Stephan Hodes
(AMD)
Programming
GDC Europe 2015
Great Customer Communication Through Fluency in Visual Language
by Jessica Damerst
(Turtle Rock Studios)
Visual Arts
GDC Europe 2015
License an Engine or Create Your Own?
by Dietmar Hauser
(Sproing)
Programming
GDC 2015
A Live Art Demonstration of Creating Worlds through Design Thinking
by Feng Zhu
(Feng Zhu Design)
Visual Arts
GDC 2015
Adaptive Virtual Texture Rendering in Far Cry 4
by Ka Chen
(Ubisoft)
Programming
GDC 2015
Advanced Visual Effects for 2D Games
by Viktor Lidholt
(Apportable)
Visual Arts
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based...
by Gareth Thomas
(AMD)
Programming
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
- Chinese
GDC China 2014
AI Positioning and Spatial Evaluation: A Primer
by Dam'n Isla
(The Molasses Flood)
Programming
- Chinese
GDC China 2014
Diving into VR World with Oculus
by Homin Lee
(OculusVR)
Programming
- Chinese
GDC China 2014
Scope control on Assassin's Creed 4: Black Flag
by Julien Desaulniers
(Ubisoft Montreal)
Programming
- Chinese
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
Art Production Learnings: From Console to Browser to Mobile
by Thomas Woode
(Gameloft)
Visual Arts
GDC Europe 2014
Art Production Learnings: From Console to Browser to Mobile
by Thomas Woode
(Gameloft)
Visual Arts
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC 2014
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC Europe 2013
Broken Age's Approach to Scalability
by Oliver Franzke
(Double Fine Productions)
Visual Arts
GDC Europe 2013
Broken Age's Approach to Scalability
by Oliver Franzke
(Double Fine Productions)
Visual Arts
GDC Europe 2013
Building Epic Worlds Through the Strengths of Outsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC Europe 2013
Building Epic Worlds Through the Strengths of Outsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: D3D11 Deferred Contexts
by Bryan Dudash
(NVIDIA)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: DirectCompute for Gaming
by Stephan Hodes
(AMD)
Programming
GDC Online 2012
Bootstrapping the Infrastructure of ChefVille and Farmville 2
by Hao Chen
(Zynga)
Programming
GDC Online 2012
Bootstrapping the Infrastructure of ChefVille and Farmville 2
by Hao Chen
(Zynga)
Programming
GDC Online 2012
CityVille: Lessons Learned & Tools Used to Run a Large Social Game
by Kartik Ayyar
(Zynga)
Programming
GDC Online 2012
CityVille: Lessons Learned & Tools Used to Run a Large Social Game
by Kartik Ayyar
(Zynga)
Programming
GDC Europe 2012
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
Programming
GDC Europe 2012
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
Programming
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
- Chinese
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
- Chinese
GDC China 2011
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
GDC China 2011
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
- Chinese
GDC China 2011
Double-Coding: Making Online Games for Both the Casual and the
Hardcore
by Damion Schubert
(Bioware Austin)
Programming
- Chinese
GDC China 2011
Double-Coding: Making Online Games for Both the Casual and the
Hardcore
by Damion Schubert
(Bioware Austin)
Programming
GDC Online 2011
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and Jav...
by Corey Clark, PhD
(DeVry University)
Programming
GDC Online 2011
Building the Chat Service for League of Legends: From Struggle to Redemp...
by Christopher McArthur
(Riot Games)
Programming
GDC Online 2011
Developing Next-Gen Flash Games with Molehill
by Jean-Philippe Doiron
(Frima Studio)
Programming
GDC Online 2011
EA Sports Football Club: Moving Millions of FIFA Players into the Cloud
by Kallol Mitra
(Electronic Arts Canada)
Programming
GDC Europe 2011
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
Programming
GDC Europe 2011
An Open World Game in 60FPS? Direction that Transcends Limitations in Dr...
by Mike Haynes
(Red Storm Entertainment)
Visual Arts
GDC Europe 2011
Crysis 2 Multiplayer : A Programmer's Postmortem
by Peter Hall
(Crytek)
Programming
GDC Europe 2011
Gardens of Time: Art and Iteration
by Eric Todd
(Playdom)
Visual Arts
GDC 2011
Adaptive Order Independent Transparency: A Fast and Practical Approach t...
by Marco Salvi
(Intel Corporation)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC Online 2010
Big Wars ' 256-Player Real-Time Multiplayer Server Architecture
by Lin Luo
(Independent)
Programming
GDC Online 2010
Building a Massive Game Service in the Cloud
by Luke Rajlich
(Zynga)
Programming
GDC Online 2010
Building Social Flash Games with an Open Source Engine: PushButton Engin...
by Ben Garney
(PushButton Labs)
Programming
GDC Online 2010
MMO 101: Building Disney's Server System
by Roger Hughston
(Disney Online Studios)
Programming
GDC Europe 2010
3D Development Engine Shootout
by Mark Rein
(Epic Games)
Technology
GDC Europe 2010
Advanced DirectX 11: DirectCompute by Example
by Jason Yang
(Advanced Micro Devices)
Technology
GDC Europe 2010
Advanced Material Rendering
by Michal Drobot
(Reality Pump Game Development Studios)
Technology
GDC Europe 2010
Advanced Screenspace Antialiasing
by Arne Schober
(Yager Development GmbH)
Technology
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 Day In The Life: Creating The Beatles: Rock Band
by Ryan Lesser
(Harmonix Music Systems)
Visual Arts
GDC 2010
A Day In The Life: Creating The Beatles: Rock Band
by Ryan Lesser
(Harmonix Music Systems)
Visual Arts
GDC Austin/Online 2009
Casual Game Development for AAA Teams
by Rafhael Cedeno
(Multiverse)
Programming
GDC Austin/Online 2009
Come and See the Elephant - Challenges Encountered Growing an MMO
by Bill Dalton
(BioWare Austin)
Programming
GDC Austin/Online 2009
Cover Me! Promoting MMO Player Interaction through
Advanced AI
by Dave Mark
(Intrinsic Algorithm)
Programming
GDC Austin/Online 2009
Defending the Realm: Resisting Exploits and Hacks to MMOs and Other Onli...
by Jason Spangler
(BioWare / Electronic Arts)
Programming
GDC Europe 2009
A Discussion with Don Daglow
by Don Daglow
(Don Daglow Interactive Entertainment)
Visual Arts
GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
GDC Europe 2009
Creating Visual Identity for Games
by Viktor Antonov
(The Building Studios)
Visual Arts
GDC 2009
Art Directing Horror and Immersion in DEAD SPACE
by Ian Milham
(Electronic Arts Redwood Shores)
Visual Arts
GDC 2009
Behind the Scenes: The GEARS OF WAR 2 Cinematics Pipeline
by Tanya Jessen
(Epic Games)
Visual Arts
GDC 2009
Cinematic Next-Generation Action NARUTO: Ultimate Ninja STORM - In-Game ...
by Hiroshi Matsuyama
(Cyber Connect 2)
Visual Arts
GDC 2009
Creating First Person Movement for MIRROR'S EDGE
by Jonas Aberg
(DICE - EA)
Visual Arts
GDC 2008
A Believable Character Postmortem: Motion Capture on the Virtual Set of ...
by Parag Havaldar
(Sony Pictures Imageworks)
Programming
GDC 2008
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
GDC 2008
Adventures in Data Compilation and Scripting for UNCHARTED: DRAKE'S FORTUNE
by Dan Liebgold
(Naughty Dog, Inc.)
Programming
GDC 2008
Art Outsourcing: Client Best Practices
by Paul Steed
(Exigent)
Visual Arts
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D Tricks: Engineering Innovation on the Nintendo DS
by Chuck Homic
(Vicarious Visions)
Programming
GDC 2007
4D in Zero Space: Living Games with Procedural Textures
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2007
Final Fantasy XII Postmortem
by Taku Murata
(Square Enix Co.,Ltd)
Visual Arts
GDC 2006
3ds Max - Complex Data Mapping Production Techniques
by Vincent Brisebois
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Advanced Prototyping
by Chris Hecker
(definition six, inc.)
Programming
GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
Advanced Real-Time Rendering: Beyond Reflectance
by Dan Baker
(Firaxis)
Programming
GDC 2005
Advanced Stencil Shadow and Penumbral Wedge Rendering
by Eric Lengyel
Programming
GDC 2005
AI For Adaptive Opponents, Teammates and NPCs
by Michael Van Lent
Programming
GDC 2004
A Candid Look at the Issues and Rewards of Bleeding Edge Engine Development
by Tom Peltier
Programming
GDC 2004
Acting for Animators
by Douglas Conorich
Visual Arts
GDC 2004
Adding Spherical Harmonic Lighting to the Sushi Engine
by Leander Hasty
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2003
A Review of Current and Future Animation Issues
by Paul Steed
Visual Arts
GDC 2003
Advanced Real-Time Illumination Techniques
by Nathaniel Hoffman
Programming
GDC 2003
Advanced Techniques in Creating Tile-Based Graphics for GameBoy Advance
by Karthik Bala
Visual Arts
GDC 2003
Animation Blending: Achieving Inverse Kinematics and More
Programming
GDC 2001
Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles
by Gary Snyder
(Propaganda Games)
Visual Arts
GDC 2001
Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Sum...
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2001
BSP Collision Detection As Used In MDK2 and NeverWinter Nights
by Stan Melax
(BioWare)
Programming
GDC 2001
Character Design, Sketching, and Painting
by Donald Seegmiller
Visual Arts
GDC 2000
Half-Life and Team Fortress Networking
by Yahn Bernier
Programming
GDC 2000
It's Great to be Back! Fast Code, Game Programming, and Other Thoughts f...
by Michael Abrash
(Rad Game Tools)
Programming
GDC 2000
Programming Keynote: New Pioneers at the Graphics Frontier
by Kurt Akeley
Programming
GDC 2000
Tricks of the Programming Trade
by Jon Bentley
Programming
GDC 1998
Blazing Fast Code
by Jon Bentley
Programming
GDC 1998
Collision Detection in Pac-Man Ghost Zone: Collision Techniques in a 3D ...
by Gilbert Colgate
Programming
GDC 1998
Database Development for Real-Time 3D Games: A View from Both Sides
by Gjon Camaj
Programming
GDC 1998
Developing for DirectArcade
by Matt Saettler
Programming
GDC 1997
Art and Craft of Adaptations
by Katherine Lawrence
Visual Arts
GDC 1997
Excerpt: Quake Postmortem - Optimizing Level Viewing
by Michael Abrash
(Rad Game Tools)
Programming
GDC 1997
Excerpt: Quake Postmortem - Polygons As Blobs
by Michael Abrash
(Rad Game Tools)
Programming
GDC 1997
Impromptu Session: AI Discussion
by Michael Abrash
(Rad Game Tools)
Programming