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
144FPS Rendering on Mobile: Frame Prediction in 'Arena Breakout' (Presen...
by Yue Qi
(Tencent Games)
Programming
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
'God of War Ragnarok's' Visual Scripting Solution
by Sam Sternklar
(Santa Monica Studio)
Programming
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
'Knockout City's' Parallel, Deterministic, and Rewindable Entity System
by Chris McEvoy
(Velan Studios)
Programming
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
'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
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
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
Art of 'Sky: Children of the Light'
by Yuichiro Tanabe
(ThatGameCompany)
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
'War Remains': Using LBE to Transport Audiences to WWI
by Taylor Williams
(Flight School Studio)
Entertainment
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
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
'Escape The Lost Pyramid': Larger than Home, Larger than Life
by Cyril Voiron
(Ubisoft Blue Byte Gmbh)
Game 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
VRDC @ GDC 2019
Characters to Get Immersed In: Creating the Cast of 'Blood & Truth'
by Toby Hynes
(Sony London Studio)
Game VR/AR
VRDC @ GDC 2019
Digging for Fire: Virtual Reality Gaming 2019
by Adam Orth
(Digital Sunrise)
Game 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
'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
8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'
by Michael Stallone
(Netherrealm Games)
Programming
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
'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
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
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
GDC Europe 2016
4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
by Wolfgang Engel
(Confetti)
Programming
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
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
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
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 China 2015
Bake a World in Seconds
by Wenyao Li
(Netease Games)
Programming
- Chinese
GDC China 2015
Bake a World in Seconds
by Wenyao Li
(Netease Games)
Programming
GDC China 2015
Rendering performance optimization of MOONLIGHT BLADE
by weibo xie
(Tencent Technology (Shanghai) Co., Ltd.)
Programming
GDC China 2015
Rendering performance optimization of MOONLIGHT BLADE
by weibo xie
(Tencent Technology (Shanghai) Co., Ltd.)
Programming
- Chinese
GDC Europe 2015
Adaptive Clothing System in Kingdom Come: Deliverance
by Tomas Barak
(Warhorse Studios)
Programming
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
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
by Stephan Hodes
(AMD)
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
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 China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
- Chinese
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
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
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
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
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
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
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
Accelerate Your Mobile Apps and Games for Android on ARM (Presented by ARM)
by Matthew Du Puy
(ARM)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: D3D11 Deferred Contexts
by Bryan Dudash
(NVIDIA)
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
Compiling C++ and C# Games for the Web
by Alon Zakai
(Mozilla)
Programming
GDC Online 2012
Compiling C++ and C# Games for the Web
by Alon Zakai
(Mozilla)
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 Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger 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
- Chinese
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
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
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
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
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
- Chinese
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 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
Building the Chat Service for League of Legends: From Struggle to Redemp...
by Christopher McArthur
(Riot Games)
Programming
GDC Europe 2011
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
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 2011
1000s of Zombies, 1000s of Problems: The DEAD RISING 2 Multiplayer Exper...
by Dee Jay Randall
(Capcom Game Studio Vancouver)
Programming
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 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 Material Rendering
by Michal Drobot
(Reality Pump Game Development Studios)
Technology
GDC Canada 2010
A Dynamic Component Architecture for High Performance Gameplay
by Terrance Cohen
(Ogmento)
Programming
GDC Canada 2010
Building Game UI with WebKit
by Christopher Stott
(EA Blackbox)
Programming
GDC Canada 2010
Forza Motorsport 3 Audio: Design, Process and Pipeline
by Greg Shaw
(Turn 10 Studios, Microsoft)
Programming
GDC Canada 2010
Forza Motorsport 3 Audio: Design, Process and Pipeline
by Greg Shaw
(Turn 10 Studios, Microsoft)
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 Day In The Life: Creating The Beatles: Rock Band
by Ryan Lesser
(Harmonix Music Systems)
Visual Arts
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC China 2009
Cinematic Game Design III: Action!
by Martin Stoltz, Richard Rouse III
(Big Huge Games, Kaos Studios)
Visual Arts
GDC China 2009
Cinematic Game Design III: Action!
by Martin Stoltz, Richard Rouse III
(Big Huge Games, Kaos Studios)
Visual Arts
GDC China 2009
Creating First Person Movement for MIRROR'S EDGE
by Tobias Dahl, Mikael Lagre
(Dice EA)
Visual Arts
GDC China 2009
Creating First Person Movement for MIRROR'S EDGE
by Tobias Dahl, Mikael Lagre
(Dice EA)
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
Cover Me! Promoting MMO Player Interaction through
Advanced AI
by Dave Mark
(Intrinsic Algorithm)
Programming
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
Dual Numbers: Simple Math, Easy C++ Coding, and Lots of Tricks
by Gino van den Bergen
(DTECTA)
Programming
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
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 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2008
(103) Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
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 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
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 Tool Writing for Character Technical
Directors (TD)
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
GDC 2006
Best Practices for Game Development
by Grady Booch
(IBM)
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2004
AI and Design: How AI Enables Designers
by Rishi Bhattacharya
Programming
GDC 2004
Beyond Finite State Machines: Managing Complex, Intermixing Behavior H...
by Joseph W. Popinski III
Programming
GDC 2004
Building a Million Particle System
by Cheryl Jackson
Programming
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