Game Developers Conference 2024
'Hogwarts Legacy': Evolving Your Design into AAA
by Kelly Murphy
(Avalanche Software)
Production & Team Leadership
Game Developers Conference 2024
A Ticket to Redemption: How CD PROJEKT RED Utilized Technical Support Da...
by Karolina Nieweglowska
(CD PROJEKT RED)
Production & Team Leadership
Game Developers Conference 2024
Accountability Matters! How Owlchemy Labs Leverages Ownership-First Prod...
by Andrew Eiche
(Owlchemy Labs Inc)
Production & Team Leadership
Game Developers Conference 2024
Agile Spikes in Game Dev: Getting to the Point
by Vikram Saran
(Independent)
Production & Team Leadership
Game Developers Conference 2023
"CODE RED!": How We Organized a Game Jam From Bomb Shelters
by Elena Lobova
(GDBAY)
Production & Team Leadership
Game Developers Conference 2023
'Overcrowded: Tycoon' Postmortem: A Tycoon with Emotions
by Jorge Rosado
(Zeptolab)
Production & Team Leadership
Game Developers Conference 2023
A New Era of Stereo 3D Gaming: Why and How (presented by Acer)
by Jim Chou
(Acer)
Production & Team Leadership
Game Developers Conference 2023
Career Progression and Value: Set Your Teams Up for Success
by Hannah Mackintosh
(CerebralFix)
Production & Team Leadership
Game Developers Conference 2022
'Blaseball': Game Development as Performance
by Gabe McGill
(The Game Band)
Production & Team Management
Game Developers Conference 2022
'SKYWEAVER': Learnings from Launching a Trading Card Game on Web3
by Philippe Castonguay
(Horizon Blockchain Games)
Production & Team Management
Game Developers Conference 2022
'Star Wars: Squadrons': A Blast from the Past
by Ian Frazier
(EA Motive)
Production & Team Management
Game Developers Conference 2022
1000 Hours of Difficulty: How 'Destiny' Builds Systemic Challenge
by Alan Blaine
(Bungie)
Production & Team Management
Game Developers Conference 2021
Better Live Game Releases with Persona Based Testing
by Nicholas Joebgen
(Pocket Gems)
Production & Team Management
Game Developers Conference 2021
Beyond Test Servers: How 'For Honor' Made Testing a Celebrated Player Ex...
by Laurent Chouinard
(Ubisoft)
Production & Team Management
Game Developers Conference 2021
Career Development Demystified: A Framework for Career Growth in Video G...
by Joshua Howard
(Scopely)
Career & Studio Development
Game Developers Conference 2021
Creating a Sustainable Volunteer Game Development Community
by Justin Chin
(Gamevil)
Production & Team Management
Summer 2020
Colorful Characters: Working with Different Personalities in Game Develo...
by Erin Reynolds
(Flying Mollusk)
Production & Team Management
Summer 2020
Diversify Your Kingdom: A Toolkit for More Women in Leadership
by Sabrina Carmona
(King)
Production & Team Management
Summer 2020
Forging 'Hardspace: Shipbreaker': Creating Processes for Original IPs
by Rory McGuire
(Blackbird Interactive)
Production & Team Management
Summer 2020
Game Devs WFH Microtalk: Deepening Awareness Amidst Transition: Collecti...
by Brandon R. Smith
(Electronic Arts)
Production & Team Management
2019
(Super)Humans of New York: Managing the Many Faces in 'Marvel's Spider-Man'
by Noah Alzayer
(Insomniac Games)
Production & Team Management
2019
A Great Saga Needs Different Heroes: Unlocking Diversity's Potential
by Sabrina Carmona
(King)
Production & Team Management
2019
Balance of Power: F2P Game Design vs. Product Management
by Lucas Gonzalez
(Independent)
Production & Team Management
2019
Balancing Nightmares: An AI Approach to Balance Games with Overwhelming ...
by Kazuko Manabe
(Square Enix Co., Ltd.)
Production & Team Management
GDC 2018
'Horizon Zero Dawn': A QA Open World Case Study
by Ana Barbuta
(Guerrilla Games)
Production & Team Management
GDC 2018
Addressing Exploit Abuse in 'EVE Online' with Customer Care
by David Einarsson
(CCP Games)
Production & Team Management
GDC 2018
Adopting Continuous Delivery
by Jafar Soltani
(Rare, Ltd.)
Production & Team Management
GDC 2018
Audio Asset Management Tips and Tricks
by Richard Ludlow
(Hexany Audio)
Production & Team Management
GDC 2017
'ARK: Survival Evolved': Lessons from the Trenches of Early Access
by Jeremy Stieglitz
(Studio Wildcard)
Production & Team Management
GDC 2017
Achieving Two Worlds, Every Year: How 'Magic the Gathering' Sustainably ...
by Jeremy Jarvis
(Wizards of the Coast)
Production & Team Management
GDC 2017
Advanced Agile Game Development Practices
by Clinton Keith
(Clinton Keith Consulting)
Production & Team Management
GDC 2017
Better Development Through Science: How Aliens, Odysseus, and Toyota Can...
by Justin Fischer
(Agency Principle, LLC)
Production & Team Management
GDC Europe 2016
'HITMAN' Season 1: From Executive Producer to Showrunner
by Hannes Seifert
(Io-Interactive)
Production
GDC Europe 2016
'Project Discovery': How Citizen Science Got into 'EVE Online'
by Attila Szantner
(MMOS Srl)
Production
GDC Europe 2016
Conversion of a Different User: Bringing Teams to F2P
by Matthew Laurence
(MegaZebra, GmbH)
Production
GDC Europe 2016
How I Created a Top 50 App in 8 Weeks
by Troy Lonergan
(Talony Games, Ltd.)
Production
GDC 2016
'Guild Wars 2: Heart of Thorns'- Iterative MMO Development at Scale
by Sonya Wolfram
(ArenaNet, Inc.)
Production
GDC 2016
'World of Tanks': Disrupting the Console Space with F2P
by TJ Wagner
(Wargaming)
Production
GDC 2016
An End-to-End Approach to Physically Based Rendering
by Wes McDermott
(ALLEGORITHMIC)
Production
GDC 2016
Art of Blues and Bullets: Dominating 256 Shades of Grey
by Daniel Candil
(A Crowd of Monsters)
Production
GDC China 2015
"Rendering from Studying the Underlying Principles Brief Talk about Phy...
by Minjie Wu
(Ubisoft Montreal)
Production
GDC China 2015
"Rendering from Studying the Underlying Principles Brief Talk about Phy...
by Minjie Wu
(Ubisoft Montreal)
Production
- Chinese
GDC China 2015
A Real Story of Game Development
by Tiexin Liang
(wanGa.me)
Production
- Chinese
GDC China 2015
Fighting Aesthetics and Mobile Game Era's Combat Experience
by Yan Wu
(FlashWingGames)
Production
- Chinese
GDC Europe 2015
Adventures in English: The Challenges of Localizing Comedy
by Mark Estdale
(OMUK)
Production
GDC Europe 2015
Assassin's Creed Identity: Create a Benchmark Mobile Game!
by Tobias Tost
(Blue Byte GmbH)
Production
GDC Europe 2015
EPIC Lessons: An Angry Birds Epic Livecare Postmortem
by Hendrik Lesser
(Remote Control Productions)
Production
GDC Europe 2015
From Web to Mobile in the Kids Game Market
by Clark Stacey
(WildWorks)
Production
GDC 2015
Awesome Video Game Data (2015)
by Geoffrey Zatkin
(EEDAR)
Production
GDC 2015
Connecting Players and Franchise: A Compelling Solution to the Cross-Pla...
by Leah Shinkewski
(BioWare)
Production
GDC 2015
Deliberately Developmental Leadership
by Robin Hunicke
(Funomena)
Production
GDC 2015
Designing Your Design Team
by Richard Carrillo
(Ubisoft Toronto, Inc.)
Production
GDC Next 2014
Cross Platform MMORPGs - Syncing Web and Mobile for Seamless Gameplay
by Sudhir Krishnaswamy
(JumpStart)
Production
GDC Next 2014
Cross Platform MMORPGs - Syncing Web and Mobile for Seamless Gameplay
by Sudhir Krishnaswamy
(JumpStart)
Production
GDC Next 2014
Crowdsharing: Crowdfunding and Crowdsourcing
by Starr Long
(Portalarium)
Production
GDC Next 2014
Crowdsharing: Crowdfunding and Crowdsourcing
by Starr Long
(Portalarium)
Production
GDC China 2014
Business Model Design of Web Games
by Rety Chen
(Mokylin Technology)
Production
- Chinese
GDC China 2014
Darkblade: How a Small Team Making a Big Title
by Soulframe Soulframe
(S-Game)
Production
GDC China 2014
EA Sports UFC: The Fight for Believable Characters in Games
by Richard Burgess Richard Burgess Dawson
(Electronic Arts Canada)
Production
- Chinese
GDC China 2014
EA Sports UFC: The Fight for Believable Characters in Games
by Richard Burgess Richard Burgess Dawson
(Electronic Arts Canada)
Production
GDC Europe 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Production
GDC Europe 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Production
GDC Europe 2014
Five Challenges in Bringing Might & Magic Heroes Online
by David Manuel
(Ubisoft Blue Byte)
Production
GDC Europe 2014
How Goat Simulator Really Did Become Our Next Game
by Armin Ibrisagic
(Coffee Stain Studios)
Production
GDC 2014
Adaptive Music Preparation for Live Recording: A Primer
by Lennie Moore
(3l33t Music)
Production
GDC 2014
Adaptive Music Preparation for Live Recording: A Primer
by Lennie Moore
(3l33t Music)
Production
GDC 2014
Agile Lessons from Ryse and Crysis 3
by Patrick Payne
(Crytek GmbH)
Production
GDC 2014
Agile Lessons from Ryse and Crysis 3
by Patrick Payne
(Crytek GmbH)
Production
GDC Europe 2013
10 Decisions That Took Warface to Our First 10 Million Users
by Nick Button-Brown
(Crytek GmbH)
Production
GDC Europe 2013
Changing How Games Are Made: Seven Principles for Teams Without Management
by Bernd Diemer
(Yager)
Production
GDC Europe 2013
Gamification in Software Testing and QA
by Robert Hoischen
(Camshaft Software)
Production
GDC Europe 2013
Gamification in Software Testing and QA
by Robert Hoischen
(Camshaft Software)
Production
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2013
A New (and Way Better) Model for Licensed Games
by Daniel Morris
(DeNA Americas & Europe)
Production
GDC 2013
Avoiding Failure 101 (Small Studio Edition)
by Eitan Glinert
(Fire Hose Games)
Production
GDC 2013
Creating the EVE Universe: Technical and Cultural Strategies
by Andie Nordgren
(CCP Games)
Production
GDC Online 2012
Building a Multi-Platform Game Business out of Facebook and onto Mobile
by Tommy Palm
(King.com)
Production
GDC Online 2012
Building the Scalable Platform for SWTOR [Available For Free Thanks To G...
by Dave Moore
(BioWare)
Production
GDC Online 2012
Devops: Bringing Development and Operations Together for Better Everything
by Bryant Durrell
(Independent)
Production
GDC Online 2012
Devops: Bringing Development and Operations Together for Better Everything
by Bryant Durrell
(Independent)
Production
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC Europe 2012
Changing How Games Are Made - Building and Working in a Distributed Team
by Senta Jakobsen
(ngmoco)
Production
GDC Europe 2012
Dead Island: How to Create a Mega Seller on a Moderate Budget
by Guido Eickmeyer
(Deep Silver)
Production
GDC Europe 2012
Implementing an In-House Playtesting Process
by Graham McAllister
(Player Research)
Production
GDC 2012
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
GDC 2012
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
GDC 2012
Are You a Manager or a Leader? Come Test Your Skills and Learn New Ones!
by Julie Craft
(Heyzap)
Production
GDC 2012
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
Production
GDC China 2012
Creative Panic: How Agility Turned Terror into Triumph
by Nathan Martz
(Double Fine Productions)
Production
GDC China 2012
Creative Panic: How Agility Turned Terror into Triumph
by Nathan Martz
(Double Fine Productions)
Production
- Chinese
GDC China 2012
Creative Panic: How Agility Turned Terror into Triumph
by Nathan Martz
(Double Fine Productions)
Production
- Chinese
GDC China 2012
Creative Panic: How Agility Turned Terror into Triumph
by Nathan Martz
(Double Fine Productions)
Production
GDC Online 2011
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
GDC Online 2011
Career Development in a Box: Introducing a Freely Available Toolkit
by Joshua Howard
(Microsoft)
Production
GDC Online 2011
Data Driven: How Creating a Deeply Analytical Approach Drives Success
by Sheridan Hitchens
(Kabam)
Production
GDC Online 2011
Letting Go: Creating Self-Managed, Self-Directed Teams
by Travis George
(Riot Games)
Production
GDC Europe 2011
All Points Bulletin: Reloaded - When a $100 Million AAA Game Goes Free2Play
by Bjorn Book-Larsson
(GamersFirst)
Production
GDC Europe 2011
EGDF in GDCE 2011
by Malte Behrmann
(European Games Developer Federation)
Production
GDC Europe 2011
EGDF in GDCE 2011
by Malte Behrmann
(European Games Developer Federation)
Production
GDC Europe 2011
f2p Online Games: The Game Is Not Enough
by Teut Weidemann
(Ubisoft/Bluebyte Germany)
Production
GDC 2011
Experimenting Your Way to Learning and Success: Applying Lean Startup Pr...
by James Birchler
(IMVU, Inc.)
Production
GDC 2011
Faulty Thinking: Becoming a Better Producer by Understanding
Faults in...
by Chuck Hoover
(Schell Games)
Production
GDC 2011
Making Game Trailers: Cost-effective Results for All Budgets
by Tim Roe
(Sony Computer Entertainment Europe)
Production
GDC 2011
Monster Teams: How One Producer Tamed the Beast and Lives to Tell About It
by Alex Parizeau
(Ubisoft Toronto)
Production
GDC Online 2010
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
GDC Online 2010
Battle.net: A Postmortem
by Matthew Versluys
(Blizzard Entertainment)
Production
GDC Online 2010
LEAGUE OF LEGENDS Postmortem: One Year Later
by Marc Merrill
(Riot Games, Inc.)
Production
GDC Online 2010
Self-Inflicted Wounds: When We are Our Own Worst Enemy
by Joshua Howard
(Independent)
Production
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
GDC Europe 2010
From J2ME to iOS: Galaxy on Fire 2 on the iPad and iPhone
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Production
GDC Europe 2010
Global Agile Development: No Passport Required
by Adalsteinn (Alli) Ottarsson
(CCP)
Production
GDC Europe 2010
Going Online: Moving from Boxed Titles to F2P
by Ralf Adam
(Gameforge Productions)
Production
GDC 2010
Achievements Considered Harmful?
by Chris Hecker
(definition six, inc.)
Production
GDC 2010
Among Friends - An Uncharted 2: Among Thieves Post-Mortem
by Richard Lemarchand
(Naughty Dog)
Production
GDC 2010
Among Friends - An Uncharted 2: Among Thieves Post-Mortem
by Richard Lemarchand
(Naughty Dog)
Production
GDC 2010
Battlefield 1943 - My First Arcade Game
by Patrick Liu
(DICE, EA)
Production
GDC Austin/Online 2009
Developing in the Cloud
by Ben Garney
(PushButton Labs)
Production
GDC Austin/Online 2009
Lead with Your Gut: How Courage and Common Sense Improve Efficiency
by Edoardo De Martin
(Next Level Games Inc.)
Production
GDC Austin/Online 2009
Lean Production
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC Austin/Online 2009
Sharing the Passion: Professional Mentoring and Talent Development
by Christian Bradley
(Art Institute San Diego)
Production
GDC Europe 2009
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Bob Bates
(Bobbates.com)
Production
GDC Europe 2009
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Bob Bates
(Bobbates.com)
Production
GDC Europe 2009
Games in Stereoscopic 3D – The Next Dimension is Finally Here?
by Andrew Oliver
(Blitz Games)
Production
GDC Europe 2009
Knights Of The Round Table: How Publishers Can Make their Developers Cre...
by Erik Simon
(iES)
Production
GDC Canada 2009
A Sound Approach to Audio Pre-production
by Alistair Hirst
(OMNI Audio)
Concept/Pre-Production
GDC Canada 2009
Advanced Scrum and Agile Success Stories
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC Canada 2009
Creating Value
by Dan Rogers
(Interactive Studio Management)
Production
GDC Canada 2009
Shooting in San Vanelona: the Visuals of EA's Skate
by Colin Penty
(EA Blackbox)
Production
GDC 2009
10 Things Great Designers Exhibit
by Gordon Walton
(Playdom Austin)
Production
GDC 2009
Advanced Scrum and Agile Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2009
Beyond Balancing: Using Five Elements of Failure Design to Enhance Playe...
by Jesper Juul
(Singapore-MIT GAMBIT Game Lab)
Production
GDC 2009
DEAD SPACE: How We Launched the Scariest New IP
by Chuck Beaver
(Electronic Arts Redwood Shores)
Production
GDC 2008
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2008
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2008
Bend Microsoft Project to Your Will - Again!
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2008
Building a Successful Production Process
by Lesley Mathieson
(High Impact Games)
Production
GDC 2007
After the Party: Introversion Software One Year on from IGF 2006
by Mark Morris
(Introversion Software)
Production
GDC 2007
Agile Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2007
Agile Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2007
Bend Microsoft Project to Your Will
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2006
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2006
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2006
Big Screen to Game Console: Case Studies
by Nina Dobner
(Electronic Arts)
Production
GDC 2006
Big Screen to Game Console: Case Studies
by Nina Dobner
(Electronic Arts)
Production
GDC 2005
Adopting Middleware: What's Holding Us Back?
by Trent Oster
(BioWare Corp.)
Production
GDC 2005
Agile Methodology and Scrum in Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2005
Blind Man's Bluff: Using Automated Metrics to Understand Development Pro...
by Dean Margerison
Production
GDC 2005
Bonus or Bogus: Working with Hollywood Production Companies
by Rosanna Sun
Production
GDC 2004
Republic : Lessons Learned
by Dave Dixon
Production
GDC 2004
Wallace and Gromit in Project Zoo : A Postmortem of a Licensed, Cross-...
by Warren Kruse
Production
GDC 2004
Accurate Prediction and Other Organizational Myths
by Starr Long
Production
GDC 2004
Accurate Prediction and Other Organizational Myths
by Starr Long
Production