Game Developers Conference 2024
20 Years of Game Testing: Life in the Trenches, What We've Learned and H...
by Chris Chamberlain
(TransPerfect Gaming)
Production & Team Leadership
Game Developers Conference 2024
Creating Accountability: 4 Simple Steps for Managers
by Ben Carcich
(Valarin Inc., Building Better Games)
Production & Team Leadership
Game Developers Conference 2024
Designing Solutions for a New Era of Player Experience (Presented by Com...
by Anna Wright
(Niantic)
Production & Team Leadership
Game Developers Conference 2024
Harvesting 10 Years of Success: How 'Farm Heroes Saga' has Super-Served ...
by Sabrina Carmona
(King)
Production & Team Leadership
Showcase 2023
It's Better To Be Friends: Marketing "Asks" and the Reality of Game Prod...
by Rebekah Saltsman
(Finji)
Production & Team Leadership
Showcase 2023
Production & Team Leadership Career Fireside with Veronica Peshterianu a...
by Veronica Peshterianu
(System Era)
Production & Team Leadership
Showcase 2023
The 'Lamplighters League': Music Systems and Live Recording
by Jon Everist
(Everist Sound LLC)
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
'Wordle': One Year Later
by Zoe Bell
(New York Times)
Production & Team Leadership
Game Developers Conference 2023
10 Key Quest Design Lessons from 'The Witcher 3' and 'Cyberpunk 2077'
by Pawe Sasko
(CD Projekt RED)
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 2022
'Blaseball': Game Development as Performance
by Gabe McGill
(The Game Band)
Production & Team Management
Game Developers Conference 2022
'PAYDAY 2': Leveraging Game Telemetry to Increase Engagement and Replaya...
by Irene Hjorth
(Starbreeze)
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 2021
'Seekers Notes': 5 Key Takeways from 5 Years Experience
by Diana Weng
(MYTONA)
Production & Team Management
Game Developers Conference 2021
Art vs. Production: The "Battle" to Ship Premium Cosmetics in 'VALORANT'
by Preeti Khanolkar
(Riot Games)
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
Showcase 2021
Dealing with Scope Change in 'Heat Signature' and 'Gunpoint'
by Tom Francis
(Suspicious Developments)
Production & Team Management
Showcase 2021
Developing a UX Mindset on Fortnite
by Celia Hodent
(Independent)
Production & Team Management
Showcase 2021
Dream Daddies and Fearful Fathers: How Indies Can Cope with Being Termin...
by Leighton Gray
(Game Grumps)
Production & Team Management
Showcase 2021
GDC Podcast Live! Hosted by Gamasutra feat. Mohawk Games
by Leyla Johnson
(Mohawk Games)
Production & Team Management
Summer 2020
Ask Me Anything: Production Q&A with Rod Fergusson
by Rod Fergusson
(Blizzard Entertainment)
Production & Team Management
Summer 2020
Ask Me Anything: Working Together, Apart, In Dynamic Times. Q&A with Rob...
by Robin Hunicke
(Funomena)
Production & Team Management
Summer 2020
Changing the Game: Cultivating Female Talent in AAA Studios
by Victoria Setian
(Avalanche Studios)
Production & Team Management
Summer 2020
Colorful Characters: Working with Different Personalities in Game Develo...
by Erin Reynolds
(Flying Mollusk)
Production & Team Management
GDC 2020
Beyond Mobile: Integrating Product Management into AAA Development Teams
by Devin Nambiar
(Electronic Arts)
Production & Team Management
GDC 2020
Production Essentials Summit: Don't Ship a Product, Ship Value: Start Yo...
by Janessa Olson
(Kongregate)
Production Essentials Summit
GDC 2020
Production Essentials Summit: Intrinsically Motivated Teams: The Manager...
by Alexandre Moufarek
(DeepMind)
Production Essentials Summit
GDC 2020
Stress-Free Game Development: Powering Up Your Studio With DevOps
by Seth Coster
(Butterscotch Shenanigans, Inc)
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
A QA Perspective on Live Game Production
by Michael Vork Larsen
(RETO MOTO)
Production & Team Management
2019
Balance of Power: F2P Game Design vs. Product Management
by Lucas Gonzalez
(Independent)
Production & Team Management
GDC 2018
'For Honor': From a Great Launch to a Challenging Live Period
by Damien Kieken
(Ubisoft)
Production & Team Management
GDC 2018
'Good Pizza, Great Pizza': Game Design, Iteration, and Business Lessons ...
by Anthony Lai
(TapBlaze)
Production & Team Management
GDC 2018
'Horizon Zero Dawn': A QA Open World Case Study
by Ana Barbuta
(Guerrilla Games)
Production & Team Management
GDC 2018
10 Years of Evolution of the 'Assassin's Creed' Brand
by Jean Guesdon
(Ubisoft)
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
'Deus Ex: Breach': Experimenting Within the Boundaries of a AAA Franchise
by Fleur Marty
(Eidos-Montreal)
Production & Team Management
GDC 2017
'Watch Dogs 2': PC Version Success Story with NVIDIA (Presented by NVIDIA)
by Jaakko Haapasalo
(NVIDIA)
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 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
8 Keys to a Long Career in Games
by Don Daglow
(4th Ring, Inc.)
Production
GDC Europe 2016
A Geographer's Guide to Building Game Worlds
by Kate Edwards
(IGDA)
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
5 Mistakes by Good Teams That Produce Bad Free to Play Games
by Don Daglow
(4thRing Inc.)
Production
GDC 2016
Action Games Without Borders: Making Platinum-Quality Games For The World
by Atsushi Inaba
(PlatinumGames, Inc.)
Production
GDC Europe 2015
5 Ways to Boost Your Agility
by Nathalie Goh-Livorness
(Microsoft)
Production
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
Delivering on Kickstarter Promises: Broken Sword 5: Serpent's Curse Post...
by Charles Cecil
(Revolution)
Production
GDC 2015
Awesome Video Game Data (2015)
by Geoffrey Zatkin
(EEDAR)
Production
GDC 2015
Best Practices for Small Studios: Outmaneuver Your Competition
by Tobiah Marks
(Microsoft)
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 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
Game Audio - No Excuses
by Damian Kastbauer
(PopCap)
Production
GDC Next 2014
Games as a Service: Rebooting a 4-Year-Old Game to the Top of the Charts
by Ramine Darabiha
(Halfbrick)
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
- Chinese
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
Powerful and Effective Animation for 2D/3D Games
by Mariel Cartwright
(Lab Zero Games)
Production
- Chinese
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 Europe 2014
How to Use Your Gameplay Prototype for Resource Management
by Jens Schoebel
(Hochschule Darmstadt)
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
Art Direction is Not Just Googling Images
by Robh Ruppel
(Naughty Dog)
Production
GDC 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
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
Reflections on a Distributed and Manager-Less Work Environment
by Senta Jakobsen
(Scattered Entertainment, A DeNA Company)
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
FarmVille's Golden Goose
by Mike Perry
(Zynga)
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
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
Production
GDC 2012
Concrete Practices to Be a Better Leader: Framing & Intention
by Brian Sharp
(Bungie)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
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
Playtesting and Metrics: Getting the Most Out of Your Usability Testing
by Jordan Lynn
(Volition)
Production
GDC China 2012
Playtesting and Metrics: Getting the Most Out of Your Usability Testing
by Jordan Lynn
(Volition)
Production
- Chinese
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
Gardens of Time: Reinventing Hidden Object Games for Facebook
by Eric Todd
(Playdom)
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
f2p Online Games: The Game Is Not Enough
by Teut Weidemann
(Ubisoft/Bluebyte Germany)
Production
GDC Europe 2011
From Boxes to Life! How to Prototype and Develop Creatures: Mass Effect ...
by Scylla Costa
(Bioware)
Production
GDC 2011
Audio Essentials for Producers
by Brian Schmidt
(Brian Schmidt Studios, LLC)
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
Getting the Best Out of Your Talent: Achieving Quality Performances in G...
by Keith Arem
(PCB Productions)
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
Can Your Infrastructure Handle Success? How to Use Cloud Computing to Su...
by Josh Fraser
(RightScale, Inc.)
Production
GDC Online 2010
From SHADOWBANE to WIZARD101: A Tale of Two Cities
by Josef Hall
(KingsIsle Entertainment)
Production
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
GDC Europe 2010
Critical Success Factors in Game Production: In Search of the Silver Bullet
by Christopher Schmitz
(Ubisoft Entertainment)
Production
GDC Europe 2010
Distributed Development: Keys to Success!
by Alexander Fernandez
(Streamline Studios)
Production
GDC Europe 2010
Extreme Producing: Order & Chaos in The Game Development Process
by Robin Hunicke
(thatgamecompany)
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
Battlefield 1943 - My First Arcade Game
by Patrick Liu
(DICE, EA)
Production
GDC 2010
Behind the Scenes: Uncharted 2's Unique Cinematic Production Process
by Amy Hennig
(Naughty Dog, Inc.)
Production
GDC Austin/Online 2009
Browser MMOGs - the Experts Talk
by Jesse Schell
(Schell Games)
Production
GDC Austin/Online 2009
Come and See the Elephant - Challenges Encountered Growing an MMO
by Bill Dalton
(BioWare Austin)
Production
GDC Austin/Online 2009
Developing in the Cloud
by Ben Garney
(PushButton Labs)
Production
GDC Austin/Online 2009
Flash Multiplayer-Action Case Study: The BATTLE Series
by Corey Bridges
(Multiverse)
Production
GDC 2009
10 Perspectives on Staying Passionate about Games
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2009
An American engine in Tokyo: The collaboration of Epic Games and Square ...
by Mark Cerny
(Cerny Games)
Production
GDC 2009
Building Your Airplane While Flying: Production at Bungie
by Allen Murray
(Bungie LLC)
Production
GDC 2009
From Script to Implementation
by Jacquelyn Shriver
(Sony Computer Entertainment America)
Production
GDC 2000
2000 GDC Keynote: Dr. Daniel Hillis
by Dave Perry
Production
GDC 2000
Excerpt: Peter Molyneux introduces Black & White
by Peter Molyneux
(Lionhead Studios)
Production
GDC 2000
GamExecutive Conference: Addressing the Mass Market Effectively
by Thom Maslow
Production
GDC 2000
GamExecutive Conference: Broadband Market
by Thom Maslow
Production