Game Developers Conference 2024
'Hogwarts Legacy': Evolving Your Design into AAA
by Kelly Murphy
(Avalanche Software)
Production & Team Leadership
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
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
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
"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
'Wordle': One Year Later
by Zoe Bell
(New York Times)
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
'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 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
Better Live Game Releases with Persona Based Testing
by Nicholas Joebgen
(Pocket Gems)
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
Production Essentials Summit: Intrinsically Motivated Teams: The Manager...
by Alexandre Moufarek
(DeepMind)
Production Essentials Summit
2019
(Super)Humans of New York: Managing the Many Faces in 'Marvel's Spider-Man'
by Noah Alzayer
(Insomniac Games)
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 Great Saga Needs Different Heroes: Unlocking Diversity's Potential
by Sabrina Carmona
(King)
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
'Horizon Zero Dawn': A QA Open World Case Study
by Ana Barbuta
(Guerrilla Games)
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
'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 Europe 2016
'HITMAN' Season 1: From Executive Producer to Showrunner
by Hannes Seifert
(Io-Interactive)
Production
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
'Project Discovery': How Citizen Science Got into 'EVE Online'
by Attila Szantner
(MMOS Srl)
Production
GDC 2016
'Guild Wars 2: Heart of Thorns'- Iterative MMO Development at Scale
by Sonya Wolfram
(ArenaNet, Inc.)
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
'World of Tanks': Disrupting the Console Space with F2P
by TJ Wagner
(Wargaming)
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
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
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 2015
Awesome Video Game Data (2015)
by Geoffrey Zatkin
(EEDAR)
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 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
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
Darkblade: How a Small Team Making a Big Title
by Soulframe Soulframe
(S-Game)
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
- Chinese
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
GDC China 2011
Maximizing Risk: The Building of Bastion
by Amir Rao
(Supergiant Games)
Production
- Chinese
GDC China 2011
Maximizing Risk: The Building of Bastion
by Amir Rao
(Supergiant Games)
Production
GDC China 2011
Maximizing Risk: The Building of Bastion
by Amir Rao
(Supergiant Games)
Production
GDC China 2011
Maximizing Risk: The Building of Bastion
by Amir Rao
(Supergiant Games)
Production
- Chinese
GDC Online 2011
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
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
Career Development in a Box: Introducing a Freely Available Toolkit
by Joshua Howard
(Microsoft)
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
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 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
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 Online 2010
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
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
Battle.net: A Postmortem
by Matthew Versluys
(Blizzard Entertainment)
Production
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
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 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
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
Developing in the Cloud
by Ben Garney
(PushButton Labs)
Production
GDC Europe 2009
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Bob Bates
(Bobbates.com)
Production
GDC Europe 2009
Knights Of The Round Table: How Publishers Can Make their Developers Cre...
by Erik Simon
(iES)
Production
GDC Europe 2009
Specing out AAA Art Development: Know the Hell You're Getting Into!
by Stefan Baier
(Streamline Studios B.V.)
Production
GDC Europe 2009
What Is a Living Plan and How Can We Achieve It?
by Dorian Kieken
(BioWare)
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 Perspectives on Staying Passionate about Games
by Don Daglow
(Don Daglow Interactive Entertainment)
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
An American engine in Tokyo: The collaboration of Epic Games and Square ...
by Mark Cerny
(Cerny Games)
Production
GDC 2008
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2008
How to Break All Rules and yet Make a 90+ Game
by Petter Sydow
(Massive Entertain...)
Production
GDC 2008
Outsourcing: Best Practices at Pandemic Studios
by Carey Chico
(GlobeX Studios LA Inc)
Production
GDC 2008
Rethinking Game Localization as Global Game Development Sponsored by Loc...
by Kate Edwards
(Englobe)
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 2007
Console Wars: Issues for the First Two Years of Next-gen
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2007
From the Frontline of Outsourcing: The Lessons Never End
by Kristine Coco
(ngmoco:))
Production
GDC 2006
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2006
Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI
by Sage Sundi
(Square Enix)
Production
GDC 2006
Extensible Rendering and Previsualization of Art
by Daniel Horowitz
(NVIDIA)
Production
GDC 2006
Half Weasel, Half Otter, All Trouble: a Postmortem of Daxter for the Son...
by Rachid El Guerrab
(Rush Tech)
Production
GDC 2004
Accurate Prediction and Other Organizational Myths
by Starr Long
Production
GDC 2004
Artist Management in a Small Games Company
Production
GDC 2004
Building Big Licensed Games with Big Teams
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2004
Growing a Dedicated Tools Programming Team: From Baldur's Gate to S...
Production
GDC 2000
2000 GDC Keynote: Dr. Daniel Hillis
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