Game Developers Conference 2024
'Asgards Wrath 2': How We Built VR's Largest Open-World RPG (Presented b...
by Chris Pruett
(Meta)
Design
Game Developers Conference 2024
'Brawl Stars': Learnings from the Removal of Loot Boxes
by Frank Yan
(Supercell)
Design
Game Developers Conference 2024
'Brawl Stars': Learnings from the Removal of Loot Boxes
by Frank Yan
(Supercell)
Design
Game Developers Conference 2024
2D and Tomorrow: How the Developers of 'Super Mario Bros. Wonder' Find N...
by Shiro Mouri
(Nintendo Co., Ltd.)
Design
Game Developers Conference 2023
"Good Numbers" in Game Design
by Alexander King
(Independent)
Design
Game Developers Conference 2023
"Stuck in a Loop": Designing the Clones of 'The Last Clockwinder'
by John Austin
(Pontoco)
Design
Game Developers Conference 2023
'Farming Simulator' Postmortem
by Christian Ammann
(GIANTS Software)
Design
Game Developers Conference 2023
'God of War Ragnarok': Building the UI for a AAA Sequel
by Zach Bohn
(Santa Monica Studio)
Design
Game Developers Conference 2022
'Blaseball': Game Development as Performance
by Gabe McGill
(The Game Band)
Design
Game Developers Conference 2022
'Blaseball': Game Development as Performance
by Gabe McGill
(The Game Band)
Design
Game Developers Conference 2022
'Dreamscaper': Killer Combat on an Indie Budget
by Ian Cofino
(Afterburner Studios)
Design
Game Developers Conference 2022
'Naraka Bladepoint': Build a Popular Face Customization System
by Sisi Yuan
(Netease, Inc.)
Design
Game Developers Conference 2021
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Las...
by Grant Hoechst
(Naughty Dog)
Design
Game Developers Conference 2021
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Las...
by Grant Hoechst
(Naughty Dog)
Design
Game Developers Conference 2021
'Disco Elysium': Meaningless Choices and Impractical Advice
by Justin Keenan
(ZA/UM Studio)
Design
Game Developers Conference 2021
'Disco Elysium': Meaningless Choices and Impractical Advice
by Justin Keenan
(ZA/UM Studio)
Design
Showcase 2021
Ask Me Anything: Brian Horton, Creative Director on Insomniac Games' Mar...
by Brian Horton
(Insomniac Games)
Design
Showcase 2021
Ask Me Anything: Q&A with 'Demon's Souls' Creative Director Gavin Moore
by Gavin Moore
(Sony)
Design
Showcase 2021
Ask Me Anything: Q&A with Obsidian Entertainment's Carrie Patel
by Carrie Patel
(Obsidian Entertainment)
Design
Showcase 2021
Classic Game Postmortem: 'Deus Ex'
by Warren Spector
(OtherSide Entertainment)
Design
Summer 2020
'Guildlings': Rethinking Mobile Adventure and Rediscovering the RPG
by Jamie Antonisse
(Sirvo Studios)
Design
Summer 2020
'Teamfight Tactics' Design Lessons
by David Abecassis
(Riot Games)
Design
Summer 2020
AR Game Design 101
by Laura Warner
(Niantic)
Design
Summer 2020
AR Game Design 101
by Laura Warner
(Niantic)
Design
GDC 2020
'Clash of Clans': Bigger, Better, Battle Pass
by Eino Joas
(Supercell)
Design
GDC 2020
Baked in Accessibility: How Features Were Approached in 'Borderlands 3'
by Andrew Bair
(Gearbox Software)
Design
GDC 2020
Beyond Games as a Service with Live Ops
by Crystin Cox
(Microsoft)
Design
GDC 2020
Board Game Design Summit: Developing 'Artifacts of Play' For Your Tablet...
by Kathryn Hymes
(Thorny Games)
Board Game Design Summit
2019
'09 to '19: A Decade of Approachability in Fighting Games
by Noah Sasso
(Iron Galaxy Studios)
Design
2019
'Cultist Simulator': Designing an Experimental Game for Commercial Success
by Alexis Kennedy
(Weather Factory)
Design
2019
'Cultist Simulator': Designing an Experimental Game for Commercial Success
by Alexis Kennedy
(Weather Factory)
Design
2019
'Dead Cells': What the F*n!?
by Sebastien Benard
(Motion Twin)
Design
GDC 2018
'ARMS': Building 'Mario Kart 8' Insights into a Showcase Nintendo Switch...
by Kosuke Yabuki
(Nintendo)
Design
GDC 2018
'Assassin's Creed Origins': Monitoring and Validation of World Design Data
by Nicholas Routhier
(Ubisoft Montreal)
Design
GDC 2018
'Assassin's Creed Origins': Monitoring and Validation of World Design Data
by Nicholas Routhier
(Ubisoft Montreal)
Design
GDC 2018
'Crashlands': Design by Chaos
by Seth Coster
(Butterscotch Shenanigans)
Design
GDC 2017
'Deus Ex: Breach': Experimenting Within the Boundaries of a AAA Franchise
by Fleur Marty
(Eidos-Montreal)
Design
GDC 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
GDC 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
GDC 2017
'Hyper Light Drifter': Secrets of Kickstarter, Design, & Pizza
by Teddy Dief
(Heart Machine)
Design
GDC Europe 2016
'Life is Strange': The Blue Age of Storytelling
by Christian Divine
(Dontnod)
Design
GDC Europe 2016
'Mirror's Edge Catalyst': Evolving and Creating a Style
by Jhony Ljungstedt
(DICE)
Design
GDC Europe 2016
A Geographer's Guide to Building Game Worlds
by Kate Edwards
(IGDA)
Design
GDC Europe 2016
Alien Cultures: Rebooting 'Master of Orion' with a Global Team
by Chris Keeling
(Wargaming.net)
Design
GDC 2016
8 Bit & '8 Bitish' Graphics-Outside the Box
by Mark Ferrari
(Terrible Toybox)
Design
GDC 2016
Action Games Without Borders: Making Platinum-Quality Games For The World
by Atsushi Inaba
(PlatinumGames, Inc.)
Design
GDC 2016
An Architect's Guide to Creating Expressive Game Environments
by Claris Cyarron
(Silverstring Media)
Design
GDC 2016
An Architect's Guide to Creating Expressive Game Environments
by Claris Cyarron
(Silverstring Media)
Design
GDC China 2015
Implications of texture and material creation for UE4
by Wenlei Li
(Epic Games, Inc.)
Design
- Chinese
GDC China 2015
Implications of texture and material creation for UE4
by Wenlei Li
(Epic Games, Inc.)
Design
GDC China 2015
Reducing Simulation Sickness in VR via Game Design.
by Ben Lewis-Evans
(Player Research)
Design
- Chinese
GDC China 2015
Reducing Simulation Sickness in VR via Game Design.
by Ben Lewis-Evans
(Player Research)
Design
GDC Europe 2015
About VR: Designing for Believability
by John Foster
(Sony Computer Entertainment Europe)
Design
GDC Europe 2015
Analytics in Action: Data in a Creative Culture
by Phil Mansell
(Jagex)
Design
GDC Europe 2015
Analytics in Action: Data in a Creative Culture
by Phil Mansell
(Jagex)
Design
GDC Europe 2015
Asking the Hard Questions: Morality in Narrative Design
by Jana Stadeler
(Independent)
Design
GDC 2015
A Thousand Voices: Open Game Development
by Chris Avellone
(Obsidian Entertainment)
Design
GDC 2015
Advanced Visual Effects for 2D Games
by Viktor Lidholt
(Apportable)
Design
GDC 2015
Advanced Visual Effects for 2D Games
by Viktor Lidholt
(Apportable)
Design
GDC 2015
Adventures in Storytelling: Telling the World's Stories Through Games
by Sean Vesce
(E-Line Media)
Design
GDC Next 2014
Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
by Damien Kieken
(Ubisoft)
Design
GDC Next 2014
Best Practices for Mobile VR Development
by Benjamin Miller
(WemoLab)
Design
GDC Next 2014
Best Practices for Mobile VR Development
by Benjamin Miller
(WemoLab)
Design
GDC Next 2014
Best Practices for Mobile VR Development
by Benjamin Miller
(WemoLab)
Design
GDC China 2014
Breakthrough and Rebirth The Road to Create Characters for Own Competit...
by Molko Wu
(Electronic Soul Network)
Design
- Chinese
GDC China 2014
Breakthrough and Rebirth The Road to Create Characters for Own Competit...
by Molko Wu
(Electronic Soul Network)
Design
- Chinese
GDC China 2014
Breakthrough and Rebirth The Road to Create Characters for Own Competit...
by Molko Wu
(Electronic Soul Network)
Design
GDC China 2014
Capturing Brain Waves that Make Players Can't Stop Playing to Create the...
by Roy Tang
(Brain Intelligence)
Design
- Chinese
GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
Adventures in Games-Based Cultural Storytelling via Inclusive Developmen...
by Alan Gershenfeld
(E-Line Media)
Design
GDC Europe 2014
Adventures in Games-Based Cultural Storytelling via Inclusive Developmen...
by Alan Gershenfeld
(E-Line Media)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
A Study in Transparency: How Board Games Matter
by Soren Johnson
(Mohawk Games)
Design
GDC Europe 2013
Classic Game Postmortem: Kick Off
by Dino Dini
(NHTV University of Applied Sciences)
Design
GDC Europe 2013
Classic Game Postmortem: Kick Off
by Dino Dini
(NHTV University of Applied Sciences)
Design
GDC Europe 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Design
GDC Europe 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Design
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC Online 2012
A Holistic Approach to A/B Testing
by Jesse Hull
(GSN Games)
Design
GDC Online 2012
A Holistic Approach to A/B Testing
by Jesse Hull
(GSN Games)
Design
GDC Online 2012
A Theory of Fun 10 Years Later
by Raph Koster
(Playdom, San Diego)
Design
GDC Online 2012
A Theory of Fun 10 Years Later
by Raph Koster
(Playdom, San Diego)
Design
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
GDC Europe 2012
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Mo...
by Lars Bishop
(NVIDIA)
Game Design
GDC 2012
Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Mo...
by Lars Bishop
(NVIDIA)
Game Design
GDC China 2012
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
- Chinese
GDC China 2012
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
GDC China 2012
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
- Chinese
GDC China 2012
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
- Chinese
GDC China 2011
Designing and Implementing a Satisfying Sword Fight
by Michael Chang
(Subutai Corporation)
Design
- Chinese
GDC China 2011
Designing and Implementing a Satisfying Sword Fight
by Michael Chang
(Subutai Corporation)
Design
GDC China 2011
Designing and Implementing a Satisfying Sword Fight
by Michael Chang
(Subutai Corporation)
Design
- Chinese
GDC China 2011
From Eden to 4am: My journey from Games to Interactive Art and Sound
by Baiyon (Tomohisa Kuramitsu)
Design
GDC Online 2011
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
GDC Online 2011
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
GDC Online 2011
Double-Coding: Making Online Games for Both the Casual and the Hardcore
by Damion Schubert
(Bioware Austin)
Design
GDC Online 2011
Double-Coding: Making Online Games for Both the Casual and the Hardcore
by Damion Schubert
(Bioware Austin)
Design
GDC Europe 2011
169.939.900 Square Miles - Real World Games Far Beyond Check-Ins
by Andreas Suika
(flaregames)
Game Design
GDC Europe 2011
Adopting the Hollywood Production Model: How Revolution Reinvented Itsel...
by Charles Cecil
(Revolution)
Game Design
GDC Europe 2011
An Old Horse Learning New Tricks - From AAA Retail to AAA Online
by Cevat Yerli
(Crytek)
Game Design
GDC Europe 2011
An Old Horse Learning New Tricks - From AAA Retail to AAA Online
by Cevat Yerli
(Crytek)
Game Design
GDC Online 2010
Adapting the MMO to a Mobile Gaming Platform
by Cinco Barnes
(Spacetime Studios)
Design
GDC Online 2010
All Your Base Are Belong to Us: Conquest Endgames in MMOs
by Matthew Woodward
(CCP Games)
Design
GDC Online 2010
Bears and Snakes! The Wild Frontier of Social Game Design
by Brian Reynolds
(Zynga)
Design
GDC Online 2010
Classic Social Mechanics: The Engines Behind Everything Multiplayer
by Raph Koster
(Playdom)
Design
GDC Europe 2010
Baggies, DVDs and Bitstreams: How to Reinvent Yourself in a Dynamic Market
by Louis Castle
(InstantAction)
Game Design
GDC Europe 2010
Baldur's Gate: A 10 Year Retrospective
by Ray Muzyka
(BioWare)
Game Design
GDC Europe 2010
Chilling Tales from Red Steel 2: How Motion Control Will/Won't Change Th...
by Jason VandenBerghe
(Ubisoft)
Game Design
GDC Europe 2010
Designing Guild Wars 2 Dynamic Events
by Colin Johanson
(NCsoft - ArenaNet)
Game Design
GDC 2010
A Day at the Museum: How the Smithsonian is embracing games
by Chris Melissinos
(PastPixels)
Game Design
GDC 2010
A Day at the Museum: How the Smithsonian is embracing games
by Chris Melissinos
(PastPixels)
Game Design
GDC 2010
Accelerate Your Game: OpenGL Game Development for BlackBerry Smartphones
by Chris Melissinos
(PastPixels)
Game Design
GDC 2010
Accelerate Your Game: OpenGL Game Development for BlackBerry Smartphones
by Chris Melissinos
(PastPixels)
Game Design
GDC Austin/Online 2009
10 Ways to Make Your Game Appeal to Teens
by Joe Shochet
(Hangout Industries)
Design
GDC Austin/Online 2009
Ace Usability and Avoid Kobayashi Maru
by Nicole Lazzaro
(XEODesign)
Design
GDC Austin/Online 2009
Challenges In Designing A Casual MMO
by Laralyn McWilliams
(Sony Online Entertainment)
Design
GDC Austin/Online 2009
Challenges In Designing A Casual MMO
by Laralyn McWilliams
(Sony Online Entertainment)
Design
GDC Europe 2009
A Discussion with Don Daglow
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC Europe 2009
AION Game Design
by Yongchan Jee
(NCsoft Corporation)
Game Design
GDC Europe 2009
Choice: The Ultimate Game Mechanic
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC Europe 2009
Choice: The Ultimate Game Mechanic
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2009
(101) Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2009
(102) Creativity Boot Camp '09
by Paul Schuytema
(University of Illinois)
Game Design
GDC 2009
(102) Creativity Boot Camp '09
by Paul Schuytema
(University of Illinois)
Game Design
GDC 2009
(202) Fundamentals of Game Design Workshop (SOLD OUT)
by Ernest Adams
(International Hobo)
Game Design
GDC Austin/Online 2008
At Their Service: Making a Difference by Putting Players First
by Lane Merrifield
(Walt Disney Internet Group / Club Penguin)
Online Games - Design
GDC Austin/Online 2008
At Their Service: Making a Difference by Putting Players First
by Lane Merrifield
(Walt Disney Internet Group / Club Penguin)
Online Games - Design
GDC Austin/Online 2008
Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games
by Eric Zimmerman
(Independent)
Online Games - Design
GDC Austin/Online 2008
Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games
by Eric Zimmerman
(Independent)
Online Games - Design
GDC 2008
'Do, Don't Show' ' Narrative Design in FARCRY 2
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2008
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
GDC 2008
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
GDC 2008
10 Tips for a Successful Wiki
by James Everett
Game Design
GDC 2007
(109) Casual Games Summit 101
by John Welch
(Making Fun)
Game Design
GDC 2007
(109) Casual Games Summit 101
by John Welch
(Making Fun)
Game Design
GDC 2007
(209) Casual Games Summit 201
by Erik Bethke
(GoPets)
Game Design
GDC 2007
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
GDC 2006
Autodesk MotionBuilder: 5 Things you Need to Know
by Curtis Garton
(Autodesk)
Game Design
GDC 2006
Business Geeks: How Leading Developers Use Strategic IT, HR, Finance, an...
by Clarinda Merripen
(Cryptic Studios)
Game Design
GDC 2005
A Practical Guide to the Hero's Journey
by Bob Bates
Game Design
GDC 2005
Attack of the Design Directors!
by Brian Allgeier
Game Design
GDC 2005
Befuddlement in Action: Classic Usability Problems in Games and How to A...
by Ramon Romero
(Microsoft Game Studios)
Game Design
GDC 2005
Building the Impossible: How to Build a Full-scale MMO for Just Over $1 ...
by Andrew Tepper
Game Design
GDC 2004
"Port" is a Four-Letter Word: The Challenges of Redesigning The Sims fo...
by Michael Perry
(Electronic Arts, Inc.)
Game Design
GDC 2004
10 Tricks from Psychology for Making Better Characters
by Katherine Isbister
Game Design
GDC 2004
14 Ways of Drawing Players in with an Opening Cinematic
by David Freeman
Game Design
GDC 2004
Island Thunder and Raven Shield : Creating Believable Stories for R...
by Richard Dansky
(Red Storm Entertainment/Ubisoft)
Game Design
GDC 2003
20/20 Design Vision
by Andrew Leker
(Electrified Games, Inc.)
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
Bossy Behavior: Patterns and Techniques in Boss Design
by Luis Barriga
Game Design
GDC 2001
Consoles vs. PCs: Is the PC Really Dead?
by Bing Gordon
(Kleiner Perkins Caufield & Byers)
Game Design
GDC 2001
Principles for Developing Successful Games
by Bruce Shelley
(Ensemble Studios)
Game Design
GDC 2001
Principles for Developing Successful Games
by Bruce Shelley
(Ensemble Studios)
Game Design
GDC 2001
The Architecture of Level Design
by Duncan Brown
Level Design
GDC 1998
Abstract Design Tools: Chapter 2
by Doug Church
Design
GDC 1998
Bringing Engineering Discipline to Entertainment Development
by Bill Dalton
Design
GDC 1998
Picture Imperfect: Common 3D Rendering Flaws
by Tim Cain
(Carbine Studios/NCsoft)
Design
GDC 1998
Rapid Prototyping: Cheap Ways to Visualize 3D Games
by Nicole Lazzaro
Design
GDC 1997
Apparent Intelligence or Inanimate Objects Make Good Friends
by Nicole Lazzaro
Design
GDC 1997
Avatars and Chat
by David Shaw
(Xbox Live)
Design
GDC 1997
Impromptu Session: Interactive Composition
by Thomas Dolby
Design
GDC 1997
Lessons Learned on Dungeon Siege and Other Random Stuff
by Chris Taylor
(Gas Powered Games Corp.)
Design