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 2014
Antichamber: Three Years of Hardcore Iteration
by Alexander Bruce
(Antichamber)
Design
GDC 2014
Believable Make-Believe: Putting the Player at the Heart of Tearaway
by Rex Crowle
(Media Molecule)
Design
GDC 2014
Beyond Attention: The Player Involvement Model
by Gordon Calleja
(University of Malta/Mighty Box Games)
Design
GDC 2014
Character Balance: More than the Numbers
by Robert Gallerani
(Vicarious Visions, Inc.)
Design
GDC 2014
Characterization, Purpose and Action: Creating Strong Video Game Characters
by Jeremy Bernstein
(Freelance)
Design
GDC 2014
Classic Game Postmortem: Robotron: 2084
by Eugene Jarvis
(Raw Thrills)
Design
GDC 2014
Classic Game Postmortem: Shenmue
by Yu Suzuki
(Ys Net)
Design
GDC 2014
Classic Game Postmortem: Shenmue
by Yu Suzuki
(Ys Net)
Design
GDC 2014
Classic Game Postmortem: Zork
by Dave Lebling
(BAE Systems)
Design
GDC 2014
Classic Studio Postmortem: Lucasfilm Games
by Noah Falstein
(Google)
Design
GDC 2014
Crimewatch 2.0: Redesigning EVE Online's Policing System
by Matthew Woodward
(CCP Games)
Design
GDC 2014
Designers Are from Saturn, Programmers Are from Uranus
by Brian Schwab
(Formerly of Blizzard Entertainment)
Design
GDC 2014
Don't Starve: Creating Community Around an Antisocial Game
by Kevin Forbes
(Klei Entertainment)
Design
GDC 2014
Emergent Stories in Crusader Kings II
by Henrik Fahraeus
(Paradox Development Studio)
Design
GDC 2014
Enhancing Sportsmanship in Online Games
by Jeffrey Lin
(Riot Games)
Design
GDC 2014
Everybody Lies: Survivorship Bias
by Iskander Khabibrakhmanov
(Innova Systems)
Design
GDC 2014
Experimental Gameplay Workshop
by Robin Hunicke
(Funomena)
Design
GDC 2014
GDC Microtalks 2014: One Hour, Ten Speakers, a Panoply of Game Thinking!
by Richard Lemarchand
(USC)
Design
GDC 2014
Getting Players to Care: Using Narrative to Drive Retention
by Kara Loo
(Pixelberry Studios)
Design
GDC 2014
Hearthstone: 10 Bits of Design Wisdom
by Eric Dodds
(Blizzard)
Design
GDC 2014
Hearts and Minds
by Frank Lantz
(NYU Game Center)
Design
GDC 2014
How an Indie Learned to Stop Worrying and Love Free-to-Play
by Arthur Humphrey
(Last Day of Work)
Design
GDC 2014
How to Turn a New Leaf at the Animal Crossing
by Aya Kyogoku
(Nintendo Co., Ltd.)
Design
GDC 2014
How to Turn a New Leaf at the Animal Crossing
by Aya Kyogoku
(Nintendo Co., Ltd.)
Design
GDC 2014
Jiro Dreams of Game Design
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2014
KingsRoad Design Postmortem: Transitioning from Retail to F2P Game Devel...
by John Yoo
(Rumble Entertainment)
Design
GDC 2014
Level Design in a Day: Intro/A Series of First Steps - Overcoming the Di...
by Seth Marinello
(Electronic Arts)
Design
GDC 2014
Level Design in a Day: The Importance of Everything: Analytics of Map De...
by Jim Brown
(Epic Games)
Design
GDC 2014
Level Design in a Day: The Last of Us: Casting Shadows
by Elisabetta Silli
(Naughty Dog)
Design
GDC 2014
Make Things Worse: Enabling Setbacks for Consequential Play
by Patrick Redding
(.)
Design
GDC 2014
Mastering Your Funnel: How to Keep from Spilling Users
by Rob Carroll
(ROC Applications)
Design
GDC 2014
Modeling AI Perception and Awareness in Splinter Cell: Blacklist
by Martin Walsh
(Ubisoft)
Design
GDC 2014
Narrative Legos
by Ken Levine
(Irrational Games)
Design
GDC 2014
No Sabotage Allowed: Operating within an Inherited Design on Counterspy
by Ed Kay
(Dynamighty)
Design
GDC 2014
Opening a Creative Pandora's Box: Puppeteer Postmortem
by Gavin Moore
(Sony Computer Entertainment/Japan Studio)
Design
GDC 2014
Puzzle and Dragons Postmortem
by Kazuki Morishita
(GungHo)
Design
GDC 2014
Puzzle and Dragons Postmortem
by Kazuki Morishita
(GungHo)
Design
GDC 2014
Rant Apocalypse: The 10th Anniversary Mega Session
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2014
Remember Me: Behind the Unique Interactive Soundtrack of the Future
by Olivier Deriviere
(Ameo Prod, Inc)
Design
GDC 2014
Rift Transformed: From Subscription to Free-to-Play in Seven Months
by AR Schleicher
(Trion Worlds)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling in Multiplayer Competitive Games
by Christina Norman
(Riot Games)
Design
GDC 2014
Super Powering the Saints: Animation Direction of Saints Row IV's Super ...
by Zach Lowery
(Volition)
Design
GDC 2014
Super Spy Crash Course: Teaching Players in Splinter Cell: Blacklist
by Laurent Malville
(Ubisoft Toronto)
Design
GDC 2014
The Importance of Nothing: Using Negative Space in Level Design
by Jim Brown
(Epic Games)
Design
GDC 2014
The Last of Us: Human Enemy AI
by Travis McIntosh
(Naughty Dog, Inc.)
Design
GDC 2014
The Physics of Fun: Vehicles of Saints Row
by David Bianchi
(Volition)
Design
GDC 2014
The System Is the Message: Dynamic Storytelling in The Novelist
by Kent Hudson
(Orthogonal Games)
Design
GDC 2014
There and Back Again: Koji Igarashi's Metroidvania Tale (English transla...
by Koji Igarashi
(.)
Design
GDC 2014
There and Back Again: Koji Igarashi's Metroidvania Tale (English transla...
by Koji Igarashi
(.)
Design
GDC 2014
UX Redesign: Creating a Consistent Cross-Platform Experience
by Misa Damjanic
(Nordeus)
Design
GDC 2014
What Modern Interior Design Teaches Us About Environment Art
by Dan Cox
(Ubisoft Toronto)
Design
GDC 2014
Where are the Sharks? User Research in the Far Cry Production Pipeline
by Ian Livingston
(Ubisoft)
Design
GDC 2014
Why Is Gone Home a Game?
by Steve Gaynor
(The Fullbright Company)
Design
GDC 2014
Why'd She Buy THAT? Customer Psychology in Game Purchases
by Lucien Parsons
(Operations Catalyst Consulting)
Design