GDC 2015
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz/Romero Games)
Advocacy
GDC 2015
A New R&D Process for Game Design
by James Taylor
(Game Changer Chicago Design Lab - University of Chicago)
Game Career Seminar
GDC 2015
A View from the White House: Games Beyond Entertainment
by Mark DeLoura
(White House Office of Science & Technology Policy)
Advocacy
GDC 2015
Adaptive Virtual Texture Rendering in Far Cry 4
by Ka Chen
(Ubisoft)
Programming
GDC 2015
Advanced Visual Effects for 2D Games
by Viktor Lidholt
(Apportable)
Visual Arts
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based...
by Gareth Thomas
(AMD)
Visual Arts
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation an...
by Jon Story
(NVIDIA)
Visual Arts
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation an...
by Jon Story
(NVIDIA)
Visual Arts
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Visual Effects in Star Cit...
by Alistair Brown
(Cloud Imperium)
Visual Arts
GDC 2015
Advanced VR Rendering
by Alex Vlachos
(Valve)
Programming
GDC 2015
Adventures in Text: Innovating in Interactive Fiction
by Jon Ingold
(inkle)
Design
GDC 2015
Against the Burning Hells: Diablo III's Road to Redemption with Reaper o...
by Joshua Mosqueira
(Blizzard Entertainment)
Design
GDC 2015
AI Based Game Design
by Mirjam Palosaari Eladhari
(Otter Play)
GDC Education Summit
GDC 2015
AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive
by Adam Noonchester
(Insomniac Games)
Design
GDC 2015
All Style, All Substance: The Audio Journey of the Vanity and Traversal ...
by Kristen Quebe
(Microsoft)
Audio
GDC 2015
Analytics 101
by Dmitri Williams
(Ninja Metrics)
Business, Marketing & Management
GDC 2015
Analytics 201
by Dmitri Williams
(Ninja Metrics)
Business, Marketing & Management
GDC 2015
Animation Bootcamp: The Missing Link - Technical Designers in Animation
by Jami Jeffcoat
(Bungie)
Visual Arts
GDC 2015
Animation Bootcamp: UFC Animation System
by Lee Dowsett
(EA)
Visual Arts
GDC 2015
Animation Style and Process for Broken Age
by Raymond Crook
(Double Fine Production)
Visual Arts
GDC 2015
Anti-Social Behavior in Games: How Can Game Design Help?
by Ben Lewis-Evans
(Player Research)
Design
GDC 2015
Applying Machine Learning Like a Responsible Adult
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2015
Audio Bootcamp : Advanced Composition Techniques for Adaptive Systems
by Winifred Phillips
(Generations Productions LLC)
Audio
GDC 2015
Audio Bootcamp : Audio Gigs: How to Find, Get, and Keep them Coming
by Richard Ludlow
(Hexany Audio)
Audio
GDC 2015
Audio Bootcamp : Dialogue 101
by Michael Csurics
(The Brightskull Entertainment Group)
Audio
GDC 2015
Audio Bootcamp : Technical Sound Design
by Mark Kilborn
(Raven Software)
Audio
GDC 2015
Audio Bootcamp : The Sounds of Year Walk and DEVICE 6
by Daniel Olsen
(Independent)
Audio
GDC 2015
Audio Tips for Public Betas, Alphas and Early Access
by Matthew Marteinsson
(Klei Entertainment)
Audio
GDC 2015
Automated Testing and Instant Replays in Retro City Rampage
by Brian Provinciano
(Vblank Entertainment)
Programming
GDC 2015
Awesome Video Game Data (2015)
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2015
Balancing Community Management With Transparent Development
by Tony Jones
(Daybreak Game Company)
Community Management Summit
GDC 2015
Better Storytelling in a Day
by Evan Skolnick
(Independent)
Design
GDC 2015
Beyond Binary Choices: How Players Engage with Morality
by Amanda Lange
(Microsoft)
Game Narrative Summit
GDC 2015
Blurring Separation Between Concept and Production on Halo 2 Anniversary
by Michael Pavlovich
(Certain Affinity)
Visual Arts
GDC 2015
Breakaway: A Narrative Game's Success at Addressing Gender-Based Violence
by Ann DeMarle
(Champlain College)
Game Narrative Summit
GDC 2015
Breaking Into Asia
by Chris Akhavan
(Glu Mobile)
Free to Play Summit
GDC 2015
Breaking Into Asia
by Chris Akhavan
(Glu Mobile)
Free to Play Summit
GDC 2015
Breathing Mysteries: A Narrative Approach to Spirituality in Video Games
by David Calvo
(Ankama)
Game Narrative Summit
GDC 2015
Bringing Console Development to Mobile: Lessons From My Cross-Platform T...
by Ben Liu
(Pocket Gems)
Advocacy
GDC 2015
Building a Manifesto for Game Accessibility
by Thomas Westin
(Stockholm University)
Advocacy
GDC 2015
Building a Recommendation System for EverQuest Landmark's Marketplace
by Ben Weber
(Daybreak Game Company)
Programming
GDC 2015
Cinematic Games Are Dead! Long Live Cinematic Games!
by Matthew Weise
(Fiction Control)
Game Narrative Summit
GDC 2015
Clash of Clans: Designing Games That People Will Play For Years
by Jonas Collaros
(Supercell)
Design
GDC 2015
Classic Game Postmortem: Adventure
by Warren Robinett
(Independent)
Design
GDC 2015
Classic Game Postmortem: Star Control
by Paul Reiche III
(Toys For Bob)
Design
GDC 2015
Community Level Design for Competitive CS:GO
by Shawn Snelling
(Independent)
eSports Summit
GDC 2015
Computers Are Terrible Storytellers - Let's Give the Humans a Shot
by Stephen Hood
(Storium)
Game Narrative Summit
GDC 2015
Confronting Our "Audio Nemesis" in Middle-earth: Shadow of Mordor: Maxim...
by Brian Pamintuan
(Monolith Productions/WB Games)
Audio
GDC 2015
Connecting Players and Franchise: A Compelling Solution to the Cross-Pla...
by Leah Shinkewski
(BioWare)
Production
GDC 2015
Constructing the Catacombs - Procedural Architecture for Platformers
by Tyriq Plummer
(FourbitFriday)
Independent Games Summit
GDC 2015
Content Optimization Pipeline for an Open World Game
by Martin Thorzen
(CD Projekt RED)
Visual Arts
GDC 2015
Continuous Testing
by Lance Hitchcock
(ArenaNet)
Programming
GDC 2015
Controlling Carnage: Effective Side-Scroller Controls on Mobile
by Kayla Kinnunen
(Roadhouse Interactive)
Design
GDC 2015
Creating Hyper-Adaptive Music on an Indie Budget
by C. Andrew Rohrmann
(scntfc / 17-Bit)
Independent Games Summit
GDC 2015
Creating Safe Spaces at Game Events
by Bonnie Ruberg
(University of California, Berkeley)
Advocacy
GDC 2015
Creating Successful Game Marketing Campaigns from Your Analytics
by Neil McClarty
(Jagex Games Studio)
Business, Marketing & Management
GDC 2015
Creative Chaos: Teaching Project Teams to Be Innovative
by Drew Davidson
(Carnegie Mellon)
GDC Education Summit
GDC 2015
Creative Corner-Cutting: Tower of Guns Postmortem
by Joe Mirabello
(Terrible Posture Games)
Independent Games Summit
GDC 2015
Crossy Road: A Whale of a Time
by Matt Hall
(Hipster Whale)
Free to Play Summit
GDC 2015
Dedicated Prototyping for Mobile Game Development
by Tom Blind
(Backflip Studios)
Smartphone & Tablet Games Summit
GDC 2015
Defining "New" for the Time-Honored Experience of Words with Friends
by Whitney Taylor
(Zynga)
Smartphone & Tablet Games Summit
GDC 2015
Defining "New" for the Time-Honored Experience of Words with Friends
by Whitney Taylor
(Zynga)
Smartphone & Tablet Games Summit
GDC 2015
Deliberately Developmental Leadership
by Robin Hunicke
(Funomena)
Business, Marketing & Management
GDC 2015
Design by Constraints: Hitman GO Design Postmortem
by Daniel Lutz
(Square Enix Montral)
Design
GDC 2015
Designing CounterSpy: A Journey From Games to Pixar to Games
by Mark Holmes
(Dynamighty)
Visual Arts
GDC 2015
Designing for Exploration and Choice in Firewatch
by Nels Anderson
(Klei Entertainment)
Design
GDC 2015
Designing for Mobile VR in Dead Secret
by Chris Pruett
(Robot Invader/ Oculus)
Smartphone & Tablet Games Summit
GDC 2015
Designing Mobile Games That Actually Get Kids Mobile
by Nis Bojin, Ph.D.
(Zeros 2 Heroes Media)
Smartphone & Tablet Games Summit
GDC 2015
Designing Morally Difficult Characters, Responsibly
by Dan Nagler
(Gigantic Mechanic)
Game Narrative Summit
GDC 2015
Designing Procedural Stealth for Invisible Inc.
by James Lantz
(Klei Entertainment)
Independent Games Summit
GDC 2015
Designing Your Design Team
by Richard Carrillo
(Ubisoft Toronto, Inc.)
Production
GDC 2015
Desire Is Not a Dirty Word: Writing Healthy Fanservice in Games
by Michelle Clough
(Freelance)
Game Narrative Summit
GDC 2015
Dev Studio 2.0: Paid to Learn
by Amy Adkins
(University of Utah- Entertainment Arts and Engineering)
GDC Education Summit
GDC 2015
Did We Fail? The Weird Success Story of Beatbuddy
by Wolf Lang
(THREAKS)
Business, Marketing & Management
GDC 2015
Divinity: Original Sin Postmortem- Success Stories and Lessons Learned
by Swen Vincke
(Larian Studios)
Independent Games Summit
GDC 2015
Do Game Developers Want a Union?
by Johanna Weststar
(Western University)
Advocacy
GDC 2015
Don't Be Afraid of Incentivized Ads!
by Volkan Ediz
(GREE)
Free to Play Summit
GDC 2015
Drawing Inside The Lines: Art With Constraints
by Randy OConnor
(Independent)
Game Career Seminar
GDC 2015
Education in Gaming: Narrative as a Tool for Fostering Engagement
by Jennifer Young
(Pixelberry Studios)
Smartphone & Tablet Games Summit
GDC 2015
Education Soapbox
by Lindsay Grace
(American University)
GDC Education Summit
GDC 2015
Education Soapbox
by Lindsay Grace
(American University)
GDC Education Summit
GDC 2015
Education Soapbox
by Lindsay Grace
(American University)
GDC Education Summit
GDC 2015
Education Soapbox
by Lindsay Grace
(American University)
GDC Education Summit
GDC 2015
Effective LiveOps Strategies
by James Gwertzman
(PlayFab)
Free to Play Summit
GDC 2015
Efficiency for Game Designers: Lessons Learned Making Gunpoint Quickly W...
by Tom Francis
(Suspicious Developments)
Design
GDC 2015
Embedding a Videogame Museum in a University Curriculum
by Roberto Dillon
(James Cook University)
GDC Education Summit
GDC 2015
Encouraging Engagement in Large and Extra, Extra Large Courses
by Sean Gouglas
(University of Alberta)
GDC Education Summit
GDC 2015
Environmental Audio and Processing for VR
by Nicholas Ward-Foxton
(Sony Computer Entertainment)
Audio
GDC 2015
Everything You Need To Know About YouTubers But Were Afraid To Ask
by Alex "Baer" Larrabee
(YouTube Personality, Twitch Broadcaster)
Independent Games Summit
GDC 2015
Evolving Plague Inc: Taking a Top Mobile Game to Steam
by James Vaughan
(Ndemic Creations)
Business, Marketing & Management
GDC 2015
Experimental Gameplay Workshop
by Vi Hart
(Independent)
Design
GDC 2015
Experimental Gameplay Workshop
by Vi Hart
(Independent)
Design
GDC 2015
Exploding the Box: Thinking Differently in the A + B Era
by Drew Murray
(Insomniac Games)
Design
GDC 2015
F2P and Cross-Platform: How Top Eleven Became the World's Most Played Sp...
by Tomislav Mihajlovic
(Nordeus)
Free to Play Summit
GDC 2015
Faerie Dust and Sparkles: Bringing Your AI Characters to Life
by Kevin Dill
(Lockheed Martin)
AI Summit
GDC 2015
Failure Workshop
by Adam Saltsman
(Finji)
Independent Games Summit
GDC 2015
Failure Workshop
by Adam Saltsman
(Finji)
Independent Games Summit
GDC 2015
Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline
by Remi Quenin
(Ubisoft Montreal)
Programming
GDC 2015
Featured on the App Stores - An Indie Guide
by Tom Kinniburgh
(Game Analytics)
Smartphone & Tablet Games Summit
GDC 2015
FEED ME! Managing Information Overload
by Taina Berardi
(Daybreak Games)
Community Management Summit
GDC 2015
Five Things You Can Do Today to Be a Bit More Agile
by Nathalie Goh-Livorness
(Microsoft)
Business, Marketing & Management
GDC 2015
Flutter Postmortem: Cultivating a Niche for F2P Success
by Tim Nixon
(Runaway)
Free to Play Summit
GDC 2015
Forced-Based Anticipatory Collision Avoidance in Crowd Simulations
by Stephen Guy
(University of Minnesota)
AI Summit
GDC 2015
Free Your Management Mind, a Successful Community Team Will Follow
by Chloe Swain
(Lionbridge Game Services)
Community Management Summit
GDC 2015
From 58 to 81: The Mighty Comeback of Gazillion's Marvel Heroes 2015
by David Brevik
(Gazillion Entertainment)
Design
GDC 2015
From Jem to CastleVille - A "Truly Outrageous" Game Narrative Postmortem
by Christy Marx
(Zynga)
Game Narrative Summit
GDC 2015
From Student To Designer/Writer: Real Talk
by Katie Chironis
(Her Interactive)
Game Career Seminar
GDC 2015
Galak-Z: Forever: Building Space-Dungeons Organically
by Zach Aikman
(17-Bit)
Advocacy
GDC 2015
game < design
by Stone Librande
(Riot Games)
Design
GDC 2015
Game Design Case Studies - One Designer | One Game | One System
by Eric Zimmerman
(NYU Game Center)
Design
GDC 2015
Gaming Against Violence: Effectiveness of Video Games for Abuse Prevention
by Drew Crecente
(Jennifer Ann's Group)
Advocacy
GDC 2015
Gaming the Laws of War: Can Real Consequences Mean Real Fun?
by Daniel Greenberg
(Media Rez LLC)
Design
GDC 2015
Get Ready for Launch: How AAA Titles Do It
by Ashley Bennett
(Electronic Arts)
Production
GDC 2015
Getting Buy-In: How to Give Your Game Audio Style
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2015
Getting off the NavMesh: Navigating in Fully 3D Environments
by Dan Brewer
(Digital Extremes)
AI Summit
GDC 2015
Goal-Oriented Action Planning: Ten Years Old and No Fear!
by Chris Conway
(Crystal Dynamics)
AI Summit
GDC 2015
Goal-Oriented Action Planning: Ten Years Old and No Fear!
by Chris Conway
(Crystal Dynamics)
AI Summit
GDC 2015
Gravity Ghost: A Postmortem
by Erin Robinson
(Ivy Games)
Independent Games Summit
GDC 2015
Growing Pains: Taking a Studio from 0-60
by Chelsea Blasko
(Iron Galaxy Studios, LLC)
Business, Marketing & Management
GDC 2015
Harnessing the Power of Player-Generated Content on Mobile
by Cass Phillipps
(Pocket Gems)
Business, Marketing & Management
GDC 2015
Harvesting Interactive Fiction
by Heather Albano
(Choice of Games LLC)
Game Narrative Summit
GDC 2015
Hermes: Extensible REST and RPC Communication for Games Features
by Andrew McVeigh
(Riot Games)
Programming
GDC 2015
Hiring for Hopeless Perfectionists
by Sunni Pavlovic
(thatgamecompany)
Business, Marketing & Management
GDC 2015
History-Shaping Design: Tales Told by Early American Board Games
by Julia Keren Detar
(Untame)
Design
GDC 2015
How FIFA Delivers Live Content to Users Fast
by Gurdarshan Dhillon
(Electronic Arts)
Business, Marketing & Management
GDC 2015
How GAMEVIL Transitioned from Premium Apps to Freemium Service
by Han Sol Junger
(GAMEVIL USA)
Production
GDC 2015
How to Choose the Best Typographic System for Your Global Game
by Terrance Weinzierl
(Monotype)
Visual Arts
GDC 2015
How to Implement AAA Game UI in HTML and JavaScript
by Yee Cheng Chin
(Electronic Arts/Maxis)
Programming
GDC 2015
How to Make Your Game Just Completely Hilarious: The Stanley Parable
by William Pugh
(Roberts & Co Bunsen Outlet Limited)
Design
GDC 2015
How to Protect Your Game's Code With Fuzzing
by Dave Weinstein
(Hewlett-Packard)
Programming
GDC 2015
How YouTubers and Twitch Streamers Can Help Sell Your Games
by Mike Rose
(tinyBuild Games)
Business, Marketing & Management
GDC 2015
Idle Games: The Mechanics and Monetization of Self-Playing Games
by Anthony Pecorella
(Kongregate)
Free to Play Summit
GDC 2015
In It for the Long Hall: How Wooga Boosts Long-Term Retention
by Sebastian Nussbaum
(Wooga GmbH)
Free to Play Summit
GDC 2015
In the Hearts of Players: Affection Games and Mobile Love
by Lindsay Grace
(American University)
Smartphone & Tablet Games Summit
GDC 2015
In Your Hands: The Character (of Watch_Dogs)
by David Therriault
(Ubisoft Montreal)
Programming
GDC 2015
Increasing Gender Diversity in Game Development Programs
by Clara Fernandez Vara
(NYU Game Center)
GDC Education Summit
GDC 2015
Indie Polish: Making the Most of the Last 10%
by Mike Bithell
(Mike Bithell Games)
Visual Arts
GDC 2015
Indie Soapbox
by Mike Bithell
(Mike Bithell Games)
Independent Games Summit
GDC 2015
Infinite Play
by Richard Lemarchand
(USC)
Design
GDC 2015
Innovations in The Sims 4 Character Creator
by Sri Nair
(Electronic Arts)
Visual Arts
GDC 2015
Internships- Bridging the Gap from Education to Industry
by Caitlin Goodale
(Microsoft)
Game Career Seminar
GDC 2015
Landing Your First Game and Building a Career
by Kole Hicks
(Kole Audio Solutions)
Audio
GDC 2015
Leading High Performance Teams
by Madelaine Beermann
(Ubisoft)
Business, Marketing & Management
GDC 2015
Leading Players Astray: 80 Days & Unexpected Stories
by Meg Jayanth
(Freelance)
Independent Games Summit
GDC 2015
Less is More: Designing Awesome AI
by Kimberly Voll
(Zany T Games)
Independent Games Summit
GDC 2015
Lessons from the Core Engine Architecture of Destiny
by Chris Butcher
(Bungie)
Programming
GDC 2015
Level Design in a Day: Level Design Histories and Futures
by Robert Yang
(Parsons / NYU)
Design
GDC 2015
Level Design in a Day: Procedural Level Design in Eldritch
by David Pittman
(Minor Key Games)
Design
GDC 2015
Level Design in a Day: The Level Design of Gone Home
by Kate Craig
(Fullbright)
Design
GDC 2015
Level Design in a Day: The Worlds of Sunset Overdrive
by Liz England
(Insomniac Games)
Design
GDC 2015
Level Design in a Day: Wayfinding & Storytelling Techniques
by Brendon Chung
(Blendo Games)
Design
GDC 2015
Level Up Your Game: The Untapped Potential of Roguelikes
by Tom Cadwell
(Riot Games)
Design
GDC 2015
LittleBigPlanet 3 and Beyond: Taking Your Score to Vertical Extremes
by Winifred Phillips
(Generations Productions LLC)
Audio
GDC 2015
LiveOps: A Process in the Making
by Bethany Frank
(MunkyFun, Inc)
Production
GDC 2015
Making Full Use of Orchestral Colors in Interactive Music
by Jim Fowler
(Sony Computer Entertainment - World Wide Studios)
Audio
GDC 2015
Making It to Break It: Designing Hack 'n' Slash
by Brandon Dillon
(Double Fine)
Independent Games Summit
GDC 2015
Making Money with Google Play
by John McGuire
(Google)
Free to Play Summit
GDC 2015
Making Things Up: The Power and Peril of PCG
by Gillian Smith
(Northeastern University)
AI Summit
GDC 2015
Making Things Up: The Power and Peril of PCG
by Gillian Smith
(Northeastern University)
AI Summit
GDC 2015
Managing Game Communities Within the Culture Wars
by Gordon Walton
(Art & Craft Entertainment)
Community Management Summit
GDC 2015
Manifest Destiny: Localizing Bungie's Destiny for the World
by Tom Slattery
(Bungie)
Production
GDC 2015
Massive Crowd on Assassin's Creed Unity: AI Recycling
by Francois Cournoyer
(Ubisoft)
Programming
GDC 2015
Math for Game Programmers: Game Math Case Studies
by Eric Lengyel
(Terathon Software)
Programming
GDC 2015
Math for Game Programmers: Intro: Math Tutorial Fast Forward and Doing M...
by Squirrel Eiserloh
(SMU Guildhall)
Programming
GDC 2015
Math for Game Programmers: Intro: Math Tutorial Fast Forward and Doing M...
by Squirrel Eiserloh
(SMU Guildhall)
Programming
GDC 2015
Math for Game Programmers: Inverse Kinematics Revisited
by Gino van den Bergen
(Dtecta)
Programming
GDC 2015
Math for Game Programmers: Mixing Geodetic, Hand-crafted and Procedural ...
by Graham Rhodes
(Applied Research Associates, Inc.)
Programming
GDC 2015
Meaningful Pay: Monetizing F2P Without "The Pinch"
by Scott Rigby
(Immersyve)
Free to Play Summit
GDC 2015
Measuring and Manipulating Player Trust through Choice and Game Mechanics
by Chris Hazard
(Hazardous Software)
AI Summit
GDC 2015
Metagame Balance
by Alexander Jaffe
(Spry Fox)
eSports Summit
GDC 2015
Mobile Devices as Development Platform in Broken Age
by Oliver Franzke
(Double Fine Productions)
Programming
GDC 2015
More Science Behind Shaping Player Behavior in Online Games
by Jeffrey Lin
(Riot Games)
Design
GDC 2015
Moving the Needle: User Research at the End of the Production Cycle
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2015
Narrative Review Process - Getting Useful Feedback on Your Story
by Jonathan Dankoff
(Ubisoft)
Game Narrative Summit
GDC 2015
Networking Gameplay and AI in Assassin's Creed Unity
by Charles Lefebvre
(Ubisoft)
Programming
GDC 2015
Never Alone: the Art and the People of the Story
by Dima Veryovka
(E-Line Media)
Visual Arts
GDC 2015
New Approaches to F2P Game Design
by Ethan Levy
(FamousAspect)
Free to Play Summit
GDC 2015
No More Excuses, Your Guide to Accessible Design
by Tara Voelker
(Ready at Dawn)
Design
GDC 2015
Office Space: Do's and Don'ts of Game Development Workplace Design
by Demetri Detsaridis
(The Leisure Committee)
Business, Marketing & Management
GDC 2015
One Up: How Our Game Saved a Life
by Oliver Miao
(Pixelberry Studios)
Design
GDC 2015
Open Development: Taking Desktop Dungeons from Prototype to Pre-Order to...
by Marc Luck
(QCF Design)
Independent Games Summit
GDC 2015
Open World Game Audio - Sunset Overdrive
by Dwight Okahara
(Insomniac Games)
Audio
GDC 2015
Order from Chaos: The Art Direction of Sunset Overdrive
by Jacinda Chew
(Insomniac Games)
Visual Arts
GDC 2015
Parallel Worlds: The Mysterious Art of the Sub-Narrative
by Navid Khavari
(Ubisoft Toronto)
Game Narrative Summit
GDC 2015
Parallelizing the Naughty Dog Engine Using Fibers
by Christian Gyrling
(Naughty Dog)
Programming
GDC 2015
Perfecting the Recipe for Mobile Success: Restaurant Story 2 Postmortem
by Tim LeTourneau
(Storm8)
Design
GDC 2015
Permadeath, Aging and Marriage: The Bloodline System of Massive Chalice
by Brad Muir
(Double Fine Productions)
Design
GDC 2015
Physics for Game Programmers : Robust Contact Creation for Physics Simu...
by Dirk Gregorius
(Valve)
Programming
GDC 2015
Physics for Game Programmers : Numerical Methods
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2015
Physics for Game Programmers : Physics Optimization Strategies
by Sergiy Migdalskiy
(Valve)
Programming
GDC 2015
Physics for Game Programmers: Destruction in Smash Hit
by Dennis Gustafsson
(Mediocre)
Programming
GDC 2015
Player Choice of Gender and Body Type in Sunset Overdrive
by Adalbert Kinsey
(Insomniac Games)
Visual Arts
GDC 2015
Playing Your Own Game: How Mobile Indies Can Maximize Their Chances Befo...
by Keith Katz
(Execution Labs)
Business, Marketing & Management
GDC 2015
Plot Is Dumb, Character Is Cool: Writing for DLC
by Anthony Burch
(Gearbox Software)
Game Narrative Summit
GDC 2015
Portrayals and Pitfalls of Fatness in Games
by Todd Harper
(University of Baltimore)
Advocacy
GDC 2015
Postmortem: Developing Systemic Crowd Events on Assassin's Creed Unity
by Christine Blondeau
(Ubisoft Montreal)
Design
GDC 2015
Procedural and Automation Techniques for Design and Production of Sunset...
by David Santiago
(Insomniac Games)
Design
GDC 2015
Producer Bootcamp: How to Prioritize When Everything is Pri 1
by Ruth Tomandl
(PlayFab, Inc.)
Production
GDC 2015
Producer Bootcamp: My To-Do List: Organizing a Producer's Work
by Bernard Yee
(Oculus)
Production
GDC 2015
Producer Bootcamp: The Bane of All Development Postmortems: Communicatio...
by Aaron Thibault
(Gearbox Software)
Production
GDC 2015
Producer Panel: Managing Your Indie Team
by Alex Schwartz
(Owlchemy Labs)
Independent Games Summit
GDC 2015
Producer Panel: Managing Your Indie Team
by Alex Schwartz
(Owlchemy Labs)
Independent Games Summit
GDC 2015
Reimagining Simulation Sports as an Independent Developer
by Peter Garcin
(HB Studios)
Design
GDC 2015
Remember to Relax! Realizing Relaxed Behaviors in AAA Games
by Bobby Anguelov
(Ubisoft Montreal)
AI Summit
GDC 2015
Remote Working at Spry Fox
by Andrew Fray
(Spry Fox)
Production
GDC 2015
Rendering the World of Far Cry 4
by Stephen McAuley
(Ubisoft Montreal)
Programming
GDC 2015
Returners and Retention - How to Win Back Lapsed Players
by Phil Mansell
(Jagex Game Studios)
Design
GDC 2015
Rules of the Game: Five Tricks of Highly Effective Designers
by Richard Rouse III
(Paranoid Productions)
Design
GDC 2015
Saving It, Showing It: Collecting and Exhibiting Videogame History
by William Huber
(Abertay University, School of Art, Media and Games)
Advocacy
GDC 2015
Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
by Itay Keren
(Untame)
Independent Games Summit
GDC 2015
Shared World Shooter: Destiny's Networked Mission Architecture
by Justin Truman
(Bungie)
Design
GDC 2015
SIMD at Insomniac Games: How We Do the Shuffle
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2015
SIMD at Insomniac Games: How We Do the Shuffle
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2015
Smart Sound Design Using Modularity and Data Inheritance
by Martin Loxton
(Frostbite)
Audio
GDC 2015
Social Casino Postmortems
by Jessy Hanley
(GSN Games)
Free to Play Summit
GDC 2015
Social Casino Postmortems
by Jessy Hanley
(GSN Games)
Free to Play Summit
GDC 2015
Social Impact in Design and Acquisition
by Dmitri Williams
(Ninja Metrics)
Free to Play Summit
GDC 2015
Socially Responsible Game Education
by Jane Pinckard
(University of Southern California)
GDC Education Summit
GDC 2015
Steal These Templates - Creating a Community Plan the Easy Way
by Stephanie Bayer
(Insomniac Games)
Community Management Summit
GDC 2015
Straight Talk About Community Manager Tenure
by Nova Barlow
(University of Washington, Center for Game Science)
Community Management Summit
GDC 2015
Strategic Community Communication: Managing Your Channels Without Runnin...
by Maurice Tan
(Deep Silver)
Community Management Summit
GDC 2015
Strategies for Efficient Authoring of Content in Middle-earth: Shadow of...
by Doug Heimer
(Monolith Productions)
Programming
GDC 2015
Streaming in Sunset Overdrive's Open World
by Elan Ruskin
(Insomniac Games)
Programming
GDC 2015
Success Through Stubbornness: The Race The Sun Story
by Aaron San Filippo
(Flippfly)
Independent Games Summit
GDC 2015
Sunset City Express: Improving the NavMesh Pipeline in Sunset Overdrive
by Jonathan Adamczewski
(Insomniac Games)
AI Summit
GDC 2015
Surviving the Jump from AAA to Indie
by Robert Zubek
(SomaSim)
Business, Marketing & Management
GDC 2015
Taking It Personal: The Emotional Toll of Being Indie
by Christian Allen
(Serellan LLC)
Advocacy
GDC 2015
Teaching the Aesthetics of Game Audio Design
by Chanel Summers
(Syndicate 17)
GDC Education Summit
GDC 2015
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2015
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2015
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2015
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2015
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2015
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2015
The Art of Aztez
by Ben Ruiz
(Team Colorblind)
Visual Arts
GDC 2015
The Art of Firewatch
by Jane Ng
(Campo Santo)
Visual Arts
GDC 2015
The Art of First Person Animation for Destiny
by David Helsby
(Bungie)
Visual Arts
GDC 2015
The Art of Monument Valley
by Ken Wong
(ustwo)
Visual Arts
GDC 2015
The Benefits and Challenges of Supporting Third-Party Developers in Games
by Regner Blok-Andersen
(CCP Games)
Design
GDC 2015
The Color of Enlightenment: Defining Shangri-La Within Far Cry 4
by Joshua Cook
(Ubisoft Toronto)
Visual Arts
GDC 2015
The Design in Narrative Design
by Jurie Horneman
(Independent)
Game Narrative Summit
GDC 2015
The Evolving JRPG Audio Culture
by Tomohiro Yajima
(Square Enix)
Audio
GDC 2015
The Gamer's Brain: How Neuroscience and UX Can Impact Design
by Celia Hodent
(Epic Games)
Design
GDC 2015
The Lemming Thinking: F2P Business Model Reviewed
by Carsten van Husen
(Gameforge)
Business, Marketing & Management
GDC 2015
The Neuroscience of Game Audio
by Zak Belica
(Epic Games, Inc.)
Audio
GDC 2015
The Play of Stillness: Designing Experiential Play Spaces
by Brian Upton
(Sony Santa Monica)
Design
GDC 2015
The Power of the Abstract
by Liz Ryerson
(ella guro)
Design
GDC 2015
The Turning Tide: Independent Game Sales in 2015
by Mike Rose
(tinyBuild Games)
Independent Games Summit
GDC 2015
The Ultimate Trim: Texturing Techniques of Sunset Overdrive
by Morten Olsen
(Insomniac Games)
Visual Arts
GDC 2015
The Universe: How To Break The Game
by Dain Saint
(Cipher Prime)
Independent Games Summit
GDC 2015
The Vertical Slice Challenge
by Greg Donovan
(Volition)
Production
GDC 2015
The Year in F2P Games, Part One: Social/Mobile
by Steve Meretzky
(GSN Games)
Free to Play Summit
GDC 2015
The Year in F2P Games, Part Two: Beyond Social/Mobile
by Frank Cartwright
(Reloaded Games Inc.)
Free to Play Summit
GDC 2015
Those that Slay Together A Co-op Manifesto
by Kevin Martens
(Blizzard Entertainment)
Design
GDC 2015
Tools Development at Ubisoft: Building a Shared Vision to Improve the Us...
by David Lightbown
(Ubisoft)
Programming
GDC 2015
Transitioning from Linear to Open World Design with Sunset Overdrive
by Liz England
(Insomniac Games)
Design
GDC 2015
Turing Tantrums: AI Devs Rant!!
by Steve Rabin
(DigiPen Institute of Technology)
AI Summit
GDC 2015
Turning the Tide: Hiring and Retaining Women in the Games Industry
by Fiona Cherbak
(Gameloft)
Advocacy
GDC 2015
Two Audiences, One Game: Shattered Planet on Mobile and Steam
by Jongwoo Kim
(Kitfox Games)
Smartphone & Tablet Games Summit
GDC 2015
Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to...
by Alexis Vaisse
(Ubisoft)
Programming
GDC 2015
Unconventional Wisdom on Creating a Passionate Community
by Gabe Graziani
(Ubisoft)
Community Management Summit
GDC 2015
User Research on Destiny
by John Hopson
(Bungie)
Design
GDC 2015
Using Earned Value to Course Correct and Deliver on Time
by Maxwell Zierath
(Filament Games LLC)
Business, Marketing & Management
GDC 2015
Virtual Visuals: Key Lessons for Artists Working with VR
by Jason Hickey
(Sony Computer Entertainment Europe)
Visual Arts
GDC 2015
We Suck at Inclusivity: How Language Creates the Largest Invisible Minor...
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2015
Why Indies Need to Think Backwards to Move Forward
by Charles Cox
(4gency)
Business, Marketing & Management
GDC 2015
Why They Buy: Gamers in the World of Perpetual Sales
by Ethan Levy
(FamousAspect)
Business, Marketing & Management
GDC 2015
World of Tanks Blitz Postmortem: Building a AAA MMO for Mobile Devices
by Vitaliy Borodovsky
(Wargaming)
Business, Marketing & Management
GDC 2015
Written on Your Eyeballs: Game Narrative in VR
by Rob Morgan
(Freelance)
Game Narrative Summit