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 2016
Animation Bootcamp: Motion Matching: The Future of Games Animation...Today
by Kristjan Zadziuk
(Ubisoft Toronto)
Design
GDC 2016
Animation Bootcamp: Motion Matching: The Future of Games Animation...Today
by Kristjan Zadziuk
(Ubisoft Toronto)
Design
GDC 2016
Animation Bootcamp: Skylander's Cinematics - Creating Narrative Driven C...
by John Paul Rhinemiller
(Vicarious Visions)
Design
GDC 2016
Animation Bootcamp: The 'Animate' Button - Mocap Automation Techniques a...
by Dan Lowe
(Ubisoft Montreal)
Design
GDC 2016
Animation Bootcamp: The 'Animate' Button - Mocap Automation Techniques a...
by Dan Lowe
(Ubisoft Montreal)
Design
GDC 2016
Audio-Driven Game Design
by Per Anders Ostblad
(University of Skovde / Nifty Sound)
Design
GDC 2016
Audio-Driven Game Design
by Per Anders Ostblad
(University of Skovde / Nifty Sound)
Design
GDC 2016
Awesome Video Game Data 2016
by Geoffrey Zatkin
(EEDAR)
Design
GDC 2016
Awesome Video Game Data 2016
by Geoffrey Zatkin
(EEDAR)
Design
GDC 2016
Be Spiky: A Decade of New Ideas
by Jamie Cheng
(Klei Entertainment)
Design
GDC 2016
Beat it. A Retrospective of 'Need for Speed: Hot Pursuit'
by James Svensson
(Criterion Games)
Design
GDC 2016
Beat it. A Retrospective of 'Need for Speed: Hot Pursuit'
by James Svensson
(Criterion Games)
Design
GDC 2016
Beyond Ageism: Designing Meaningful Games for an Older Audience
by Bob De Schutter
(Miami University)
Design
GDC 2016
Beyond Ageism: Designing Meaningful Games for an Older Audience
by Bob De Schutter
(Miami University)
Design
GDC 2016
Built for Broadcasting: The Coming Era of Game Design for Interactive Li...
by Brooke Van Dusen
(Twitch)
Design
GDC 2016
Classic Game Postmortem: 'Ms. Pac-Man'
by Steve Golson
(Independent)
Design
GDC 2016
Classic Game Postmortem: 'Ms. Pac-Man'
by Steve Golson
(Independent)
Design
GDC 2016
Classic Game Postmortem: Rez
by Tetsuya Mizuguchi
(Enhance Games)
Design
GDC 2016
Classic Game Postmortem: Rez
by Tetsuya Mizuguchi
(Enhance Games)
Design
GDC 2016
Co-Development: Open and Agile Game Development
by Starr Long
(Portalarium)
Design
GDC 2016
Co-Development: Open and Agile Game Development
by Starr Long
(Portalarium)
Design
GDC 2016
Darkest Dungeon: A Design Postmortem
by Tyler Sigman
(Red Hook Studios)
Design
GDC 2016
Darkest Dungeon: A Design Postmortem
by Tyler Sigman
(Red Hook Studios)
Design
GDC 2016
Designing Discomfort
by Dietrich Squinkifer
(Independent)
Design
GDC 2016
Designing Discomfort
by Dietrich Squinkifer
(Independent)
Design
GDC 2016
Distilling A Franchise: A Lara Croft GO Postmortem
by Antoine Routon
(Square Enix Montreal)
Design
GDC 2016
Empowering the Player: Level Design in N++
by Mare Sheppard
(Metanet Software, Inc.)
Design
GDC 2016
Emptying the Trash: A Last Look at TRS-80 Game Designs
by Jim McGinley
(Bigpants)
Design
GDC 2016
Engines of Play: How Player Motivation Changes Over Time
by Jason VandenBerghe
(Ubisoft)
Design
GDC 2016
Experimental Gameplay Workshop
by Tracy Fullerton
(USC)
Design
GDC 2016
Explorers in VR: Walking the Edge of Nowhere
by Brian Allgeier
(Insomniac Games)
Design
GDC 2016
Forging The River in "The Flame in The Flood"
by Damian Isla
(The Molasses Flood)
Design
GDC 2016
GDC Microtalks 2016: Everyone Loves to Play
by Richard Lemarchand
(University of Southern California)
Design
GDC 2016
Getting to Greenlight: Designing a Game Fit for (a) King
by Tristan Clark
(King)
Design
GDC 2016
Getting to Greenlight: Designing a Game Fit for (a) King
by Tristan Clark
(King)
Design
GDC 2016
Gods and Dumps: Attribute Tuning in 'Pillars of Eternity'
by Josh Sawyer
(Obsidian Entertainment)
Design
GDC 2016
Gods and Dumps: Attribute Tuning in 'Pillars of Eternity'
by Josh Sawyer
(Obsidian Entertainment)
Design
GDC 2016
History and Game Design
by Chris King
(Paradox Interactive)
Design
GDC 2016
History Shaping Design: Gender Roles As Shown In Centuries of Game Design
by Julia Keren Detar
(Untame)
Design
GDC 2016
History Shaping Design: Gender Roles As Shown In Centuries of Game Design
by Julia Keren Detar
(Untame)
Design
GDC 2016
How We Introduced UX to Epic Games' Production Pipeline
by Celia Hodent
(Epic Games)
Design
GDC 2016
How We Introduced UX to Epic Games' Production Pipeline
by Celia Hodent
(Epic Games)
Design
GDC 2016
Idle Chatter: What We Can Learn From Self-Playing Games
by Anthony Pecorella
(Kongregate)
Design
GDC 2016
Includification: How to Make Your Game(s) More Inclusive to Millions
by Mark Barlet
(AbleGamers)
Design
GDC 2016
Ink: The Narrative Scripting Language Behind '80 Days' and 'Sorcery!'
by Joseph Humfrey
(inkle, Ltd.)
Design
GDC 2016
Ink: The Narrative Scripting Language Behind '80 Days' and 'Sorcery!'
by Joseph Humfrey
(inkle, Ltd.)
Design
GDC 2016
Keeping Level Designers in the Zone Through Level Editor Design
by Robin-Yann Storm
(Independent)
Design
GDC 2016
Keeping Level Designers in the Zone Through Level Editor Design
by Robin-Yann Storm
(Independent)
Design
GDC 2016
Level Design Workshop: 360 Approach for Open World Mission Design
by Philippe Bergeron
(Ubisoft Montreal)
Design
GDC 2016
Level Design Workshop: 360 Approach for Open World Mission Design
by Philippe Bergeron
(Ubisoft Montreal)
Design
GDC 2016
Level Design Workshop: Adding Life to your Level
by Seth Rosen
(Hangar 13)
Design
GDC 2016
Level Design Workshop: Adding Life to your Level
by Seth Rosen
(Hangar 13)
Design
GDC 2016
Level Design Workshop: Architecture in Level Design
by Claire Hosking
(Independent)
Design
GDC 2016
Level Design Workshop: Building Firewatch in Unity
by Jake Rodkin
(Campo Santo)
Design
GDC 2016
Level Design Workshop: Building Firewatch in Unity
by Jake Rodkin
(Campo Santo)
Design
GDC 2016
Level Design Workshop: Level Design in Impossible Geometry
by William Chyr
(Independent)
Design
GDC 2016
Level Design Workshop: Level Design in Impossible Geometry
by William Chyr
(Independent)
Design
GDC 2016
Level Design Workshop: Solving Puzzle Design
by Jolie Menzel
(Ubisoft San Francisco)
Design
GDC 2016
Level Design Workshop: Solving Puzzle Design
by Jolie Menzel
(Ubisoft San Francisco)
Design
GDC 2016
Level Design Workshop: The Illusion of Choice
by Jim Brown
(Epic Games)
Design
GDC 2016
Level Design Workshop: The Illusion of Choice
by Jim Brown
(Epic Games)
Design
GDC 2016
Level Design Workshop: What Level Designers Can Bring to VR
by Lee Perry
(Independent)
Design
GDC 2016
Level Design Workshop: What Level Designers Can Bring to VR
by Lee Perry
(Independent)
Design
GDC 2016
Making Moves: Designing Spartan Abilities for 'Halo 5: Guardians'
by Ryan Darcey
(343 Industries)
Design
GDC 2016
Making Moves: Designing Spartan Abilities for 'Halo 5: Guardians'
by Ryan Darcey
(343 Industries)
Design
GDC 2016
Making the World of Firewatch
by Jane Ng
(Campo Santo)
Design
GDC 2016
Making the World of Firewatch
by Jane Ng
(Campo Santo)
Design
GDC 2016
Mobile Devices and Disabled Gamers
by Ian Hamilton
(Ian Hamilton Design & Consultancy)
Design
GDC 2016
Music Design: Lessons from 'The Last of Us' and More
by Jonathan Mayer
(SCEA)
Design
GDC 2016
Open Production With Sunless Sea: Kickstarter, Early Access and After
by Alexis Kennedy
(Failbetter Games)
Design
GDC 2016
Optimizing Our Mobile Store Listing
by Christian Calderon
(Ketchapp)
Design
GDC 2016
Overwatch - The Elusive Goal: Play by Sound
by Scott Lawlor
(Blizzard Entertainment)
Design
GDC 2016
Overwatch - The Elusive Goal: Play by Sound
by Scott Lawlor
(Blizzard Entertainment)
Design
GDC 2016
Precognitive Interactive Music: Yes You Can!
by Paul Lipson
(Formosa Interactive)
Design
GDC 2016
Rocket League: The Road From Cult Classic to Surprise Success
by Corey Davis
(Psyonix)
Design
GDC 2016
Rocket League: The Road From Cult Classic to Surprise Success
by Corey Davis
(Psyonix)
Design
GDC 2016
Rules of the Game: Five More Techniques from Quite Inventive Designers
by Richard Rouse III
(Paranoid Productions)
Design
GDC 2016
Rules of the Game: Five More Techniques from Quite Inventive Designers
by Richard Rouse III
(Paranoid Productions)
Design
GDC 2016
Storytelling Tools: Using Music & Sound Creatively
by Jason Graves
(Independent)
Design
GDC 2016
Supercharged! Vehicle Physics in 'Skylanders'
by Jan Erik Steel
(Vicarious Visions)
Design
GDC 2016
Supercharged! Vehicle Physics in 'Skylanders'
by Jan Erik Steel
(Vicarious Visions)
Design
GDC 2016
Surrounded by 800lb Gorillas! Standing Up to the Competition (presented ...
by Tramell Isaac
(Boss Key Productions)
Design
GDC 2016
Tales From a Crowdsourced Game Design
by David Osborne
(Jagex)
Design
GDC 2016
Tales From a Crowdsourced Game Design
by David Osborne
(Jagex)
Design
GDC 2016
The Design of Everyday Games
by Christina Wodtke
(CCA)
Design
GDC 2016
The Design of Everyday Games
by Christina Wodtke
(CCA)
Design
GDC 2016
THE GAME DESIGN CHALLENGE: The Thirty-Year Game
by Eric Zimmerman
(Independent)
Design
GDC 2016
THE GAME DESIGN CHALLENGE: The Thirty-Year Game
by Eric Zimmerman
(Independent)
Design
GDC 2016
THE GAME DESIGN CHALLENGE: The Thirty-Year Game
by Eric Zimmerman
(Independent)
Design
GDC 2016
THE GAME DESIGN CHALLENGE: The Thirty-Year Game
by Eric Zimmerman
(Independent)
Design
GDC 2016
The Gamer Motivation Profile: Model and Findings
by Nick Yee
(Quantic Foundry)
Design
GDC 2016
The Gamer Motivation Profile: Model and Findings
by Nick Yee
(Quantic Foundry)
Design
GDC 2016
The Gamer's Brain, Part 2: UX of Onboarding and Player Engagement
by Celia Hodent
(Epic Games)
Design
GDC 2016
The Gamer's Brain, Part 2: UX of Onboarding and Player Engagement
by Celia Hodent
(Epic Games)
Design
GDC 2016
The World is Listening... But Games Aren't Talking
by Michael John
(UC Santa Cruz)
Design
GDC 2016
To Buy or Not to Buy
by Michele Airoldi
(King)
Design
GDC 2016
To Buy or Not to Buy
by Michele Airoldi
(King)
Design
GDC 2016
Twenty Years, Twenty Lessons
by Mark Rosewater
(Wizards of the Coast)
Design
GDC 2016
Twenty Years, Twenty Lessons
by Mark Rosewater
(Wizards of the Coast)
Design
GDC 2016
VR: Game Design at the Frontier
by Kimberly Voll
(Riot Games)
Design
GDC 2016
VR: Game Design at the Frontier
by Kimberly Voll
(Riot Games)
Design
GDC 2016
What to Expect When You're Expecting a Soft Launch
by Adam Telfer
(Wooga GmbH)
Design
GDC 2016
What to Expect When You're Expecting a Soft Launch
by Adam Telfer
(Wooga GmbH)
Design