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: 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
Awesome Video Game Data 2016
by Geoffrey Zatkin
(EEDAR)
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
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
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
Designing Discomfort
by Dietrich Squinkifer
(Independent)
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
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
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
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: 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: 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: 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 the World of Firewatch
by Jane Ng
(Campo Santo)
Design
GDC 2016
Overwatch - The Elusive Goal: Play by Sound
by Scott Lawlor
(Blizzard Entertainment)
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
Supercharged! Vehicle Physics in 'Skylanders'
by Jan Erik Steel
(Vicarious Visions)
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 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's Brain, Part 2: UX of Onboarding and Player Engagement
by Celia Hodent
(Epic Games)
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
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