GDC 2016
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
GDC 2016
'Dragon Age Inquisition': Trespasser - Building to an Emotional Theme
by John Epler
(BioWare Edmonton)
Game Narrative Summit
GDC 2016
'Fallout 4's' Modular Level Design
by Joel Burgess
(Bethesda Game Studios)
Visual Arts
GDC 2016
'Guild Wars 2: Heart of Thorns'- Iterative MMO Development at Scale
by Sonya Wolfram
(ArenaNet, Inc.)
Production
GDC 2016
'King of Thieves': Designing a F2P Game that's Different
by Eugene Yailenko
(ZeptoLab)
Free to Play Summit
GDC 2016
'Ori and the Blind Forest': Sonic Polish Through Distributed Development
by Gareth Coker
(Gareth Coker Music)
Audio
GDC 2016
'SimCity BuildIt' - What Did I Learn as a Game Designer?
by Petri Ikonen
(Electronic Arts)
Smartphone & Tablet Games Summit
GDC 2016
'The Armello' Postmortem: A Journey of Spirit & Peril
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC 2016
'The Walking Dead: No Man's Land' Postmortem
by Sulka Haro
(Next Games)
Free to Play Summit
GDC 2016
'World of Tanks': Disrupting the Console Space with F2P
by TJ Wagner
(Wargaming)
Business, Marketing & Management
GDC 2016
10 Ways to Make Your Game More Diverse
by Meg Jayanth
(Freelance)
Advocacy
GDC 2016
A Course About Game Balance
by Ian Schreiber
(Rochester Institute of Technology)
GDC Education Summit
GDC 2016
A Stitch in Time: Metaplanning for AI with Unusual Time Controls
by Christopher Hazard
(Hazardous Software Inc.)
AI Summit
GDC 2016
A Torch in the Dark: Using Creative Direction to Light 'The Darkest Dung...
by Chris Bourassa
(Red Hook Studios)
Independent Games Summit
GDC 2016
Adapting Event Design for Casual F2P Titles
by Tim Nixon
(Runaway)
Free to Play Summit
GDC 2016
Advanced Graphics Techniques Tutorial Day: Culling at the Speed of Light...
by Dmitry Zhdan
(NVIDIA)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Culling at the Speed of Light...
by Dmitry Zhdan
(NVIDIA)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Developing The Northlight Eng...
by Ville Timonen
(Remedy Games)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Practical DirectX 12 - Progr...
by Gareth Thomas
(AMD)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Rendering 'Hitman' with Direc...
by Jonas Meyer
(Io Interactive)
Programming
GDC 2016
Advanced VR Rendering Performance
by Alex Vlachos
(Valve)
Programming
GDC 2016
AI Behavior Editing and Debugging in 'Tom Clancy's The Division'
by Jonas Gillberg
(Massive Entertainment - a Ubisoft Studio)
AI Summit
GDC 2016
All Choice No Consequence: Efficiently Branching Narrative
by Cassie Phillipps
(Pocket Gems / FailCon)
Game Narrative Summit
GDC 2016
Alphabear Postmortem
by David Edery
(Spry Fox)
Free to Play Summit
GDC 2016
An Architect's Guide to Creating Expressive Game Environments
by Claris Cyarron
(Silverstring Media)
Visual Arts
GDC 2016
An End-to-End Approach to Physically Based Rendering
by Wes McDermott
(ALLEGORITHMIC)
Visual Arts
GDC 2016
Angry Birds 2 - Next Gen Audio in Only 10 Megabytes
by Jonatan Crafoord
(The Brain)
Audio
GDC 2016
Animating With Math
by Natalie Burke
(Limitless Ltd.)
Programming
GDC 2016
Animating With Math
by Natalie Burke
(Limitless Ltd.)
Programming
GDC 2016
Animation Bootcamp: Motion Matching: The Future of Games Animation...Today
by Kristjan Zadziuk
(Ubisoft Toronto)
Visual Arts
GDC 2016
Animation Bootcamp: The 'Animate' Button - Mocap Automation Techniques a...
by Dan Lowe
(Ubisoft Montreal)
Visual Arts
GDC 2016
Animation Bootcamp: Tricks of the Trade
by Amy Drobeck
(5th Cell Media)
Visual Arts
GDC 2016
Applied Game Theory: The Case of 'Posthuman'
by Gordon Calleja
(Institute of Digital Games)
GDC Education Summit
GDC 2016
Art Direction Bootcamp: 'Guerrilla Games' Approach to Asset Production
by Maarten Van Der Gaag
(Guerrilla Amsterdam)
Visual Arts
GDC 2016
Art Direction Bootcamp: 360 Art Direction
by Tramell Isaac
(Boss Key Productions)
Visual Arts
GDC 2016
Art Direction Bootcamp: Artist Career Challenges and Goals : From AAA Te...
by Cecil Kim
(Section Studios)
Visual Arts
GDC 2016
Art Direction Bootcamp: Building a Visual Threshold
by Stuart Macdonald
(Playraven)
Visual Arts
GDC 2016
Art Direction Bootcamp: Studio Art Direction: What (I think) I've Learne...
by Adam Murguia
(Riot Games)
Visual Arts
GDC 2016
Art Direction Bootcamp: The Future of Lighting
by Jeremy Vickery
(Ubisoft Quebec)
Visual Arts
GDC 2016
Art Direction: Graphic Design is Key
by Liam Wong
(Ubisoft Montreal)
Visual Arts
GDC 2016
Art of Blues and Bullets: Dominating 256 Shades of Grey
by Daniel Candil
(A Crowd of Monsters)
Visual Arts
GDC 2016
Audio Bootcamp: Beyond Middleware: Thinking Like a Programmer
by Ben Houge
(Berklee College of Music)
Audio
GDC 2016
Audio for AAA Virtual Reality Experiences
by Simon Gumbleton
(Sony Computer Entertainment Europe)
Audio
GDC 2016
Audio-Driven Game Design
by Per Anders Ostblad
(University of Skovde / Nifty Sound)
Audio
GDC 2016
Autonomy, Mastery, Purpose - Building a Hyper-Engaged Team
by Alex Mole
(Criterion Games)
Production
GDC 2016
Awesome Video Game Data 2016
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2016
Balancing Accessibility Against Depth in 'Assault Android Cactus'
by Sanatana Mishra
(Witch Beam)
Independent Games Summit
GDC 2016
Beat it. A Retrospective of 'Need for Speed: Hot Pursuit'
by James Svensson
(Criterion Games)
Design
GDC 2016
Been There, Done That: Industry Women Share Experiences and Advice
by Kim McAuliffe
(gamesto.love)
Game Career Seminar
GDC 2016
Beginning with the Word: Building a Game Writing Program
by Lee Sheldon
(Worcester Polytechnic Institute)
GDC Education Summit
GDC 2016
Behind the Scenes of Cinematic Dialogues in 'The Witcher 3: Wild Hunt'
by Piotr Tomsinski
(CD Projekt RED)
Programming
GDC 2016
Beyond Ageism: Designing Meaningful Games for an Older Audience
by Bob De Schutter
(Miami University)
Advocacy
GDC 2016
Blending Autonomy and Control: Creating NPCs for 'Tom Clancy's The Divis...
by Philip Dunstan
(Massive Entertainment, a Ubisoft Studio)
AI Summit
GDC 2016
Blurring the Line Between Community & Studio
by Johan Andersson
(Paradox Interactive)
Production
GDC 2016
Breaking Through the Mobile Clutter: Marketing Your iOS Game
by Dana Trebella
(Spoke & Wheel Strategy)
Smartphone & Tablet Games Summit
GDC 2016
Building a Low-Fragmentation Memory System for 64-bit Games
by Aaron MacDougall
(Sony London Studio)
Programming
GDC 2016
Building Obduction: Cyan's Custom UE4 Art Tools
by Eric Anderson
(Cyan, Inc.)
Programming
GDC 2016
Capturing and Visualizing RealTime GPU Performance in 'Mortal Kombat X'
by Adisak Pochanayon
(Netherrealm Studios)
Programming
GDC 2016
Casting for Video Games: Unraveling the Dark Art
by Michael Csurics
(The Brightskull Entertainment Group)
Audio
GDC 2016
Character Wrangling: Managing Large Casts with Documentation and Design
by Leah Miller
(Freelance)
Game Narrative Summit
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
Collaboration, Not Competition: Growing Your Community Through Studio Pa...
by Alex Hayter
(Torn Banner Studios)
Business, Marketing & Management
GDC 2016
Composing Music for VR Games: 'Adventure Time' Case Study
by Erik Desiderio
(Erik Desiderio Music)
Audio
GDC 2016
Crafting AI for Epic Boss Battles in 'Warframe'
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2016
Crisis and Opportunity: Communities in Good Times and Bad
by Janet Ebsen
(Kongregate, Inc.)
Community Management Summit
GDC 2016
Critical Hit - Safer Space Lessons From an Inclusive Games Collaboratory
by Ida Marie Toft
(Concordia University)
Advocacy
GDC 2016
Crowdsourcing: Communities as a Force For Good
by Matthew Lee
(IGDA Serious Games SIG)
Advocacy
GDC 2016
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC 2016
Darkest Dungeon: A Design Postmortem
by Tyler Sigman
(Red Hook Studios)
Design
GDC 2016
Dealing with Cheating: Five Years of Evolving Approaches
by Nick van Vugt
(Uken Games)
Community Management Summit
GDC 2016
Deciding What to Make: A Greenlight Process for Commercial Indies
by Adam Saltsman
(Finji)
Business, Marketing & Management
GDC 2016
Delivering Console Car Visuals on Mobile With 'CSR Racing 2'
by Liam Murphy
(NaturalMotion)
Programming
GDC 2016
Depression-Proof Studio Culture: A How-To For Mental Wellness
by Russ Pitts
(Take This, Inc.)
Advocacy
GDC 2016
Design In Detail: Controlling Land Sliders
by Luke Muscat
(Prettygreat)
Smartphone & Tablet Games Summit
GDC 2016
Designing AI for Competitive Games
by Derek Neal
(Maximum Games)
Programming
GDC 2016
Designing Asymmetric Gameplay For 'Keep Talking and Nobody Explodes'
by Ben Kane
(Steel Crate Games)
Independent Games Summit
GDC 2016
Designing Discomfort
by Dietrich Squinkifer
(Independent)
Design
GDC 2016
Designing for One to One Million: 'The Choice' Chamber Postmortem
by Michael Molinari
(Studio Bean)
Independent Games Summit
GDC 2016
Designing the Anti-Platformer: 'Mushroom 11' Puzzle Systems
by Itay Keren
(Untame)
Independent Games Summit
GDC 2016
DevOps for Mobile: It's Not Just for Enterprise Anymore
by Tim Hargreaves
(Electronic Arts)
Smartphone & Tablet Games Summit
GDC 2016
Don't Fear the Queer: Audiences are Ready!
by Heidi McDonald
(IThrive Games)
Game Narrative Summit
GDC 2016
Don't Spend Millions: 'Rival Kingdoms' Launch Defined Our New Marketing ...
by Simon Hade
(Space Ape Games)
Free to Play Summit
GDC 2016
Elements of an Engaging Sound Mix
by Kevin Regamey
(Power Up Audio)
Independent Games Summit
GDC 2016
Emotional Labor and Diversity
by Jeremy (Dalberg) Preacher
(Metafilter)
Community Management Summit
GDC 2016
Engineering Decisions Behind World of Tanks Server
by Maksim Baryshnikov
(Wargaming)
Programming
GDC 2016
Evaluating Game Experiments: A More Robust Approach for Freemium Games
by Anshul Dhawan
(Zynga)
Programming
GDC 2016
Everyone Can Do PR - The 5 Pillars & Pitfalls of Indie Games PR
by Thomas Reisenegger
(ICO Partners)
Business, Marketing & Management
GDC 2016
F2P 101: Microtalks
by Steve Meretzky
(GSN Games)
Free to Play Summit
GDC 2016
Failure Workshop
by Joe Mirabello
(Terrible Posture Games)
Independent Games Summit
GDC 2016
Fighting Latency on Call of Duty Black Ops III
by Benjamin Goyette
(Activision)
Programming
GDC 2016
Fitting the World: A Biomechanical Approach to Foot IK
by Clifford Roche
(Ubisoft)
Programming
GDC 2016
Fixed Point Iteration - A Simple, Efficient and Useful Solver
by Huw Bowles
(Studio Gobo)
Programming
GDC 2016
Flash Backward: 30 Years of Making Games
by Luke Muscat
(Prettygreat)
Special Event
GDC 2016
Flying by the Seat of Our Pants: GALAK-Z
by Raj Joshi
(17-BIT)
Independent Games Summit
GDC 2016
Forget Protagonists: Writing NPCs with Agency for '80 Days' and Beyond
by Meg Jayanth
(Freelance)
Game Narrative Summit
GDC 2016
Forget the "Trends": Let's Get Real About Crowdfunding
by Leonie Manshanden
(IndieDevKit)
Business, Marketing & Management
GDC 2016
FRAMED: A Recipe for Critical Success
by Joshua Boggs
(Loveshack)
Smartphone & Tablet Games Summit
GDC 2016
Free Reign: Building Visual Effects for Player Agency in 'Just Cause 3'
by Fred Hooper
(Avalanche Studios)
Visual Arts
GDC 2016
From 'Total War' to 'Assassin's Creed': Music for Mobile Games
by Winifred Phillips
(Generations Productions LLC)
Audio
GDC 2016
G.A.N.G. Demo Derby: Music
by Paul Lipson
(Formosa Interactive)
Audio
GDC 2016
Game Engines in Game Education: Thinking Inside the Tool Box?
by Sebastian Deterding
(University of York)
GDC Education Summit
GDC 2016
Games Accelerators for the Arts, Not for Monetization
by Tommy Palm
(Resolution Games)
Advocacy
GDC 2016
Gaming, Gambling or Addiction? F2P Scientific and Legal Perspectives
by Ryan Black
(McMillan, LLP.)
Free to Play Summit
GDC 2016
Getting Inquisitive About the AI of 'Dragon Age Inquisition'
by Sebastian Hanlon
(BioWare)
AI Summit
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
Have Fun Storming the Castle! Siege Battle AI in 'Total War: Warhammer'
by Andre Arsenault
(Creative Assembly)
AI Summit
GDC 2016
Healthy Habits of a Successful Game Maker
by Lauren Scott
(2K Games - Hangar 13)
Game Career Seminar
GDC 2016
Hedgehog Noises in VR - Audio for Oculus Story Studio's 'Henry'
by Thomas Bible
(Thomas Bible Audio)
Audio
GDC 2016
History Shaping Design: Gender Roles As Shown In Centuries of Game Design
by Julia Keren Detar
(Untame)
Design
GDC 2016
How & Why to Write an Autopatcher for Your Game
by Robby Zinchak
(Archive Entertainment)
Programming
GDC 2016
How Game Mechanics Helped Players Embody 19 Year Old Nina
by Nina Freeman
(Fullbright)
Independent Games Summit
GDC 2016
How to Build an Indie Game Co-Working Space
by Dylan Jones
(Starcadia)
Independent Games Summit
GDC 2016
How to Get Your F2P Game Greenlit In 2016
by Demetri Detsaridis
(Experiment 7)
Free to Play Summit
GDC 2016
How We Introduced UX to Epic Games' Production Pipeline
by Celia Hodent
(Epic Games)
Design
GDC 2016
How We Won GameDev by Rolling Our Own Tech
by Mihai Gosa
(KillHouse Games)
Programming
GDC 2016
Identifying Causal Factors in Churn
by Alan Burke
(Activision)
Business, Marketing & Management
GDC 2016
IK Rig: Procedural Pose Animation
by Alexander Bereznyak
(Ubisoft)
Programming
GDC 2016
Improving Playtesting Through Workshops Focusing on Exploring, Refining,...
by Michael Christel
(Carnegie Mellon University)
GDC Education Summit
GDC 2016
Indie DevOps and Analytics: Building Big Games with Tiny Teams
by John Bergman
(Guild Software, Inc.)
Programming
GDC 2016
Indie Soapbox
by Kimberly Voll
(Riot Games)
Independent Games Summit
GDC 2016
Influencers: The Opportunity and Responsibility
by Saralyn Smith
(Blizzard Entertainment)
Community Management Summit
GDC 2016
Ink: The Narrative Scripting Language Behind '80 Days' and 'Sorcery!'
by Joseph Humfrey
(inkle, Ltd.)
Programming
GDC 2016
Intelligent Music For Games
by Baldur Baldursson
(CCP Games)
Audio
GDC 2016
It Takes a Village: Growing Vibrant Game Developer Communities
by Elliott Mitchell
(Vermont Digital Arts)
Advocacy
GDC 2016
It Takes a Village: Growing Vibrant Game Developer Communities
by Elliott Mitchell
(Vermont Digital Arts)
Advocacy
GDC 2016
It Takes a Village: Growing Vibrant Game Developer Communities
by Elliott Mitchell
(Vermont Digital Arts)
Advocacy
GDC 2016
It Takes a Village: Growing Vibrant Game Developer Communities
by Elliott Mitchell
(Vermont Digital Arts)
Advocacy
GDC 2016
Jedi Mind Tricks: Cognitive Biases in Game Development
by Daniel Menard
(Double Stallion Games)
Advocacy
GDC 2016
Keeping Level Designers in the Zone Through Level Editor Design
by Robin-Yann Storm
(Independent)
Design
GDC 2016
Launching Students Well: A Panel About Incubators and Other Tools Post-G...
by Drew Davidson
(Entertainment Technology Center)
GDC Education Summit
GDC 2016
Lead the Way! A Practical Guide to Team Leadership
by Oliver Franzke
(Double Fine Productions)
Programming
GDC 2016
Leading a Creative Life in the Land of "No"
by Bob Bates
(Independent)
Advocacy
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
Lighting the City of Glass - Rendering 'Mirror's Edge: Catalyst'
by Fabien Christin
(EA DICE)
Visual Arts
GDC 2016
Live Demonstration of Character and Toy Design for 'Skylanders'
by Kevin Dobler
(Vicarious Visions)
Visual Arts
GDC 2016
Live eSport-Analytics: Solving the Informational Fairness Conundrum
by Lukas N.P. Egger
(Dojo Madness)
eSports Summit
GDC 2016
Low Complexity, High Fidelity - INSIDE Rendering
by Mikkel Gjoel
(Playdead)
Programming
GDC 2016
Made Out Of Meat
by Tyriq Plummer
(FourbitFriday)
Independent Games Summit
GDC 2016
Making "Big Data" Work for 'Halo': A Case Study
by Tom Mathews
(Microsoft, 343 Industries)
Programming
GDC 2016
Making Moves: Designing Spartan Abilities for 'Halo 5: Guardians'
by Ryan Darcey
(343 Industries)
Design
GDC 2016
Making Release Day Just Another Monday
by Conor Crowley
(Jagex Ltd)
Production
GDC 2016
Making the World of Firewatch
by Jane Ng
(Campo Santo)
Visual Arts
GDC 2016
Manning the Oars or Raising the Sail?
by Sveinn Kjarval
(CCP Games)
Business, Marketing & Management
GDC 2016
Math for Game Programmers: Building A Better Jump
by Kyle Pittman
(Minor Key Games)
Programming
GDC 2016
Math for Game Programmers: Implicit Function Raytracing
by Chris Birke
(Secant Astronomy)
Programming
GDC 2016
Math for Game Programmers: Indexing and Iterating Design Space Permutations
by Nathan Sturtevant
(University of Denver / NS Software)
Programming
GDC 2016
Math for Game Programmers: Juicing Your Cameras With Math
by Squirrel Eiserloh
(SMU Guildhall)
Programming
GDC 2016
Math for Game Programmers: Rotational Joint Limits in Quaternion Space
by Gino van den Bergen
(Dtecta)
Programming
GDC 2016
Math for Game Programmers: Voxel Surfing
by Michael Austin
(Hidden Path Entertainment)
Programming
GDC 2016
Maximizing Critique: Improving Communication for Everyone Involved in Cr...
by Jeff Hesser
(Secret Portal)
Visual Arts
GDC 2016
Mercury Rising: The 'Killer Queen' Community
by Joshua DeBonis
(BumbleBear Games)
eSports Summit
GDC 2016
Micro Postmortems
by Sun Park
(Turtle Cream)
Game Career Seminar
GDC 2016
Mind Your Step: Avoiding 3 Common Pitfalls in AI Development
by Jan Mueller
(Insomniac Games)
AI Summit
GDC 2016
Mixed Resolution Rendering in 'Skylanders: SuperChargers'
by Padraic Hennessy
(Vicarious Visions)
Programming
GDC 2016
Mobile Audio: Design, Optimization & Implementation
by Richard Ludlow
(Hexany Audio)
Smartphone & Tablet Games Summit
GDC 2016
Mobile Game Designer Notebook
by Nicholas Fortugno
(Playmatics)
Smartphone & Tablet Games Summit
GDC 2016
Money For Nothing and Your Games For Free
by Daniel Greenberg
(Media Rez, LLC.)
Business, Marketing & Management
GDC 2016
Motion Matching and The Road to Next-Gen Animation
by Simon Clavet
(Ubisoft Montreal)
Programming
GDC 2016
Nuts and Bolts: Modular AI From the Ground Up
by Troy Humphreys
(Turtle Rock Studios)
AI Summit
GDC 2016
Nuts and Bolts: Modular AI From the Ground Up
by Troy Humphreys
(Turtle Rock Studios)
AI Summit
GDC 2016
Nuts and Bolts: Modular AI From the Ground Up
by Troy Humphreys
(Turtle Rock Studios)
AI Summit
GDC 2016
On All Fours: Creating Realistic Quadruped Motion
by Tobias Karlsson
(Microsoft)
AI Summit
GDC 2016
Optimizing the Graphics Pipeline With Compute
by Graham Wihlidal
(Frostbite Engine/Electronic Arts)
Programming
GDC 2016
Outside the Studio Walls: MicroTalk Exploration of Non-Audio Ideas & Exp...
by Karen Collins
(Veemix)
Audio
GDC 2016
Overcoming Impostor Syndrome: Creating Inclusive Environments for Women
by Jess Loeb
(GSN Games)
Advocacy
GDC 2016
Overwatch - The Elusive Goal: Play by Sound
by Scott Lawlor
(Blizzard Entertainment)
Audio
GDC 2016
Photogrammetry and 'Star Wars Battlefront'
by Kenneth Brown
(DICE)
Visual Arts
GDC 2016
Poly Bridge and Social Media: A Love Story
by Patrick Corrieri
(Dry Cactus)
Independent Games Summit
GDC 2016
Practical Law 101 For Indie Developers: Not Scary Edition
by Christopher Reid
(Law Offices of Christopher G. Reid)
Independent Games Summit
GDC 2016
Producer Bootcamp: How Saying 'No' Can Help You Make a Better Game
by Ruth Tomandl
(Oculus Research)
Production
GDC 2016
Producer Bootcamp: Super Producers: Build Your Leadership and Make Great...
by Aaron Thibault
(Gearbox Software)
Production
GDC 2016
Production: Working at the Heart of the Team
by Grant Shonkwiler
(Epic Games)
Production
GDC 2016
Punching Up the Juice with Proactive Audio
by Eric Robinson
(Sonic Bloom)
Independent Games Summit
GDC 2016
Putting the Teams at the Heart of the Development
by Helga Bjarnadottir
(CCP Games)
Production
GDC 2016
Quality is Worth Killing For
by Jonathan Dower
(Supercell)
Production
GDC 2016
Quick and Dirty: 2 Lightweight AI Architectures
by Rez Graham
(Independent)
AI Summit
GDC 2016
Quit Reinventing the Wheel: Six Concrete Suggestions for Improving Your ...
by Clara Fernandez Vara
(New York University)
GDC Education Summit
GDC 2016
Raid on Rise: Narrative Creation on 'Rise of The Tomb Raider'
by Rhianna Pratchett
(Independent)
Game Narrative Summit
GDC 2016
Rapid Idea Visualisation at Criterion Games
by Pete Lake
(Criterion Games)
Production
GDC 2016
Real-time BC6H Compression on GPU
by Krzysztof Narkowicz
(Flying Wild Hog)
Programming
GDC 2016
Rendering 'Rainbow Six | Siege'
by Jalal Eddine El Mansouri
(Ubisoft Montreal)
Programming
GDC 2016
Ripple Effect: How Women-in-Games Initiatives Make a Difference
by Stephanie Fisher
(York University)
Advocacy
GDC 2016
Rocket League: The Road From Cult Classic to Surprise Success
by Corey Davis
(Psyonix)
Design
GDC 2016
Rocking On: Harmonix, QA and 'Rock Band 4'
by Nate Stoddard
(Harmonix Music Systems)
Production
GDC 2016
Rules for Development (of People)
by Julie Farbaniec
(Blizzard Entertainment)
Business, Marketing & Management
GDC 2016
Rules of the Game: Five More Techniques from Quite Inventive Designers
by Richard Rouse III
(Paranoid Productions)
Design
GDC 2016
Running Live: Many Games for a Long Time
by ChangKyu Song
(Nexon)
Programming
GDC 2016
Shipping Kills Studios: A Study of Indie Team Dynamics
by Danny Day
(QCF Design)
Independent Games Summit
GDC 2016
Skill, Matchmaking, and Ranking Systems Design
by Josh Menke
(Activision Publishing)
Programming
GDC 2016
Skylanders 'SuperChargers': One Game, 22 Platforms
by Michael Bukowski
(Vicarious Visions)
Programming
GDC 2016
Slavic Adaptation of Music in 'The Witcher 3: Wild Hunt'
by Marcin Przybylowicz
(CD Projekt RED)
Audio
GDC 2016
Social Impact: Leveraging Community for Monetization, UA and Design
by Dmitri Williams
(Ninja Metrics)
Free to Play Summit
GDC 2016
Soft Launch Best Practices: How, Why and Where to Soft-Launch Your Mobil...
by Oliver Kern
(Mobilize)
Smartphone & Tablet Games Summit
GDC 2016
SOMA - Crafting Existential Dread
by Thomas Grip
(Frictional Games)
Independent Games Summit
GDC 2016
Supercharged! Vehicle Physics in 'Skylanders'
by Jan Erik Steel
(Vicarious Visions)
Programming
GDC 2016
Taking Monster Hunter Worldwide
by Andrew Alfonso
(Capcom)
Production
GDC 2016
Tales From a Crowdsourced Game Design
by David Osborne
(Jagex)
Design
GDC 2016
Taming the Jaguar: x86 Optimization at Insomniac Games
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2016
Teaching Analog Game Design
by Ira Fay
(CEO, Fay Games)
GDC Education Summit
GDC 2016
Teaching Designers to Code: Tools and Principles
by Margaret Moser
(University of Southern California)
GDC Education Summit
GDC 2016
Teaching the Social Science-y Bits of Games
by Edward Castronova
(Indiana University)
GDC Education Summit
GDC 2016
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2016
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2016
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2016
Tech Toolbox
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2016
Technical Artist Bootcamp: Deploying and Maintaining a Unified Toolset W...
by Jeff Hanna
(Volition)
Programming
GDC 2016
Technical Artist Bootcamp: Massively Scalable Pipeline Deployment
by Louai Abu-Osba
(High 5 Games)
Programming
GDC 2016
Technical Artist Bootcamp: Shaders 101: Foundational Shader Concepts for...
by Ben Cloward
(BioWare)
Programming
GDC 2016
Temporal Reprojection Anti-Aliasing in INSIDE
by Lasse Jon Fuglsang Pedersen
(Playdead)
Programming
GDC 2016
Tenacious Design and The Interface of 'Destiny'
by David Candland
(Bungie)
Visual Arts
GDC 2016
The 10 Biggest F-ups From DrinkBox Studios
by Chris McQuinn
(DrinkBox Studios)
Business, Marketing & Management
GDC 2016
The Art of Destruction in 'Rainbow Six: Siege'
by Julien L'Heureux
(Ubisoft)
Programming
GDC 2016
The Design of Everyday Games
by Christina Wodtke
(CCA)
Design
GDC 2016
The Environment Pipeline of 'CSR Racing 2'
by Scott Harber
(NaturalMotion Games)
Programming
GDC 2016
The Erosion of Software Patent Protection
by Edwin Steussy
(Orrick, Herrington & Sutcliffe, LLP.)
Business, Marketing & Management
GDC 2016
The Exposition Burden
by Jennifer Hepler
(Kognito Interactive)
Game Narrative Summit
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 Outcomes Project: How Teamwork, Leadership and Culture Drive Re...
by Paul Tozour
(Mothership Entertainment)
Business, Marketing & Management
GDC 2016
The Gamer Motivation Profile: Model and Findings
by Nick Yee
(Quantic Foundry)
Business, Marketing & Management
GDC 2016
The Gamer's Brain, Part 2: UX of Onboarding and Player Engagement
by Celia Hodent
(Epic Games)
Design
GDC 2016
The Gothic Horror Music of 'Bloodborne'
by Peter Scaturro
(Sony Computer Entertainment Americas)
Audio
GDC 2016
The Lives of Others: How NPCs Can Increase Player Empathy
by CJ Kershner
(Polyhedron Productions)
Game Narrative Summit
GDC 2016
The Narrative Innovation Showcase
by Richard Rouse III
(Paranoid Productions)
Game Narrative Summit
GDC 2016
The No Hit Wonder - 11 Years and Still Going. How?
by Jake Birkett
(Grey Alien Games)
Independent Games Summit
GDC 2016
The Shapes in Your Story: Narrative Mapping Frameworks
by Jay Taylor-Laird
(Northeastern University)
Game Narrative Summit
GDC 2016
The Unsatisfied Mind
by Joshua Boggs
(Loveshack)
Independent Games Summit
GDC 2016
The Year in Free to Play Games
by Steve Meretzky
(GSN Games)
Free to Play Summit
GDC 2016
Thinking and Writing in Different Languages
by Fasih Sayin
(Crytek)
Game Narrative Summit
GDC 2016
To Buy or Not to Buy
by Michele Airoldi
(King)
Business, Marketing & Management
GDC 2016
Twenty Years, Twenty Lessons
by Mark Rosewater
(Wizards of the Coast)
Design
GDC 2016
Understanding Engagement in the Rapidly Expanding Gaming Universe
by Patrick Walker
(EEDAR)
Business, Marketing & Management
GDC 2016
Unified Telemetry, Building an Infrastructure for Big Data in Games Deve...
by Maurizio De Pascale
(Ubisoft Montreal)
Programming
GDC 2016
VR: Game Design at the Frontier
by Kimberly Voll
(Riot Games)
Design
GDC 2016
Walking a Mile in an Indie's Shoes
by Ramine Darabiha
(Storm8)
Independent Games Summit
GDC 2016
What Are You Driving At? Vehicle AI in 'Assassin's Creed Syndicate'
by Eric Martel
(Ubisoft)
AI Summit
GDC 2016
What Do We Mean When We Say "Indiepocalypse"?
by Armin Ibrisagic
(Coffee Stain Studios)
Independent Games Summit
GDC 2016
What Do We Mean When We Say "Indiepocalypse"?
by Armin Ibrisagic
(Coffee Stain Studios)
Independent Games Summit
GDC 2016
What Do We Mean When We Say "Indiepocalypse"?
by Armin Ibrisagic
(Coffee Stain Studios)
Independent Games Summit
GDC 2016
What Do We Mean When We Say "Indiepocalypse"?
by Armin Ibrisagic
(Coffee Stain Studios)
Independent Games Summit
GDC 2016
What Do We Mean When We Say "Indiepocalypse"?
by Armin Ibrisagic
(Coffee Stain Studios)
Independent Games Summit
GDC 2016
What to Expect When You're Expecting a Soft Launch
by Adam Telfer
(Wooga GmbH)
Business, Marketing & Management
GDC 2016
What Wikipedia Doesn't Know Can Hurt You: Writer Research Skills
by Chris Hepler
(Seasun, Inc.)
Game Narrative Summit
GDC 2016
Writing 'Nothing': Storytelling with Unsaid Words and Unreliable Narrators
by Mata Haggis
(NHTV University, Breda & Matazone Games)
Game Narrative Summit
GDC 2016
You Hear That? Team Engagement for Audio
by Rev. Dr. Bradley D. Meyer
(Sucker Punch Productions)
Audio
GDC 2016
You're Not Alone: A Backend Technology Solution Survey
by James Gwertzman
(PlayFab, Inc.)
Free to Play Summit
GDC 2016
Your Games WILL Change the World! It's Your Choice How
by Michael Block
(Culture Shock Games, LLC.)
Independent Games Summit