You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

Session Name:

Teaching Games with Games X: Artificial Intelligence

Overview:

From Oxford commas and em dashes to hallucinated quotations and counting fingers, AI is ubiquitous in our inboxes, media feeds, and classrooms. In 2026, it seems there is no stopping how large language models impact the way we design and play games together. After all, games and play have a long and intimate history with artificial intelligence. On one hand Turing's Imitation Game, Weizenbaum's Eliza, and Conway's Game of Life each develop AI in the idiom of games. On the other hand Deep Blue's deep chess searches, AlphaGo's efficient joseki, and OpenAI Five's deathballs in Dota 2 teach us new ways to play. The question then is not only what AI teaches us about games but also what games can teach us about AI. Considering this history, we invite six educators to share a single activity, exercise, technique, or tip that played with or against AI in the classroom.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • Game Developers Conference 2026
  • Stephanie Boluk
  • University of California, Davis
  • Patrick LeMieux
  • University of California, Davis
  • Rogelio Cardona-Rivera
  • University of Utah
  • Frank Lantz
  • Everybody House Games
  • Gillian Smith
  • Worcester Polytechnic Institute
  • Yuqian Sun
  • Ada Eden
  • Samuel Pizelo
  • University of Toronto, Mississauga
  • free content
  • Design
  • Design
  • Educators
  • Educators