Game Developers Conference 2024
Independent Games Summit: 'Atuel': How We Made a Surrealist Documentary ...
by Pablo Quarta
(Matajuegos)
Independent Games Summit
Game Developers Conference 2024
Independent Games Summit: 'Saturnalia' Postmortem
by Pietro Righi Riva
(Santa Ragione)
Independent Games Summit
Game Developers Conference 2024
Independent Games Summit: A Decade Unveiled: The Brazilian Indie Game Sc...
by Arthur Protasio
(Fableware)
Independent Games Summit
Game Developers Conference 2024
Independent Games Summit: Challenging or Approachable? Pick Two
by John Austin
(Pontoco)
Independent Games Summit
Game Developers Conference 2023
AI Summit: Logic Programming in Commercial Games: Experiences and Lesson...
by Robert Zubek
(SomaSim LLC)
Independent Games Summit
Game Developers Conference 2023
Independent Games Summit: Business Development for Self-Publishing Studi...
by Lucas Pessoa de Freitas
(Robot Teddy)
Independent Games Summit
Game Developers Conference 2023
Independent Games Summit: Developing a Live Game That Never Truly Left E...
by Mikhail Akopyan
(Ghost Ship Games ApS)
Independent Games Summit
Game Developers Conference 2023
Independent Games Summit: Finding Inspiration and Planning Luck: A Story...
by Adam Kareem
(Independent)
Independent Games Summit
Game Developers Conference 2022
Independent Games Summit Session: Getting Players Emotionally Invested i...
by Nate Austin
(Worldwalker Games, LLC)
Independent Games Summit
Game Developers Conference 2022
Independent Games Summit: Big in Japan, Not in the West: The Difficultie...
by Anne Ferrero
(Asobu)
Independent Games Summit
Game Developers Conference 2022
Independent Games Summit: Choose Your Own Misadventure: AI-Powered Futur...
by Youns Rabii
(Queen Mary University of London)
Independent Games Summit
Game Developers Conference 2022
Independent Games Summit: Game Dev Communities from Home
by Mario Carballo Zama
(Amano Games)
Independent Games Summit
Game Developers Conference 2021
Independent Games Summit: 'Monster Train' Postmortem
by Mark Cooke
(Shiny Shoe)
Independent Games Summit
Game Developers Conference 2021
Independent Games Summit: Accessibility on a Shoestring
by Ian Hamilton
(IHDC)
Independent Games Summit
Game Developers Conference 2021
Independent Games Summit: Contract Killers: What Developers Should Elimi...
by Tim Repa-Davies
(Sheridans)
Independent Games Summit
Game Developers Conference 2021
Independent Games Summit: Crafting a Magic Circle Around Your Production...
by Sarah Scialli
(Tinted Stardust)
Independent Games Summit
GDC 2020
Independent Games Summit: 2020 Soapbox
by Nathalie Lawhead
(alienmelon)
Independent Games Summit
GDC 2020
Independent Games Summit: 2020 Soapbox
by Nathalie Lawhead
(alienmelon)
Independent Games Summit
GDC 2020
Independent Games Summit: Overcoming Creative Block on 'Super Crush KO'
by Gabby DaRienzo
(Drinkbox Studios)
Independent Games Summit
2019
'Kingdoms and Castles' Postmortem
by Peter Angstadt
(Lion Shield, LLC)
Independent Games Summit
2019
'Slay the Spire': Success through Marketability
by Casey Yano
(Mega Crit Games)
Independent Games Summit
2019
'Subnautica' Postmortem
by Jonas Boetel
(Unknown Worlds Entertainment)
Independent Games Summit
2019
A Cruel Fate: Emergent Tragedies in 'The Shrouded Isle'
by Jongwoo Kim
(Kitfox Games)
Independent Games Summit
GDC 2018
'A Mortician's Tale': A Different View on How Games Treat Death
by Gabby DaRienzo
(Laundry Bear Games)
Independent Games Summit
GDC 2018
'Gorogoa': The Design of a Cosmic Acrostic
by Jason Roberts
(Buried Signal)
Independent Games Summit
GDC 2018
Alternative Paths in Indie Dev
by Kaho Abe
(Independent)
Independent Games Summit
GDC 2018
An Evidence-Based Mental Health Model for Game Developers
by Jennifer Hazel
(CheckPoint Organisation)
Independent Games Summit
GDC 2017
A Thousand Tiny Tales: Emergent Storytelling in 'Slime Rancher'
by Nick Popovich
(Monomi Park)
Independent Games Summit
GDC 2017
Designing a Trance: Meditation and Game Design
by Robin Arnott
(Independent)
Independent Games Summit
GDC 2017
Everything I Said Was Wrong: Why Indie Is Different Now
by Lisa Brown
(Independent)
Independent Games Summit
GDC 2017
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC Europe 2016
'Armello': Bringing Tabletop Adventure to Life
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC Europe 2016
Crowdfunding 301: State of Play, Best Practices & Advanced Tactics
by Thomas Bidaux
(ICO Partners)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC 2016
'The Armello' Postmortem: A Journey of Spirit & Peril
by Trent Kusters
(League of Geeks)
Independent Games 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
Balancing Accessibility Against Depth in 'Assault Android Cactus'
by Sanatana Mishra
(Witch Beam)
Independent Games Summit
GDC 2016
Designing Asymmetric Gameplay For 'Keep Talking and Nobody Explodes'
by Ben Kane
(Steel Crate Games)
Independent Games Summit
GDC China 2015
How to Consistently Make Profitable Indie Games
by Ryan Clark
(Brace Yourself Games)
Independent Games Summit
GDC China 2015
How to Consistently Make Profitable Indie Games
by Ryan Clark
(Brace Yourself Games)
Independent Games Summit
- Chinese
GDC China 2015
Make Money & Make an Impact: Commercial Games for Learning & Social Impact
by Alan Gershenfeld
(E-Line Media)
Independent Games Summit
- Chinese
GDC China 2015
Make Money & Make an Impact: Commercial Games for Learning & Social Impact
by Alan Gershenfeld
(E-Line Media)
Independent Games Summit
GDC Europe 2015
Automate, Streamline, Win! Content Creation for Small Teams
by Alexander Birke
(Out of Bounds Studios)
Independent Games Summit
GDC Europe 2015
Design Lessons from Multiplayer Installations
by Alistair Aitcheson
(Alistair Aitcheson Games)
Independent Games Summit
GDC Europe 2015
Fast Iteration Tools in the Production of the Talos Principle
by Alen Ladavac
(Croteam)
Independent Games Summit
GDC Europe 2015
Handmade Detail in a Procedural World
by Mark Johnson
(Freelance)
Independent Games Summit
GDC 2015
Constructing the Catacombs - Procedural Architecture for Platformers
by Tyriq Plummer
(FourbitFriday)
Independent Games Summit
GDC 2015
Creating Hyper-Adaptive Music on an Indie Budget
by C. Andrew Rohrmann
(scntfc / 17-Bit)
Independent Games Summit
GDC 2015
Creative Corner-Cutting: Tower of Guns Postmortem
by Joe Mirabello
(Terrible Posture Games)
Independent Games Summit
GDC 2015
Designing Procedural Stealth for Invisible Inc.
by James Lantz
(Klei Entertainment)
Independent Games Summit
GDC China 2014
80 DAYS Post-mortem: Letting the Game Tell the Story
by Jon Ingold
(inkle)
Indie
- Chinese
GDC China 2014
80 DAYS Post-mortem: Letting the Game Tell the Story
by Jon Ingold
(inkle)
Indie
GDC China 2014
From China to USA, From AAA to Indie Game
by Zhan \Ye
(Zing Games)
Indie
- Chinese
GDC China 2014
Learning from Feedback with Gunhouse: Improve your Game through Playtesting
by Brandon Sheffield
(Necrosoft Games)
Indie
GDC Europe 2014
All You Need Is L.O.V.E. - Indie Couples in Game Development
by Matteo Pozzi
(We Are Muesli)
Independent Games Summit
GDC Europe 2014
All You Need Is L.O.V.E. - Indie Couples in Game Development
by Matteo Pozzi
(We Are Muesli)
Independent Games Summit
GDC Europe 2014
Bumpie's Party: Reinventing Slumber Party Games
by Lau Korsgaard
(Copenhagen Game Collective)
Independent Games Summit
GDC Europe 2014
Bumpie's Party: Reinventing Slumber Party Games
by Lau Korsgaard
(Copenhagen Game Collective)
Independent Games Summit
GDC 2014
Antichamber: An Overnight Success, Seven Years in the Making
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2014
Antichamber: An Overnight Success, Seven Years in the Making
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2014
BADLAND Postmortem: Building on App Store Launch Success
by Johannes Vuorinen
(Frogmind)
Independent Games Summit
GDC 2014
BADLAND Postmortem: Building on App Store Launch Success
by Johannes Vuorinen
(Frogmind)
Independent Games Summit
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Next 2013
Cooperative Gaming: Tabletop Lessons for Online Games
by Christopher Allen
(RPG.net)
Independent Games
GDC Next 2013
Doki-Doki Universe: Sweet, Simple and Genuine (GDC Next 10)
by Greg Johnson
(HumaNature Studios)
Independent Games
GDC Europe 2013
A World from Words: Highly Interactive Stories with Text
by Jon Ingold
(inkle)
Independent Games Summit
GDC Europe 2013
BADLAND Postmortem: How to Launch a Premium Priced Indie Game in the App...
by Johannes Vuorinen
(Frogmind)
Independent Games Summit
GDC Europe 2013
Building the Indie MEGABOOTH: Showcasing Indies Above the Noise
by Kelly Wallick
(Indie MEGABOOTH)
Independent Games Summit
GDC Europe 2013
Chasing Aurora: The Indie Console Launch Title Postmortem
by Martin Pichlmair
(Broken Rules GmbH)
Independent Games Summit
GDC 2013
Ahead of the Curve: The SpaceChem Postmortem
by Zach Barth
(Zachtronics Industries)
Independent Games Summit
GDC 2013
Ahead of the Curve: The SpaceChem Postmortem
by Zach Barth
(Zachtronics Industries)
Independent Games Summit
GDC 2013
An Indie Expedition Through the Jungle of Free-to-Play, In-App Purchase,...
by Aaron Isaksen
(AppAbove Games LLC)
Independent Games Summit
GDC 2013
Creatrilogy: Three Talks Exploring Indie Game Creativity
by Andy Hull
(Story Fort, LLC)
Independent Games Summit
GDC Europe 2012
Abstraction and Experience: Observations on Proteus
by Ed Key
(Independent)
Independent Games Summit
GDC Europe 2012
Beat the Post-Launch Blues: Your Game is Out, What Now?
by Rob Davis
(Playniac)
Independent Games Summit
GDC Europe 2012
Derrick the Deathfin: How to Create a Uniquely Styled Game
by Gordon Midwood
(Different Tuna)
Independent Games Summit
GDC Europe 2012
Games Happen: Design Lessons from MirrorMoon & Fotonica
by Pietro Righi Riva
(Santa Ragione)
Independent Games Summit
GDC 2012
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
GDC 2012
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
GDC 2012
Clones: Advancing the Discussion
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2012
Clones: Advancing the Discussion
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC China 2012
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
GDC China 2012
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
- Chinese
GDC China 2012
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
- Chinese
GDC China 2012
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
GDC Europe 2011
Beyond Fun: Perspectives on Video Games as Expressive Experiences
by Michael Samyn
(Tale of Tales)
Independent Games Summit
GDC Europe 2011
Evoking Emotions and Achieving Success by Breaking All the Rules
by Thomas Grip
(Frictional Games)
Independent Games Summit
GDC Europe 2011
Indie's Got PR Talent - A Press Panel
by D J
(IndieCity)
Independent Games Summit
GDC Europe 2011
Intentionally Broken Game Design and the Art of "Deputizing" Players
by Douglas Wilson
(Copenhagen Game Collective)
Independent Games Summit
GDC 2011
Care and Feeding of Your Independent Game Studio
by Arthur Humphrey
(Last Day of Work)
Independent Games Summit
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC China 2010
From Big Studio to Small Indie: Guerrilla Tactics from Hello Games
by Grant Duncan
(Hello Games)
Independent Games
GDC China 2010
From Big Studio to Small Indie: Guerrilla Tactics from Hello Games
by Grant Duncan
(Hello Games)
Independent Games
GDC China 2010
How to Win the IGF in 15 Weeks or Less
by Andy Schatz
(Pocketwatch Games)
Independent Games
GDC China 2010
How to Win the IGF in 15 Weeks or Less
by Andy Schatz
(Pocketwatch Games)
Independent Games
GDC 2010
Abusing Your Players Just For Fun
by Jonatan (Cactus) Soderstrom
(Cactus Software)
Independent Games Summit
GDC 2010
Creating And Nurturing Your Indie Game Community
by Jeff Lindsay
(GliderLab)
Independent Games Summit
GDC 2010
Creating And Nurturing Your Indie Game Community
by Jeff Lindsay
(GliderLab)
Independent Games Summit
GDC 2010
Creating And Nurturing Your Indie Game Community
by Jeff Lindsay
(GliderLab)
Independent Games Summit
GDC Austin/Online 2009
Business Managing Your Indie Developer Through The Downturn
by Jennifer Bullard
(Certain Affinity)
Independent Games Summit
GDC Austin/Online 2009
Effective Marketing For Indie Game Developers
by John Graham
(Wolfire Games, LLC)
Independent Games Summit
GDC Austin/Online 2009
How To Operate Your Indie Game Business - For Fun And Profit!
by Brent Fox
(Wahoo Studios / NinjaBee)
Independent Games Summit
GDC Austin/Online 2009
Making an XBLA Game in 6 Months: A Splosion Man Postmortem
by Sean Riley
(Twisted Pixel Games)
Independent Games Summit
GDC 2009
(304) Indies: Beyond Single-Player
by Jason Rohrer
((independent))
Independent Games Summit
GDC 2009
(304) Indies: Beyond Single-Player
by Jason Rohrer
((independent))
Independent Games Summit
GDC 2009
(304) Indies: Beyond Single-Player
by Jason Rohrer
((independent))
Independent Games Summit
GDC 2009
(304) Indies: Beyond Single-Player
by Jason Rohrer
((independent))
Independent Games Summit