GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
GDC 2017
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Programming
GDC 2017
'Ghost Recon Wildlands': Terrain Tools and Technology
by Guillaume Werle
(Ubisoft)
Visual Arts
GDC 2017
'Guild Wars' Microservices and 24/7 Uptime
by Stephen Clarke-Willson
(ArenaNet)
Programming
GDC 2017
'Ice Age Adventures': UX Diagnosis for a Live-Ops Game (Case Study)
by Om Tandon
(Digit Games Studio)
UX Summit
GDC 2017
'Job Simulator' Postmortem: VR Design, Tech, and Business Lessons Learned
by Devin Reimer
(Owlchemy Labs)
Design
GDC 2017
'League of Legends' Client Update: Art Directing a Consistent and Scalab...
by Laura DeYoung
(Riot Games)
Visual Arts
GDC 2017
'Offworld Trading Company': An RTS Without Guns
by Soren Johnson
(Mohawk Games)
Design
GDC 2017
'Rainbow Six Siege': Optimizing Servers for the Cloud
by Jalal El Mansouri
(Ubisoft)
Programming
GDC 2017
'RimWorld': Contrarian, Ridiculous, and Impossible Game Design Methods
by Tynan Sylvester
(Ludeon Studios)
Design
GDC 2017
'Slime Rancher': A Preemptive Postmortem
by Nick Popovich
(Monomi Park)
Design
GDC 2017
'Unravel': Using Empathy as a Game Mechanic
by Martin Sahlin
(Coldwood)
Design
GDC 2017
4K Checkerboard in 'Battlefield 1' and 'Mass Effect Andromeda'
by Graham Wihlidal
(Frostbite Labs, Electronic Arts)
Programming
GDC 2017
9 Takeaways from 'Duelyst': From Tabletop to Digital Game
by Eric Lang
(Counterplay Games)
Design
GDC 2017
A City of a Thousand Choices: Prague City Hub in 'Deus Ex Mankind Divided'
by Sylvain Douce
(Eidos-Montreal)
Design
GDC 2017
A Thousand Tiny Tales: Emergent Storytelling in 'Slime Rancher'
by Nick Popovich
(Monomi Park)
Independent Games Summit
GDC 2017
Absolutely No Pressure: Continuing a Successful Game Series with 'Civili...
by Ed Beach
(Firaxis Games)
Design
GDC 2017
Achieving High-Quality, Low-Cost Skin: An Environment Approach
by Adelle Bueno
(Square Enix)
Visual Arts
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned
by Tiago Rodrigues
(Ubisoft Montreal)
Programming
GDC 2017
AI Arborist: Proper Cultivation and Care for Your Behavior Trees
by Bobby Anguelov
(WB Games Montreal)
AI Summit
GDC 2017
Animating an Agent of Mayhem
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Art Directing VFX for Stylized Games
by Jeremy Mitchell
(Double Fine Productions)
Visual Arts
GDC 2017
Art Direction of 'Street Fighter V': The Role of Art in Fighting Games
by Toshiyuki Kamei
(Capcom)
Visual Arts
GDC 2017
Authored vs. Systemic: Finding a Balance for Combat AI in 'Uncharted 4'
by Matthew Gallant
(Naughty Dog)
Design
GDC 2017
Balancing 'League of Legends' for Every Player, from Bronze to Bengi
by Greg Street
(Riot Games)
Design
GDC 2017
Board Game Design Day: 'Secret Hitler': Designing Conflict & High-Tensio...
by Mike Boxleiter
(Goat, Wolf & Cabbage LLC)
Design
GDC 2017
Board Game Design Day: Board Game Design and the Psychology of Loss Aver...
by Geoffrey Engelstein
(Mind Bullet Games)
Design
GDC 2017
Board Game Design Day: Creating 'Burgle Bros': The Fantasy of the Heist
by Tim Fowers
(Fowers Games)
Design
GDC 2017
Building Beauclair: Capital City in 'The Witcher 3: Wild Hunt - Blood an...
by Kacper Niepokolczycki
(CD PROJEKT RED)
Visual Arts
GDC 2017
Building the Stage for an Immersive Theater VR Experience
by Jaime Gonzalez
(Tequila Works)
Visual Arts
GDC 2017
Character Pipeline and Customization System for 'Far Cry Primal'
by Julien Lalleve
(Ubisoft Montreal)
Visual Arts
GDC 2017
Classic Game Postmortem: 'Oregon Trail'
by Don Rawitsch
(Rawitsch Consulting)
Design
GDC 2017
Classic Game Postmortem: 'Seaman'
by Yutaka Saito
(Independent)
Design
GDC 2017
Cold, Hard Cache: Insomniac's Cache Simulator
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Cozmo: Animation Pipeline for a Physical Robot
by Molly Jameson
(Anki)
Visual Arts
GDC 2017
Crash Course in Online Features for Programmers
by Claire Blackshaw
(Sony Computer Entertainment Europe)
Programming
GDC 2017
Creating a Tools Pipeline for 'Horizon: Zero Dawn'
by Dan Sumaili
(Guerrilla Games)
Programming
GDC 2017
Creating Compelling Characters: Insights from a Panel of Character Conce...
by Simon Stafsnes Andersen
(D-Pad Studio)
Visual Arts
GDC 2017
Creating Complex AI Behavior in 'Stellaris' Through Data Driven Design
by Mehrnaz Amanat Bari
(Paradox Interactive)
Programming
GDC 2017
Creating the Art of 'ABZU'
by Matt Nava
(Giant Squid Studios)
Visual Arts
GDC 2017
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC 2017
Dark Patterns: How Good UX Can Be Bad UX
by Anisa Sanusi
(Frontier Developments)
UX Summit
GDC 2017
Data Binding Architectures for Rapid UI Creation in Unity
by Stephan Dilly
(InnoGames GmbH)
Programming
GDC 2017
Designing a Trance: Meditation and Game Design
by Robin Arnott
(Independent)
Independent Games Summit
GDC 2017
Designing Interactive Fiction on 'Episode' in Three Phases
by Michael Dawson
(Pocket Gems)
Design
GDC 2017
Designing System Driven Dialogue in 'Mafia III'
by Remy Boicherot
(Hangar 13)
Design
GDC 2017
Deterministic vs. Replicated AI: Building the Battlefield of 'For Honor'
by Xavier Guilbeault
(Ubisoft)
Programming
GDC 2017
Do You Copy? Dialog System and Tools in 'Firewatch'
by William Armstrong
(Unity Technologies)
Programming
GDC 2017
Efficient Texture Streaming in 'Titanfall 2'
by Chad Barb
(Respawn Entertainment)
Programming
GDC 2017
eSports Day: Building eSports: Twitch, 'Rocket League', and 'H1Z1: King ...
by Nick Allen
(Twitch)
Design
GDC 2017
eSports Day: Smash Sisters: Fostering Camaraderie from the Ground Up
by Emily Sun
(Smash Sisters)
Design
GDC 2017
Everything I Said Was Wrong: Why Indie Is Different Now
by Lisa Brown
(Independent)
Independent Games Summit
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Experimental Gameplay Workshop
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Flame Retardant AI: Stopping AI Fires Before They Ignite
by Andrea Schiel
(Microsoft)
AI Summit
GDC 2017
FrameGraph: Extensible Rendering Architecture in Frostbite
by Yuriy O'Donnell
(Frostbite / Electronic Arts)
Programming
GDC 2017
From Indie to 'Fable' & Back Again: 30 Years of "Wisdom"
by Dene Carter
(Fluttermind LLC)
Independent Games Summit
GDC 2017
From Shore to Horizon: Creating a Practical Tessellation Based Solution
by Nicolas Longchamps
(Eidos-Montreal)
Visual Arts
GDC 2017
Game Design Tools: For When Spreadsheets and Flowcharts Aren't Enough
by Katharine Neil
(Freelance)
Design
GDC 2017
GDC Microtalks 2017: Playing with Our Hearts
by Richard Lemarchand
(USC Games)
Design
GDC 2017
Geometry Caching Optimizations
by Zabir Hoque
(Epic Games)
Programming
GDC 2017
GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
by Jaap van Muijden
(Guerrilla Games)
Visual Arts
GDC 2017
Helping It All Emerge: Managing Crowd AI in 'Watch Dogs 2'
by Roxanne Blouin-Payer
(Ubisoft)
AI Summit
GDC 2017
High Dynamic Range Color Grading and Display in Frostbite
by Alex Fry
(Electronic Arts)
Visual Arts
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
How Design Can Ensure Impartial Scientific Fairness in User Research
by Deborah Hendersen
(Microsoft)
Design
GDC 2017
How to Write an Audio Engine, Part Two
by Guy Somberg
(Echtra Inc.)
Programming
GDC 2017
Huddle up! Making the [SPOILER] of 'INSIDE'
by Mikkel Bogeskov Svendsen
(Playdead)
Visual Arts
GDC 2017
Improving the Culture of Critique: Communicating Across Disciplines
by Jeff Hesser
(Harmonix)
Visual Arts
GDC 2017
Indigenous Games Lightning Talks
by Julia Keren Detar
(Untame)
Design
GDC 2017
Insomniac's Web Tools: A Postmortem
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Interviewing for Game Design
by Richard Carrillo
(Ubisoft Toronto)
Design
GDC 2017
It Takes Two to Tango: Integrating UX Research and Production at EA
by Veronica Zammitto
(Electronic Arts)
UX Summit
GDC 2017
It's All in the Hands: VR Animation and Locomotion Systems in 'Lone Echo'
by Jacob Copenhaver
(Ready At Dawn)
Programming
GDC 2017
Legacy Games: From 'Risk' to 'Pandemic' to 'SeaFall' & Beyond
by Rob Daviau
(Independent)
Design
GDC 2017
Lessons from Escape Rooms: Designing for the Real World and VR
by Laura E. Hall
(60 Minutes to Escape)
Design
GDC 2017
Level Design Workshop: A Narrative Approach to Level Design
by Jolie Menzel
(Ubisoft)
Design
GDC 2017
Level Design Workshop: Applying 3D Level Design Skills to the 2D World o...
by Lisa Brown
(Independent)
Design
GDC 2017
Level Design Workshop: Improving Tool Design Through Editor Triage
by Robin-Yann Storm
(Io-Interactive)
Design
GDC 2017
Level Design Workshop: Level Flow for a Video Game Mixtape
by Alejandro Quan-Madrid
(Independent)
Design
GDC 2017
Level Design Workshop: Rewarding Exploration in 'Deus Ex: Mankind Divided'
by Clemence Maurer
(Eidos-Montreal)
Design
GDC 2017
Level Design Workshop: Singleplayer vs. Multiplayer Level Design: A Para...
by Elisabeth Beinke-Schwartz
(Certain Affinity)
Design
GDC 2017
Managing Conflict on Small Teams
by Rebekah Saltsman
(Finji)
Independent Games Summit
GDC 2017
Math for Game Programmers: Dark Secrets of the RNG
by Shay Pierce
(Dire Wolf Digital)
Programming
GDC 2017
Math for Game Programmers: Predictable Projectiles
by Chris Stark
(Robot Entertainment)
Programming
GDC 2017
Math for Game Programmers: Ranking Systems: Elo, TrueSkill and Your Own
by Mario Izquierdo
(Twitch Interactive)
Programming
GDC 2017
Modify Everything! Data-Driven Dynamic Gameplay Effects on 'For Honor'
by Aurelie Le Chevalier
(Ubisoft)
Programming
GDC 2017
My Players Are Monkeys: Building Games for Animal Research
by Benjamin Kalb
(Blanket Fort Games)
Design
GDC 2017
Networking Scripted Weapons and Abilities in 'Overwatch'
by Dan Reed
(Blizzard Entertainment)
Programming
GDC 2017
PBR Diffuse Lighting for GGX+Smith Microsurfaces
by Earl Hammon, Jr.
(Respawn Entertainment)
Programming
GDC 2017
PCG Shotgun: 6 Techniques for Leveraging AI in Content Generation
by Tyler Coleman
(Retora Games)
AI Summit
GDC 2017
Physics Animation in 'Uncharted 4: A Thief's End'
by Michal Mach
(Naughty Dog)
Visual Arts
GDC 2017
Player Traversal Mechanics in the Vast World of 'Horizon: Zero Dawn'
by Paul van Grinsven
(Guerrilla Games)
Visual Arts
GDC 2017
Playing the Middle: Balancing Trust, Creativity, and Business in the Sci...
by Ian Livingston
(Electronic Arts)
UX Summit
GDC 2017
Playtesting: Avoiding Evil Data
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Porting a Real Life Castle into Your Game When You're Broke
by Joseph Azzam
(World Void)
Visual Arts
GDC 2017
Practical Contract Law 201 for Indie Developers: Moderately Scary Edition
by Chris Reid
(Chris Reid Law)
Independent Games Summit
GDC 2017
Realistic Performances in Games
by Ryan M. James
(Naughty Dog)
Design
GDC 2017
Replicating Chaos: Vehicle Replication in 'Watch Dogs 2'
by Matt Delbosc
(Ubisoft Toronto)
Programming
GDC 2017
Rewards in Video Games
by Travis Day
(Blizzard Entertainment)
Design
GDC 2017
Rules of the Game: Another Five Techniques from Particularly Crafty Des...
by Richard Rouse III
(Paranoid Productions)
Design
GDC 2017
Seven Years in Alpha: 'Thumper' Postmortem
by Marc Flury
(Drool)
Independent Games Summit
GDC 2017
Simple and Powerful Animation Compression
by Nicholas Frechette
(Eidos-Montreal)
Programming
GDC 2017
Snap to Character: Building Strong Player Attachment Through Narrative
by Harrison Pink
(Hangar 13 Games)
Design
GDC 2017
Solving Titan Sized Problems: Evolving Titan Combat in 'Titanfall 2'
by Carlos Pineda
(Respawn Entertainment)
Design
GDC 2017
Still Logged In: What AR and VR Can Learn from MMOs
by Raph Koster
(Altered Tuning)
Design
GDC 2017
Stop Killing Our Servers!
by Sela Davis
(VREAL)
Programming
GDC 2017
Storytelling Tools to Boost Your Indie Game's Narrative and Gameplay
by Mata Haggis
(NHTV University, Breda, & Copper Stone Sea)
Independent Games Summit
GDC 2017
Stylized Character Creation in UE4 Mobile Games
by Jeremy Ernst
(Epic Games)
Visual Arts
GDC 2017
Systems Make Statements: Simulations and Intentional Design
by Elizabeth Sampat
(PopCap Games)
Design
GDC 2017
Taking Back What's Ours: The AI of 'Dishonored 2'
by Xavier Sadoulet
(Arkane Studios)
AI Summit
GDC 2017
Tech Toolbox
by Chris Martens
(North Carolina State University)
Independent Games Summit
GDC 2017
Tech Toolbox
by Chris Martens
(North Carolina State University)
Independent Games Summit
GDC 2017
Technical Artist Bootcamp: Building an Offline Simulation Pipeline
by Ben Laidlaw
(343 Industries, Microsoft)
Visual Arts
GDC 2017
Technical Artist Bootcamp: Introduction to Proceduralism
by Luiz Kruel
(SideFX Software)
Visual Arts
GDC 2017
Technical Artist Bootcamp: Tech Art for Educators
by Mary Denman
(EA Tiburon)
Visual Arts
GDC 2017
Telling Reactive Stories in an Agent-Driven World in 'Little Invasion Ta...
by Mitu Khandaker-Kokoris
(Spirit AI)
AI Summit
GDC 2017
The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns'
by Francois Alliot
(Nerial)
Independent Games Summit
GDC 2017
The Data Building Pipeline of 'Overwatch'
by David Clyde
(Blizzard Entertainment)
Programming
GDC 2017
The Evolution of Rodeo in 'Titanfall'
by Chin Xiang Chong
(Respawn Entertainment)
Programming
GDC 2017
The Flash Games Postmortem
by John Cooney
(Kongregate)
Design
GDC 2017
The Gamer's Brain, Part 3: The UX of Engagement and Immersion (or Retent...
by Celia Hodent
(Epic Games)
Design
GDC 2017
The Great Divide: Unique Visuals and Deterministic Gameplay in 'Deserts ...
by Yossarian King
(Blackbird Interactive Inc.)
Visual Arts
GDC 2017
The Illusion of Motion: Making Magic with Textures in the Vertex Shader
by Mario Palmero
(Tequila Works)
Visual Arts
GDC 2017
The Last Game I Make Before I Die: The 'Crashlands' Postmortem
by Samuel Coster
(Butterscotch Shenanigans)
Independent Games Summit
GDC 2017
The Science of Off-Roading: 'Uncharted 4's' 4x4
by Edward Pereira
(Naughty Dog)
Programming
GDC 2017
The Sound and Music of 'Hyper Light Drifter'
by Rich Vreeland
(Disasterpeace)
Independent Games Summit
GDC 2017
Throwing Out the Dopamine Shots: Reward Psychology Without the Neurotrash
by Ben Lewis-Evans
(Epic Games)
UX Summit
GDC 2017
Tree's Company: Systemic AI Design in 'Just Cause 3'
by Robert Meyer
(Avalanche Studios)
Programming
GDC 2017
UX Methodologies for Holistic Product Design
by Paul Rybicki
(Electronic Arts)
UX Summit
GDC 2017
Visual Effects Bootcamp: Artistic Principles of VFX
by Hadidjah Chamberlain
(Blizzard Entertainment)
Visual Arts
GDC 2017
Visual Effects Bootcamp: Like a Mace to the Face: Leaving the Battlefiel...
by Andreas Glad
(Partikel)
Visual Arts
GDC 2017
Visual Effects Bootcamp: Rapid Talks
by Nadab Goksu
(EA DICE)
Visual Arts