GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'Bound': Emotions Through Ballet and Modern Art
by Michal Staniszewski
(Plastic)
Visual Arts
GDC 2017
'Destiny' Shader Pipeline
by Natalya Tatarchuk
(Bungie)
Programming
GDC 2017
'Deus Ex: Breach': Experimenting Within the Boundaries of a AAA Franchise
by Fleur Marty
(Eidos-Montreal)
Design
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
'Hyper Light Drifter': Secrets of Kickstarter, Design, & Pizza
by Teddy Dief
(Heart Machine)
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
'Jocoi': Three Challenges of Designing for Grief
by Sabine Harrer
(Copenhagen Game Collective)
Independent Games Summit
GDC 2017
'League of Legends' Client Update: Art Directing a Consistent and Scalab...
by Laura DeYoung
(Riot Games)
Visual Arts
GDC 2017
'Line Wobbler' & 'Beasts of Balance': Two Routes to Custom Hardware Good...
by Alex Fleetwood
(Sensible Object)
Independent Games Summit
GDC 2017
'Mini Metro': When Less is More
by Jamie Churchman
(Independent)
Design
GDC 2017
'Nioh': Talking with Samurai
by Fumihiko Yasuda
(Koei Tecmo Games)
Design
GDC 2017
'Offworld Trading Company': An RTS Without Guns
by Soren Johnson
(Mohawk Games)
Design
GDC 2017
'Overwatch' Gameplay Architecture and Netcode
by Timothy Ford
(Blizzard Entertainment)
Programming
GDC 2017
'Owlboy': The Evolving Art of a 10 Year Project
by Jo-Remi Madsen
(D-Pad Studio)
Independent Games Summit
GDC 2017
'Owlboy': The Motivational Power of Inspiration
by Simon Stafsnes Andersen
(D-Pad Studio)
Visual Arts
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
(Opportunity) Cost Effective Marketing & PR for Indies
by Chris Dwyer
(Independent)
Independent Games Summit
GDC 2017
2 Immersive 4 VR: Reinventing 'Rock Band'
by Matt Boch
(Harmonix Music Systems)
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 Crash Course in Business and Leadership for Indie Game CEO's and GM's
by Don Daglow
(4thRing Inc.)
Independent Games Summit
GDC 2017
A New Dimension to 'Below': Personal Discovery and Adaptation
by Dan Cox
(Capybara Games)
Visual Arts
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
Accelerating Your VR Games with VRWorks (Presented by NVIDIA)
by Cem Cebenoyan
(NVIDIA)
Programming
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: "Cinematic Depth of Field" & "Advanced Particle ...
by Richard Tonge
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: How to Thrive on the Bleeding Edge Whilst Avoidi...
by Jurjen Katsman
(Nixxes)
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 'Dauntless': Slaying AAA Animation on the Indie Scale
by Simon Unger
(Phoenix Labs)
Visual Arts
GDC 2017
Animating an Agent of Mayhem
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Animation Bootcamp: A Study of Creature Animation in Film and Games
by Jalil Sadool
(CGTarian Online Animation School)
Visual Arts
GDC 2017
Animation Bootcamp: Animation Microtalks
by Michael Jungbluth
(Volition)
Visual Arts
GDC 2017
Animation Bootcamp: Cuphead Process and Philosophy
by Jake Clark
(Studio MDHR)
Visual Arts
GDC 2017
Animation Bootcamp: Motion Capture Performance: An Actors Approach
by Andrew Ray
(Society of American Fight Directors)
Visual Arts
GDC 2017
Animation Bootcamp: Pushing Boundaries: Animating Expansion Packs for 'T...
by Sebastian Kalemba
(CD Projekt RED)
Visual Arts
GDC 2017
Animation Bootcamp: The First Person Animation of 'Overwatch'
by Matthew Boehm
(Blizzard Entertainment)
Visual Arts
GDC 2017
Animation Bootcamp: Tricks of the Trade
by Almudena Soria
(Naughty Dog)
Visual Arts
GDC 2017
Animation Bootcamp:" 'Uncharted 4': Naughty Dog's Animation Workflow" & ...
by Jeremy Yates
(Naughty Dog)
Visual Arts
GDC 2017
Art Directing VFX for Stylized Games
by Jeremy Mitchell
(Double Fine Productions)
Visual Arts
GDC 2017
Art Direction Bootcamp: "Graphic Design Thinking" & "Finding the Soul of...
by Jason Connell
(Sucker Punch)
Visual Arts
GDC 2017
Art Direction Bootcamp: Cinematic Environment Production for 'Uncharted 4'
by Erick Pangilinan
(Naughty Dog)
Visual Arts
GDC 2017
Art Direction Bootcamp: Creating a Believable Hero
by Brian Horton
(Infinity Ward)
Visual Arts
GDC 2017
Art Direction Bootcamp: Pantalones! Things I Wished Someone Told Me Prio...
by Denis Rogic
(Independent)
Visual Arts
GDC 2017
Art Direction Bootcamp: The Art of Preproduction
by Greg Foertsch
(Firaxis Games)
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
Balancing the Economy for 'Albion Online'
by Matt Woodward
(Sandbox Interactive)
Design
GDC 2017
Behavior is Brittle: Testing Game AI
by Sergio Ocio Barriales
(Hangar 13/2K)
AI Summit
GDC 2017
Beyond Framerate: Taming Your Timeslice Through Asynchrony
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2017
Board Game Design Day: 'Mechs vs. Minions': Why Would Riot Make a Board ...
by Chris Cantrell
(Riot Games)
Design
GDC 2017
Board Game Design Day: 'Puzzle Strike': A Design Diary
by David Sirlin
(Sirlin 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
Board Game Design Day: Design Epiphanies from 'Qwirkle' and Other Games
by Susan McKinley Ross
(Idea Duck)
Design
GDC 2017
Board Game Design Day: The Making of 'Pandemic Legacy'
by Rob Daviau
(Independent)
Design
GDC 2017
Board Game Design Day: The State & Future of Board Game Design
by Eric Lang
(Counterplay Games)
Design
GDC 2017
Bringing Hell to Life: AI and Full Body Animation in 'DOOM'
by Jake Campbell
(id Software)
AI Summit
GDC 2017
Bringing Touch to VR and AR with Ultrasound (Presented by Ultrahaptics Ltd)
by Robin Alter
(Ultrahaptics Ltd)
Design
GDC 2017
Build Mobile and Voice Games with Google (Presented by Google)
by Abe Haskins
(Google)
Programming
GDC 2017
Build Resilient Online Games with Amazon GameLift (Presented by Amazon L...
by Chris Byskal
(Amazon)
Programming
GDC 2017
Building a Scalable AAA Game Engine (Presented by Amazon Lumberyard)
by Hao Chen
(Amazon)
Programming
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 Emotional VR Character Experiences Really Fast (Presented by Au...
by Tom Sanocki
(Limitless Ltd.)
Visual Arts
GDC 2017
Building Game Mechanics to Elevate Narrative in 'Oxenfree'
by Sean Krankel
(Night School Studio)
Independent Games Summit
GDC 2017
Building the Stage for an Immersive Theater VR Experience
by Jaime Gonzalez
(Tequila Works)
Visual Arts
GDC 2017
Building Worlds Using Math(s)
by Sean Murray
(Hello Games)
Programming
GDC 2017
Can You See Me Now? Building Robust AI Sensory Systems
by Eric Martel
(Ubisoft)
AI Summit
GDC 2017
Change and Constant: Breaking Conventions with 'The Legend of Zelda: Bre...
by Hidemaro Fujibayashi
(Nintendo)
Design
GDC 2017
Character Pipeline and Customization System for 'Far Cry Primal'
by Julien Lalleve
(Ubisoft Montreal)
Visual Arts
GDC 2017
Cinematics and Storytelling with Unity (Presented by Unity Technologies)
by Adam Myhill
(Unity Technologies)
Visual Arts
GDC 2017
Classic Game Postmortem: 'Deus Ex'
by Warren Spector
(OtherSide Entertainment)
Design
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
Classic Game Postmortem: 'Sid Meier's Civilization'
by Sid Meier
(Firaxis Games)
Design
GDC 2017
Cold, Hard Cache: Insomniac's Cache Simulator
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Continuous World Generation in 'No Man's Sky'
by Innes McKendrick
(Hello Games)
Programming
GDC 2017
Cozmo: Animation Pipeline for a Physical Robot
by Molly Jameson
(Anki)
Visual Arts
GDC 2017
Crackpot AI Devs: Unproven Game AI Techniques that Might Possibly Work
by Tyler Coleman
(Retora Games)
AI Summit
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 Interactive Film Scripts for 3D Adventures with Ink
by Joseph Humfrey
(inkle Ltd)
Programming
GDC 2017
Creating the Art of 'ABZU'
by Matt Nava
(Giant Squid Studios)
Visual Arts
GDC 2017
Creating VR Experiences: Unity's Tools and Best Practices (Presented by ...
by Matt Schoen
(Unity Technologies)
Design
GDC 2017
Creation of Planet-Scale Shared Augmented Realities: 'Pokemon GO' and 'I...
by Edward Wu
(Niantic)
Programming
GDC 2017
D3D Async Compute for Physics: Bullets, Bandages, and Blood (Presented b...
by Richard Tonge
(NVIDIA)
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
Deep Learning for Game Developers (Presented by NVIDIA)
by Bryan Catanzaro
(NVIDIA)
Visual Arts
GDC 2017
Design is Not Your Enemy: Producing the 'Gears of War 4' Campaign
by Zoe Curnoe
(The Coalition, Microsoft)
Design
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
DirectX 12 Case Studies (Presented by NVIDIA)
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Do You Copy? Dialog System and Tools in 'Firewatch'
by William Armstrong
(Unity Technologies)
Programming
GDC 2017
EA Presents N-teract: Next Generation Multi-Character Interactions
by Henry Allen
(Electronic Arts)
Visual Arts
GDC 2017
Early Access: Are You Prepared?
by Brian Hicks
(Bohemia Interactive)
Design
GDC 2017
Efficient Texture Streaming in 'Titanfall 2'
by Chad Barb
(Respawn Entertainment)
Programming
GDC 2017
eSports Day: Arcade to eSports: How Your Competitive Game Influences Pla...
by Tom Cannon
(Evolution Championship Series)
Design
GDC 2017
eSports Day: Building eSports: Twitch, 'Rocket League', and 'H1Z1: King ...
by Nick Allen
(Twitch)
Design
GDC 2017
eSports Day: Grassroots Growth: How Game Communities Built an eSport Sce...
by TL Taylor
(MIT / AnyKey)
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
Failure Workshop
by Adriaan de Jongh
(Independent)
Independent Games Summit
GDC 2017
Fast, Cheap and Flashy: An Indie Art Direction Adventure
by Adam deGrandis
(Chickadee Games LLC)
Visual Arts
GDC 2017
Finding 'Duskers': Innovation Through Better Design Pillars
by Tim Keenan
(Misfits Attic)
Independent Games Summit
GDC 2017
Flame Retardant AI: Stopping AI Fires Before They Ignite
by Andrea Schiel
(Microsoft)
AI Summit
GDC 2017
Forging Honor: Providing a Coherent Vision for a New IP
by Jason VandenBerghe
(Ubisoft)
Design
GDC 2017
FrameGraph: Extensible Rendering Architecture in Frostbite
by Yuriy O'Donnell
(Frostbite / Electronic Arts)
Programming
GDC 2017
Friendship, Curiosity & Challenge: Focusing Your Career as an Indie Dev
by Jenn Sandercock
(Inquisiment)
Independent Games Summit
GDC 2017
From DCC to Pixels in Seconds: Rapid and Continuous Iteration in Lumbery...
by Nicholas Lawson
(Amazon)
Programming
GDC 2017
From Indie to 'Fable' & Back Again: 30 Years of "Wisdom"
by Dene Carter
(Fluttermind LLC)
Independent Games Summit
GDC 2017
From Rational to Emotional: Designs that Increase Player Retention
by Jim Brown
(Epic Games)
UX Summit
GDC 2017
From Shore to Horizon: Creating a Practical Tessellation Based Solution
by Nicolas Longchamps
(Eidos-Montreal)
Visual Arts
GDC 2017
Full Speed Flying in VR! The R&D Behind Eagle Flight (Presented by Autod...
by Olivier Palmieri
(Ubisoft)
Design
GDC 2017
Future of Art Production in Games
by Andrew Maximov
(Naughty Dog)
Visual Arts
GDC 2017
Game Design Tools: For When Spreadsheets and Flowcharts Aren't Enough
by Katharine Neil
(Freelance)
Design
GDC 2017
Game Physics on the GPU with PhysX 3.4 (Presented by NVIDIA)
by Kier Storey
(NVIDIA)
Programming
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
Get the Most from Vulkan in Unity with Practical Examples from Infinite ...
by Mikko Strandborg
(Unity Technologies)
Programming
GDC 2017
Getting Productivity from Play: How Ubisoft Is Making Better Tools by Us...
by David Lightbown
(Ubisoft)
Programming
GDC 2017
GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
by Jaap van Muijden
(Guerrilla Games)
Visual Arts
GDC 2017
Hacking into the Combat AI of 'Watch Dogs 2'
by Chae Dickie-Clark
(Ubisoft)
AI Summit
GDC 2017
Happy Inside the Box: The Art of 'Old Man's Journey'
by Clemens Scott
(Broken Rules)
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
High Quality Mobile VR with Unreal Engine and Oculus (Presented by ARM)
by Ryan Vance
(Epic Games)
Programming
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
How a Galaxy Far, Far Away Stays on Brand (Presented by Virtuos)
by Kristian Pedlow
(Virtuos Sparx)
Visual Arts
GDC 2017
How Design Can Ensure Impartial Scientific Fairness in User Research
by Deborah Hendersen
(Microsoft)
Design
GDC 2017
How GitHub Works with Unity (Presented by GitHub)
by Andreia Gaita
(GitHub)
Programming
GDC 2017
How to Scale from Simple to Complex Atlas Workflows with the New 2D Spri...
by Paul Tham
(Unity Technologies)
Programming
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
Immersive Design: Enterprise Applications for Virtual Reality (Presented...
by Brian Pene
(Autodesk)
Design
GDC 2017
Improving the Culture of Critique: Communicating Across Disciplines
by Jeff Hesser
(Harmonix)
Visual Arts
GDC 2017
Indie Soapbox
by Brie Code
(Tru Luv Media)
Independent Games Summit
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
Integrating Amazon APIs in Unity (Presented by Amazon)
by Peter Heinrich
(Amazon)
Programming
GDC 2017
Interviewing for Game Design
by Richard Carrillo
(Ubisoft Toronto)
Design
GDC 2017
Inviting Player Creativity Through Game Mechanics
by Holly Gramazio
(Matheson Marcault)
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
Lessons Learned Creating UI for 'The Division'
by Christian Savoie
(Massive Entertainment - a Ubisoft Studio)
Programming
GDC 2017
Level Design Workshop: A Narrative Approach to Level Design
by Jolie Menzel
(Ubisoft)
Design
GDC 2017
Level Design Workshop: An Approach to Holistic Level Design
by Steve Lee
(Arkane)
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: Designing 'Celeste'
by Matt Thorson
(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
Making 'Night in the Woods' Better with Open Source
by Jon Manning
(Secret Lab)
Independent Games Summit
GDC 2017
Managing Conflict on Small Teams
by Rebekah Saltsman
(Finji)
Independent Games Summit
GDC 2017
Math for Game Programmers: B-Rep for Triangulated Polyhedra
by Gino van den Bergen
(dtecta)
Programming
GDC 2017
Math for Game Programmers: Dark Secrets of the RNG
by Shay Pierce
(Dire Wolf Digital)
Programming
GDC 2017
Math for Game Programmers: Harmonic Functions and Mean-Value
by Nicholas Vining
(Gaslamp Games)
Programming
GDC 2017
Math for Game Programmers: Noise-Based RNG
by Squirrel Eiserloh
(SMU Guildhall)
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
Math for Game Programmers: Solving Nintendo's CodinGame Challenge
by Mike Acton
(Insomniac Games)
Programming
GDC 2017
Math for Game Programmers: The Math of Deep Learning
by Alex Champandard
(creative.ai)
Programming
GDC 2017
Modify Everything! Data-Driven Dynamic Gameplay Effects on 'For Honor'
by Aurelie Le Chevalier
(Ubisoft)
Programming
GDC 2017
More "I", Less "A" in AI Interviews
by Rez Graham
(Independent)
AI Summit
GDC 2017
Motion Warping in 'Gears of War 4': Doing More with Less
by Steven Dickinson
(Microsoft)
Visual Arts
GDC 2017
Narrative Sorcery: Coherent Storytelling in an Open World
by Jon Ingold
(inkle Ltd)
Design
GDC 2017
Networking Scripted Weapons and Abilities in 'Overwatch'
by Dan Reed
(Blizzard Entertainment)
Programming
GDC 2017
NVIDIA Aftermath: A New Way of Debugging Crashes on the GPU (Presented b...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
NVIDIA Vulkan Update (Presented by NVIDIA)
by Mathias Schott
(NVIDIA)
Programming
GDC 2017
Open Source Game Analytics Powered by AWS (Presented by Amazon)
by Yali Sassoon
(Snowplow)
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
Photogrammetry for Games: Art, Technology and Pipeline Integration for A...
by Chris Cowan
(NVIDIA)
Visual Arts
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
Playing Your Cards Right: The Hierarchical Portfolio Search AI of 'Prism...
by David Churchill
(Lunarch Studios)
AI 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
Postmortem: 'Salt and Sanctuary'
by James Silva
(Ska Studios)
Independent Games Summit
GDC 2017
Practical Contract Law 201 for Indie Developers: Moderately Scary Edition
by Chris Reid
(Chris Reid Law)
Independent Games Summit
GDC 2017
Practical Procedural Generation for Everyone
by Kate Compton
(Independent)
Independent Games Summit
GDC 2017
Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV
by Prasert Prasertvithyakarn
(Square Enix)
Programming
GDC 2017
Put a Face on It: The Aesthetics of Cute
by Jenny Jiao Hsia
(Hexecutable)
Independent Games Summit
GDC 2017
Quest for the Healthy Metagame: Balancing Cards in 'Clash Royale'
by Stefan Engblom
(Supercell)
Design
GDC 2017
Reaching the Largest Gaming Platform of All: The Web. WebGL, WebVR and g...
by Ken Russell
(Google)
Programming
GDC 2017
Real-Time Rendering Advances from NVIDIA Research (Presented by NVIDIA)
by Chris Wyman
(NVIDIA)
Programming
GDC 2017
Real-Time Rendering for Feature Film: Rogue One, a Case Study
by John Knoll
(Industrial Light & Magic)
Visual Arts
GDC 2017
Realistic Performances in Games
by Ryan M. James
(Naughty Dog)
Design
GDC 2017
Recruiting and Retaining Young Programming Talent: Beyond Salary and Perks
by Tom Carbone
(FIEA)
Programming
GDC 2017
Refocusing on VR Innovation: Can Standards Simplify Cross-Platform Virtu...
by Devin Reimer
(Owlchemy Labs)
Programming
GDC 2017
Reliving the Horror: Taking 'Resident Evil 7' Forward by Looking Back
by Koshi Nakanishi
(Capcom)
Design
GDC 2017
Remastering 'Day of the Tentacle' and 'Grim Fandango'
by Oliver Franzke
(Double Fine Productions)
Visual Arts
GDC 2017
Rendering Low LOD Cars at Lightning Speed in 'Forza Motorsport 6'
by Gustavo Nunes
(Microsoft)
Programming
GDC 2017
Replay Technology in 'Overwatch': Kill Cam, Gameplay, and Highlights
by Philip Orwig
(Blizzard Entertainment)
Programming
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
Running a Post-Apocalyptic Indie Studio
by Robert Zubek
(SomaSim LLC)
Independent Games Summit
GDC 2017
Running a Virtual World via ECS (Presented by Amazon)
by Tara Hernandez
(Linden Lab)
Programming
GDC 2017
Selling Out: What a Year of F2P Taught an Art-House Indie
by Margaret Robertson
(PlayDots)
Design
GDC 2017
Seven Years in Alpha: 'Thumper' Postmortem
by Marc Flury
(Drool)
Independent Games Summit
GDC 2017
Shipping with Unity: Improving the Last Mile (Presented by Unity Technol...
by Marc Flury
(Drool)
Design
GDC 2017
Shoot for the Sky: The Ambitious HDR Time-Lapse Skies of 'Forza Horizon 3'
by Jamie Wood
(Playground Games)
Visual Arts
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 Grooving: Game Dev Life Set to Live Music
by Teddy Dief
(Heart Machine)
Independent Games Summit
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
Succeed with Streamers Using Lumberyard's Twitch Integrations (Presented...
by Ross Gardner
(Amazon)
Programming
GDC 2017
Success in Mobile VR Development
by Rade Stojsavljevic
(Oculus)
Design
GDC 2017
Systems Make Statements: Simulations and Intentional Design
by Elizabeth Sampat
(PopCap Games)
Design
GDC 2017
Take Advantage of NVIDIA Ansel Photo Mode and GeForce Platform Features ...
by Halldor Fannar
(NVIDIA)
Programming
GDC 2017
Taking Back What's Ours: The AI of 'Dishonored 2'
by Xavier Sadoulet
(Arkane Studios)
AI Summit
GDC 2017
Teaching by Design: Tips for Effective Tutorials from 'Mushroom 11'
by Itay Keren
(Untame)
UX Summit
GDC 2017
Tech Toolbox
by Chris Martens
(North Carolina State University)
Independent Games Summit
GDC 2017
Technical Art Techniques of Naughty Dog: Vertex Shaders and Beyond
by Andrew Maximov
(Naughty Dog)
Visual Arts
GDC 2017
Technical Artist Bootcamp: A Tech Artist's Guide to VR
by Mary Cassin
(Google)
Visual Arts
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: Shaders 201: Creating Art with Math
by Ben Cloward
(BioWare)
Visual Arts
GDC 2017
Technical Artist Bootcamp: Tech Art for Educators
by Mary Denman
(EA Tiburon)
Visual Arts
GDC 2017
Technical Direction: Communication, ROI and Triage
by Mike Acton
(Insomniac Games)
Programming
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 Animation Pipeline of 'Overwatch'
by Jesse Davis
(Blizzard Entertainment)
Visual Arts
GDC 2017
The Art of 'Overwatch': Evolving a Legacy
by William Petras
(Blizzard)
Visual Arts
GDC 2017
The Autodesk Vision and Strategy for Games and VR (Presented by Autodesk)
by TJ Galda
(Autodesk)
Visual Arts
GDC 2017
The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns'
by Francois Alliot
(Nerial)
Independent Games Summit
GDC 2017
The Creative Spectrum: One Creative's Journey to Embrace Their Inner Weirdo
by Louise O'Connor
(Rare Ltd.)
Visual Arts
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 Freedom Fallacy: Understanding "Player Autonomy" in Game Design
by Scott Rigby
(Immersyve)
Design
GDC 2017
The Future of Eye Tracking Technology (Presented by Tobii)
by Joakim Carlen
(Tobii)
Programming
GDC 2017
The Future of Real-Time Lighting: A Panel (Presented by ARM)
by Andrew Maximov
(Naughty Dog)
Visual Arts
GDC 2017
The Future of Rendering in Unity (Presented by Unity Technologies)
by Tim Cooper
(Unity Technologies)
Programming
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 Rendering of 'Below': Low Complexity, High Density Detail
by Colin Weick
(Capybara Games)
Independent Games Summit
GDC 2017
The Science of Off-Roading: 'Uncharted 4's' 4x4
by Edward Pereira
(Naughty Dog)
Programming
GDC 2017
The Simplest AI Trick in the Book
by Xavier Sadoulet
(Arkane Studios)
AI Summit
GDC 2017
The Sound and Music of 'Hyper Light Drifter'
by Rich Vreeland
(Disasterpeace)
Independent Games Summit
GDC 2017
The Witness on Android: Postmortem (Presented by NVIDIA)
by Denis Barkar
(NVIDIA)
Programming
GDC 2017
Thinking Globally: Building the Optimistic Future of 'Overwatch'
by Michael Chu
(Blizzard Entertainment)
Design
GDC 2017
Throwing Out the Dopamine Shots: Reward Psychology Without the Neurotrash
by Ben Lewis-Evans
(Epic Games)
UX Summit
GDC 2017
Tooth and Tail: Building Community Within Open Game Development
by Andy Nguyen
(Pocketwatch Games)
Independent Games Summit
GDC 2017
Toward Film-Like Pixel Quality in Real-Time Games (Presented by Amazon L...
by Hao Chen
(Amazon)
Programming
GDC 2017
Tree's Company: Systemic AI Design in 'Just Cause 3'
by Robert Meyer
(Avalanche Studios)
Programming
GDC 2017
Turing Tantrums: AI Devs Rant!!
by Eric Martel
(Ubisoft)
AI Summit
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: How to Go from Good to Great
by Christina Wun
(Riot Games)
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
GDC 2017
Visual Effects Bootcamp: The Rise of Realtime
by Drew Skillman
(Google)
Visual Arts
GDC 2017
VR Best Practices: Putting the Fun in VR Funhouse (Presented by NVIDIA)
by Amanda Bott
(NVIDIA)
Visual Arts
GDC 2017
VR Discussion Panel: What We Have Learned and Predicting the Future (Pre...
by Olivier Palmieri
(Ubisoft)
Design
GDC 2017
Vulkan Game Development on Mobile (Presented by The Khronos Group)
by Alen Ladavac
(Croteam)
Programming
GDC 2017
Vulkan on Desktop Deep Dive (Presented by The Khronos Group)
by Dan Baker
(Oxide Games)
Programming
GDC 2017
When Vulkan was One: Looking Back, Looking Ahead (Presented by The Khron...
by Alon Or-bach
(Samsung R&D)
Programming
GDC 2017
You Look Smashing: Procedural Art Direction of 'We Happy Few'
by Whitney Clayton
(Compulsion Games)
Visual Arts
GDC 2017
You Suck at Showcasing Your Game
by Nicolae Berbece
(Those Awesome Guys)
Design
GDC 2017
Zoom, Enhance, Synthesize! Magic Image Upscaling and Material Synthesis ...
by Marco Foco
(NVIDIA)
Visual Arts