GDC 2017
'Final Fantasy': A Challenger Once Again
by Hajime Tabata
(Square Enix)
Design
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
'Offworld Trading Company': An RTS Without Guns
by Soren Johnson
(Mohawk Games)
Design
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
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
Absolutely No Pressure: Continuing a Successful Game Series with 'Civili...
by Ed Beach
(Firaxis Games)
Design
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
Classic Game Postmortem: 'Oregon Trail'
by Don Rawitsch
(Rawitsch Consulting)
Design
GDC 2017
Classic Game Postmortem: 'Seaman'
by Yutaka Saito
(Independent)
Design
GDC 2017
Dark Patterns: How Good UX Can Be Bad UX
by Anisa Sanusi
(Frontier Developments)
UX 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
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
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
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
How Design Can Ensure Impartial Scientific Fairness in User Research
by Deborah Hendersen
(Microsoft)
Design
GDC 2017
Indigenous Games Lightning Talks
by Julia Keren Detar
(Untame)
Design
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
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
My Players Are Monkeys: Building Games for Animal Research
by Benjamin Kalb
(Blanket Fort Games)
Design
GDC 2017
Playing the Middle: Balancing Trust, Creativity, and Business in the Sci...
by Ian Livingston
(Electronic Arts)
UX Summit
GDC 2017
Realistic Performances in Games
by Ryan M. James
(Naughty Dog)
Design
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
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
Systems Make Statements: Simulations and Intentional Design
by Elizabeth Sampat
(PopCap Games)
Design
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
Throwing Out the Dopamine Shots: Reward Psychology Without the Neurotrash
by Ben Lewis-Evans
(Epic Games)
UX Summit
GDC 2017
UX Methodologies for Holistic Product Design
by Paul Rybicki
(Electronic Arts)
UX Summit