GDC 2016
"It's Just Emulation!" - The Challenge of Selling Old Games
by Frank Cifaldi
(Digital Eclipse)
Advocacy
GDC 2013
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC 2017
'DOOM': Behind the Music
by Mick Gordon
(Game Audio Australia)
Audio
GDC 2017
'Ghost Recon Wildlands': Terrain Tools and Technology
by Guillaume Werle
(Ubisoft)
Visual Arts
GDC 2018
'Monster Hunter: World' Postmortem: Concept Design through Prototyping a...
by Yuya Tokuda
(Capcom)
Design
GDC 2019
1,500 Slot Machines Walk into a Bar: Adventures in Quantity Over Quality
by Alex Schwartz
([unnamed next venture])
Business & Marketing
GDC 2016
8 Bit & '8 Bitish' Graphics-Outside the Box
by Mark Ferrari
(Terrible Toybox)
Visual Arts
GDC Online 2012
A Theory of Fun 10 Years Later
by Raph Koster
(Playdom, San Diego)
Design
GDC 2015
Advanced VR Rendering
by Alex Vlachos
(Valve)
Programming
GDC 2016
Advanced VR Rendering Performance
by Alex Vlachos
(Valve)
Programming
GDC 2015
Adventures in Text: Innovating in Interactive Fiction
by Jon Ingold
(inkle)
Design
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2009
An American engine in Tokyo: The collaboration of Epic Games and Square ...
by Mark Cerny
(Cerny Games)
Production
GDC 2014
Animation Bootcamp: An Indie Approach to Procedural Animation
by David Rosen
(Wolfire Games)
Visual Arts
GDC 2016
Animation Bootcamp: Overwatch: How A Hero Is Mei-d
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2015
Animation Bootcamp: The Animation Process of Ori
by James Benson
(Campo Santo)
Visual Arts
GDC 2014
Antichamber: An Overnight Success, Seven Years in the Making
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2014
Antichamber: Three Years of Hardcore Iteration
by Alexander Bruce
(Antichamber)
Design
GDC 2014
Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)
by Cass Everitt
(NVIDIA)
Programming
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2015
Building a Better Centaur: AI at Massive Scale
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2014
Building Customizable Characters for Bungie's Destiny
by Scott Shepherd
(Bungie)
Visual Arts
GDC 2011
Classic Game Postmortem - DOOM
by Tom Hall
(Loot Drop)
Game Design
GDC 2011
Classic Game Postmortem - ELITE
by David Braben
(Frontier Developments)
Game Design
GDC 2011
Classic Game Postmortem - MANIAC MANSION
by Ron Gilbert
(Double Fine Productions)
Game Design
GDC 2011
Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
by Eric Chahi
(Ubisoft)
Game Design
GDC 2011
Classic Game Postmortem - PAC-MAN
by Toru Iwatani
(Namco)
Game Design
GDC 2011
Classic Game Postmortem - PITFALL!
by David Crane
Game Design
GDC 2015
Classic Game Postmortem: Loom
by Brian Moriarty
(WPI)
Design
GDC 2011
Classic Game Postmortem: PRINCE OF PERSIA
by Jordan Mechner
Game Design
GDC Europe 2012
Classic Postmortem: GoldenEye 007
by Martin Hollis
(Zoonami)
Game Design
GDC 2010
Concrete Practices to be a Better Leader
by Brian Sharp
(Bungie, LLC)
Production
GDC 1999
Conference Keynote: Shigeru Miyamoto
by Shigeru Miyamoto
(Nintendo Co. Ltd.)
Business & Marketing
GDC 2012
Cubes All the Way Down: FEZ Technical Postmortem
by Renaud Bedard
(Polytron Corporation)
Independent Games Summit
GDC 2012
Depth in Simplicity: The Making of Jetpack Joyride
by Luke Muscat
(Halfbrick Studios)
Game Design
GDC 2010
Design in Detail: Changing the Time Between Shots for the Sniper Rifle f...
by Jaime Griesemer
(Bungie)
Game Design
GDC 2019
Designing 'Path of Exile' to Be Played Forever
by Chris Wilson
(Grinding Gear Games)
Design
GDC Europe 2010
Designing Guild Wars 2 Dynamic Events
by Colin Johanson
(NCsoft - ArenaNet)
Game Design
GDC 2013
Designing Journey
by Jenova Chen
(thatgamecompany)
Design
GDC Europe 2014
Designing Monument Valley: Less Game, More Experience
by Ken Wong
(ustwo)
Visual Arts
GDC Next 2013
Doki-Doki Universe: Sweet, Simple and Genuine (GDC Next 10)
by Greg Johnson
(HumaNature Studios)
Independent Games
GDC 2014
Ellie: Buddy AI in The Last of Us
by Max Dyckhoff
(Naughty Dog, Inc.)
Programming
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2010
Engineering Scalable Social Games
by Robert Zubek
(Zynga)
Programming
GDC 2009
Everything I Learned About Level Design I Learned from Disneyland
by Scott Rogers
(THQ)
Game Design
GDC Europe 2011
Evoking Emotions and Achieving Success by Breaking All the Rules
by Thomas Grip
(Frictional Games)
Independent Games Summit
GDC Online 2010
From Comics to Consoles
by Antony Johnston
(Freelance)
Game Narrative Summit
GDC Online 2012
Guild Wars 2: Programming the Next Generation Online World
by Cameron Dunn
(ArenaNet)
Programming