GDC 2017
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'ARK: Survival Evolved': Lessons from the Trenches of Early Access
by Jeremy Stieglitz
(Studio Wildcard)
Business & Marketing
GDC 2017
'Bound': Emotions Through Ballet and Modern Art
by Michal Staniszewski
(Plastic)
Visual Arts
GDC 2017
'Design Home' Postmortem: Concept Through Launch
by Chris McGill
(Glu Mobile)
GDC Mobile Summit
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
'DOOM': Behind the Music
by Mick Gordon
(Game Audio Australia)
Audio
GDC 2017
'DriveClub' Audio: From Console to VR
by Nicholas Ward-Foxton
(Sony Interactive Entertainment)
Audio
GDC 2017
'Evolve': An Adventure in Accessibility Retrofitting
by Tara Voelker
(Gaikai)
Advocacy
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
'Headlander': Discovering Modern Methods in Sound via 70's Sci-Fi
by David Earl
(David Earl Productions)
Audio
GDC 2017
'Homefront' to 'God of War': Using Music to Build Suspense
by Winifred Phillips
(Generations Productions LLC)
Audio
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)
Business & Marketing
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
'Legendary: GoH' 5 Lessons from 12 Months of LiveOps Growth
by Ethan Levy
(N3twork)
GDC Mobile Summit
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
'Pokemon GO' & Designing Interactive Games for the Real World
by Dennis Hwang
(Niantic, Inc.)
GDC Mobile Summit
GDC 2017
'Project Discovery': Lessons From Scientific Research via 'EVE Online'
by Attila Szantner
(MMOS Srl)
Advocacy
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
'Tacoma': An Experimental VO Production Postmortem
by Michael Csurics
(The Brightskull Entertainment Group)
Audio
GDC 2017
'Unravel': Using Empathy as a Game Mechanic
by Martin Sahlin
(Coldwood)
Design
GDC 2017
'Watch Dogs 2': PC Version Success Story with NVIDIA (Presented by NVIDIA)
by Jaakko Haapasalo
(NVIDIA)
Production & Team Management
GDC 2017
(Opportunity) Cost Effective Marketing & PR for Indies
by Chris Dwyer
(Independent)
Independent Games Summit
GDC 2017
17th Annual Game Developers Choice Awards
by Tim Schafer
(Doublefine)
Special Event
GDC 2017
19th Annual Independent Games Festival Awards
by Nina Freeman
(Fullbright)
Special Event
GDC 2017
2 Immersive 4 VR: Reinventing 'Rock Band'
by Matt Boch
(Harmonix Music Systems)
Design
GDC 2017
3D Audio in VR: Animation, Mo-Cap and 360 Video
by Christopher Hegstrom
(The Sound Lab at Technicolor)
Audio
GDC 2017
4K Checkerboard in 'Battlefield 1' and 'Mass Effect Andromeda'
by Graham Wihlidal
(Frostbite Labs, Electronic Arts)
Programming
GDC 2017
5G and Mobile Gaming: The Carriers Strike Back!
by Kristian Segerstrale
(Super Evil Megacorp)
GDC Mobile Summit
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 Practical Guide for Doing Ethical Player Testing
by Mia Consalvo
(Concordia University)
Advocacy
GDC 2017
A Thousand Tiny Tales: Emergent Storytelling in 'Slime Rancher'
by Nick Popovich
(Monomi Park)
Independent Games Summit