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iconIndie Games Triple Postmortem – Black Ice, 6180 The Moon, The More You Know (About…

In this unique GDC 2016 session, three teams of game developers (Sun Park, Young-Min Park, Aevee Bee, Christine Forbus and Garrett Cooper) unite for a triple postmortem of their games Black Ice, 6180 The Moon, and The More You…
Erin Robinson

iconThe Gravity Ghost Postmortem

In this 2015 GDC postmortem, Ivy Games lead developer Erin Robinson shares the experience of developing her game Gravity Ghost, providing a detailed breakdown of the many design decisions necessary for turning this experimental gravity mechanic into a complete…
Meg Jayanth

icon10 Ways to Make Your Game More Diverse

In this GDC 2016 talk, 80 Days narrative designer Meg Jayanth shares some useful information on how to make diversity in character design not just an afterthought, but instead a powerful tool to help players engage with ideas of…
Brenda Romero

iconBrenda Romero: A Lifetime in Games

In this GDC Europe 2016 talk, legendary game designer Brenda Romero reflects on her 30 years of working as a game designer (Wizardry, Dungeons & Dragons: Heroes, and many others) to talk about what it means to be a…

iconAffordable Space Adventures Postmortem

This GDC Europe 2016 postmortem by Dajana Dimovska of Knapnok Games focuses on the choices and partnerships that enabled a tiny Nordic studio to create the critically acclaimed Wii U title Affordable Space Adventures.

icon7 Ways for Game Developers to Succeed with Twitch Streamers

In this GDC 2016 session, Twitch’s Kathy Astromoff shares examples of how game developers are incorporating Twitch streamers into their design process, and shows how developers can get streamers interested in playing their next game.

iconHistory Shaping Design: Gender Roles In Tabletop Games

From western Chess to Candyland to Mall Madness, this GDC 2016 talk from Untame’s Julia Keren-Detar explores how game mechanics can change who gets to play, and how marketing pressure and seemingly unrelated TV deregulation can restructure a whole…

Unity and Open Gaming Alliance Launch Professional Speakers Bureau for Women in Games

The Open Gaming Alliance in partnership with Unity Technologies have launched a professional speakers bureau for women in games, entertainment, VR/AR and technology called WISER. WISER (Women in Software and Entertainment Representation) is a collective of women professionals in…

iconDialog Systems in Double Fine Games

In this 2015 GDC session Anna Kipnis, senior gameplay programmer at Double Fine, gives a broad overview of how dialog gets into a Double Fine game, from the moment a line is written to hearing and seeing the line…

iconJane Ng on Making the World of Firewatch

In this 2016 GDC talk, Campo Santo’s Jane Ng breaks down the art production challenges encountered when making Firewatch, and explains the methodology behind the team’s scene management, asset modeling and world streaming. The talk also goes into some details…
Olga Kachalina

iconDesigning UX in World of Tanks Blitz

In this GDC Europe 2015 talk, Wargaming’s Olga Kachalina shares the challenges of bringing real time action games from PC and consoles to touch screens without compromising or dumbing down the user experience, and explains best practices for prototyping,…

Lori Cole’s History of Adventure Games

Designer Lori Cole presents a short retrospective on 30 years of Adventure Games at GDC 2016’s Flash Backward session. Cole is an award-winning creative director, game designer, and writer in the video game industry. Her critically acclaimed games include…

iconThis is Your Brain on VR: The Psychology of Doing Virtual Reality Right

Research scientist and technical designer Dr. Kimberly Voll has spent the last many years studying how people think in games. In this GDC Talk, she explores what makes virtual reality work–including what expectations we bring to playing a VR game, the role…

iconHow American History Influenced Early Board Game Design

Early American board games offer some interesting insights on how culture can shape design. In this talk, Brooklyn-based game designer Julia Keren-Detar covers the rise of board games in America, their designers, and how the games reflected and were…

iconThe Pixelles Method: How to Increase Game Dev Diversity

There are no easy answers or shortcuts to changing a culture and increasing diversity, but we can do more than wait around and hope it happens naturally! Pixelles is a grassroots initiative founded in Montreal with the goal to…
GDC 2015

Women at GDC 2016

With GDC 2016 just a week away, the conference has released teaser videos of the many panels and speakers scheduled during the event. Here’s a list of those sessions that feature female game devs, designers, writers, audio composers, or other creative…

iconBioWare’s Cameron Harris on Why Editors Matter

Books, films and TV shows all have editors, and so should video games. So says BioWare editor Cameron Harris, who breaks down how editors add value to projects, teams, and companies to generate creative and financial success.

iconAmy Drobeck on Developing Creature Movement, Personality and Presentation

This GDC 2013 Animation Bootcamp session has WB Games’ Amy Drobeck outlining the process of bringing a creature/animal to life from the skeleton up, with particular reference to the developer’s Lord Of The Rings Games.

iconMitu Khandaker-Kokoris on Designing Games That Include Social Simulation

Social simulation is a powerful yet underappreciated game design tool. Although other aspects of game simulation have grown vastly more sophisticated over the years, the ability for NPCs to interact dynamically with both the player and each other has…

Mariel Cartwright on Making Fluid and Powerful Animations for Skullgirls

How do you get the clearest, most fluid animation in a 2D game and make it work with responsive gameplay? This talk from GDC 2014’s Animation Bootcamp features Mariel Cartwright explaining how Skullgirls was animated. It covers the importance…

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