Tag: https://gdconf.com/

May 25
Getting Hired with a Personal Touch

Getting hired is tough! Hiring is tough! In this GDC 2024 talk, a 15-year recruiting veteran takes you through the journey of getting employed, and the myriad of ways to turn off the hiring manager. Not only do they share what to avoid and how to impress, but they explore using empathy as a tool […]

May 24
Lore, Don't Tell: A Guide for Telling Culturally Rooted Stories Like 'Venba'

When players are unfamiliar with a culture, how do we tell a story that’s rooted in it? In this GDC 2024 talk, creative director Abhi … source

May 23
Game Narrative Summit: It's Not in the Writer's Manual: A Q&A Session for New Writers

How do newer writers fit into game design and narrative design teams? Do writers coming from the worlds of film and comics have advantages getting work over prose writers? Is it easier to be a freelancer or employee? Do you have the skills to be a writer in this industry? How do you know when […]

May 22
How We Almost Wrecked Our Second Game, 'The Wreck'

In 2018, pumped by the success of their first game, “Bury me, my Love,” Florent Maurin and his team start working on a second project called The Wreck. They had money, experience, confidence, and a great idea to toy with. Things looked bright. But after a year, the vertical slice the team worked so hard […]

May 21
Math in Game Development Summit: A Visual Guide to Quaternions and Dual Quaternions

Sometimes people say “Quaternions are 4 dimensional”. They are trying to scare you. It’s no more true than “3×3 matrices are 9 … source

May 19
Bringing a Star Wars Cantina to Life in 'Jedi: Survivor'

You can’t think of Star Wars without the Mos Eisley Cantina. Learn how the narrative team on ‘STAR WARS Jedi: Survivor’ brought … source

May 18
Plays Like You Remember: Adapting Classics for 'Teenage Mutant Ninja Shredder's Revenge'

Playing with nostalgia is always a risky bet, but the team at Tribute Games won big when making Teenage Mutant Ninja Turtles: … source

May 17
Developing 'Hi-Fi RUSH' Backwards and Finding Our Positive Gameplay Loop

In this session, Game Director John Johanas shares how the initial concept for Hi-Fi RUSH came to be. From there, he provides in-depth details into the development team’s early learnings on approaching this type of rhythm-action title. GDC returns to San Francisco in March 2025! For more information, be sure to visit our website and […]

May 16
2D and Tomorrow: How the Devs of ‘Super Mario Bros. Wonder’ Find Joy in Making Side-Scrolling Games

Following last year’s launch of the Super Mario Bros.TM Wonder game, developers Takashi Tezuka and Shiro Mouri discuss the … source

Mar 01
Artist vs. Manager

For many artists, the vision of becoming a Leader or Art Director is viewed as the end of creative work. In this talk, Kacper … source