Game Preservation Best Practices: A Real Life EA Case Study

In this 2019 GDC talk, EA’s Garrett Fredley discusses the struggles and challenges of his work preserving releases for multiple

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Applying Level Design to Dialogue in Subsurface Circular

In this 2018 GDC session, Bithell Games’ Mike Bithell picks apart the process used to create the conversation trees of

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Leave Enough Room: Design that Supports Player Expression

In this 2011 GDC session, game designer Randy Smith examines the idea of player expression and how and why players

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Games that Change Lives: Social Impact Done Right

In this 2019 GDC talk, Abiding Bridge’s Elizabeth Maler presents her innovative ways of designing, writing and playtesting social impact

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Game Design in the Coffee. Lovable Game Design by SWERY

In this 2011 GDC talk, game designer Hidetaka ‘Swery’ Suehiro explains the game design process that gave birth to D4:

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Overwatch Gameplay Architecture and Netcode

In this 2017 GDC session, Blizzard’s Timothy Ford explains how Overwatch uses the Entity Component System (ECS) architecture to create

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Designing Two Tasty Cores Three Times Over: The Case of Brawl Stars

In this 2019 GDC session, Supercell’s Antti Summala explores the many control schemes and progression systems designed for Brawl Stars.

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Indexing and Iterating Design Space Permutations

In this 2016 GDC session, programmer Nathan Sturtevant covers the mathematics of counting with combinations and permutations, particularly how to

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