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A Week of Game Design Lessons

Learn methods to create compelling interactions with realistic physics, facial expressions, and lighting. Get ideas for new games, tips to push your project forward, and learn how to understand and tune the interactions of an ever-increasing number of tools, systems, and techniques required to design great games.

Game Design Workshop

Two-Day Workshop | Monday and Tuesday | March 21-22, 2022

Immerse yourself in the iterative process of refining a game design and discover design concepts that will help you think more clearly about their designs and make better games. The Game Design Workshop includes hands-on activities, group discussion, analysis, and critique.

Game Design Workshop

Marc LeBlanc (Riot Games), Andy Ashcraft (Giantsdance Games, Inc. & New York Film Academy),Kellee Santiago (Niantic), Stone Librande (Riot Games), Jeb Havens (Jeb Havens Games), Eleanor Todd (Orange Monkey Games), Elizabeth Swensen (University of California, Santa Cruz), Marcus Montgomery (Microsoft)

Level Design Summit

One-Day Summit | Tuesday | March 22, 2022

The Level Design Summit offers an all-day series of talks covering topics across the vast spectrum of this crucial aspect of game design – from sharing specific techniques, to in-depth analysis of shipped games, to introspective explorations of "big" concepts that affect level designers/teams, as well as providing guides to process and workflow.

Torchbearers: New Generation Immersive Sim Developers

Harvey Smith (Arkane Austin), Paris Stacy (Arkane Austin), Dillon Rogers (New Blood Interactive), Suzanne Will (Blendo Games), Snaketicus (Ninth Exodus)

Level Design Summit: Designing the Museum Flashback: 'The Last of Us Part II'

Evan Hill (Singularity 6 (Prev Naughty Dog))

From Beyond Belief to the 'Matrix Awakens': Looking Back at 25 Years of Level Design

Matthias Worch (Epic Games)

Core Concepts Sessions: Game Design

Wednesday-Friday | March 23-25, 2022

The learning continues Wednesday through Friday with Core Concepts presentations. Check out session highlights below.

Ahistorical Accuracy: Bringing New Myths and Representation to 'Civilization'

Anton Strenger (Firaxis Games)

Lombax Lessons: A ‘Ratchet and Clank: Rift Apart’ Design Postmortem

Mark Stuart (Insomniac Games)

Designing for Gen Z and Beyond: New Platforms, New Designs, and New Opportunities in Connected Play

Robin Hunicke (Funomena)


Connecting the Global Game Development Community

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