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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.


Scroll down to learn about all GDC programs covering Game Design, including: 

Game Design Workshop | Level Design Summit

Core Concepts Sessions: Design

 

Game Design Workshop

Two-Day Workshop | Monday and Tuesday | March 16-17, 2020

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.

GDC 2019 highlights include...

Game Design Workshop Day 1

Marc LeBlanc (Riot Games), Jeb Havens (Jeb Havens Games), Eric Todd (Orange Monkey Games), Stone Librande (Riot Games), Andrew Leker (Sholari, LLC), Marcus Montgomery (Oculus), Tim Stellmach (OtherSide Entertainment), Jonathan Hamel (Ready at Dawn Studios), Jason Vandenberghe (ArenaNet), Kim Swift (EA Motive), Lauren Scott (Double Fine), Frank Lantz (NYU Game Center), Kellee Santiago (Google), Sam Villanueva (Niantic, Inc.), Andy Ashcraft (Giantsdance Games)

Game Design Workshop Day 2

Marc LeBlanc (Riot Games), Jeb Havens (Jeb Havens Games), Eric Todd (Orange Monkey Games), Stone Librande (Riot Games), Andrew Leker (Sholari, LLC), Marcus Montgomery (Oculus), Tim Stellmach (OtherSide Entertainment), Jonathan Hamel (Ready at Dawn Studios), Jason Vandenberghe (ArenaNet), Kim Swift (EA Motive), Lauren Scott (Double Fine), Frank Lantz (NYU Game Center), Kellee Santiago (Google), Sam Villanueva (Niantic, Inc.), Andy Ashcraft (Giantsdance Games)

Level Design Summit

One-Day Summit | Tuesday | March 17, 2020

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.

Designing the Ashtray Maze in 'Control'

Anne-Marie Gronroos (Remedy)

Designing the Interconnected Worlds of 'Jedi: Fallen Order'

Jeff Magers (Respawn Entertainment)

Modular Mission Scripting in 'Just Cause 4'

Diana Wang (Avalanche Studios)

Core Concepts Sessions: Design

Wednesday-Friday | March 18-20, 2020

The learning continues Wednesday through Friday with Core Concepts presentations. Check out the newly added 2020 sessions below.

Best of the Best: Designing Ranked Leagues for 'Apex Legends'

Chin Xiang Chong (Respawn Entertainment)

Matchmaking for Engagement: Lessons from 'Halo 5'

Josh Menke (343 Industries)

Broccoli vs. Chocolate

Itay Keren (Level Ex)
Steve Kane (Level Ex)

 

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Connecting the Global Game Development Community