

The GDC Masterclass program is comprised of small-group workshops that deliver in-depth, hands-on training from industry experts around some of the most important challenges facing game developers today.
These interactive courses go beyond high-level theory to provide students with individualized feedback and practical experience that can be applied directly to their work. Class sizes are kept intentionally small to ensure every student receives one-on-one assistance from the instructor. Instructors are hand-selected by the GDC team to ensure their expertise and hands-on experience in their field.
June 2022 courses will be taking place completely online via Zoom during BST working hours. Purchasing a GDC Masterclass pass also gives students full access to the AI Summit at Tobacco Dock during London Tech Week.
Registration for GDC Masterclass London is now closed. Subscribe to the official GDC Newsletter to receive info on future GDC Masterclass courses and other offerings.
Virtual Courses
Advanced Steam Strategies for Game Studios and Publishers with Chris Zukowski
What tactics are the top studios using on Steam? In this intense course you will learn the behind-the-scenes techniques that will leverage your back-catalog, creative talent, and connections to the fullest.
Building Excellent Teams and Culture in Game QA with Kari Toyama and Anthony Price
This two day course will cover ways to build, grow, and champion professional QA teams within a game studio or publisher of any size.
A Practical Approach To Physical Lighting In Unreal Engine with Kevin Nally
A practical and comprehensive class on using Physical Lighting methods in Unreal Engine.
Advanced Publisher Pitching: Strategy and Pitch Optimization for Scoring Deals with Jason Della Rocca
This masterclass will focus on pitching and scoring publishing deals for premium PC and console games. Learn what it takes to get noticed, line up meetings, and demonstrate that your game is an unmissable business opportunity. Attendees will have the chance to practice their pitch and receive direct feedback for improvement.
Creating and Designing with Your Own Pattern Language with Chris Barney
Practice creating Game Design Patterns based on your personal design experience, then put those patterns to use in a practical group design.
How To Bring Story And Gameplay Together with Susan O'Connor
This hands-on workshop will help you become the writer that designers love to work with (or vice versa).
Microservice Architecture in Game Design with Jeff Lent
This hands on one day workshop will teach you the basics of building microservices to support server side functionality for your games.
In-Person Courses
Funding Your Studio: Pitching to VCs and Fundraising Strategy with Jason Della Rocca
Venture funding is a mystery to most developers. While there are tremendous amounts of capital in flow (the top dozen game VC firms have over $5 billion of capital under management), many developers struggle to gain access to those funding opportunities, or even understand what it means to be venture investible. This masterclass will demystify venture funding and give entrepreneurial developers the tools they need to score venture funding for their game studio.
Designing, Developing, and Funding Healthcare Games and Digital Therapeutics with Noah Falstein & Dasy Mandel
Innovative games and gaming technologies are increasingly fulfilling needs of patients and healthcare systems worldwide. Learn about challenges, solutions, and opportunities in the rapidly growing business of Games for Health and obtain tools and methods for design, development, and fundraising from an experienced game designer and producer with decades of experience, and a professional healthtech investor and entrepreneur.
Intro to Unity Shader Programming with Russell Campbell
The course offers increased understanding of Unity game scripting and use of graphics hardware through shaders. The overall goal is to gain the skill of effectively passing data from C# scripts to shaders and making use of these data structures to create graphical effects at an efficiency otherwise not possible at real-time.