Game Developers Conference (GDC) is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Stay up to date on everything happening with the Game Developers Conference, the Independent Games Festival, the Game Developers Choice Awards, and more through our online blog. To get GDC updates sent straight to your mailbox, subscribe to our GDC Newsletter.

Google, Microsoft lead GDC Europe's smart lineup of sponsored sessions

GDC Europe 2016 is coming up fast, and as the August conference draws nigh we'd like to quickly highlight some notable sponsored sessions that you'll want to check out.

Today we're highlighting a pair of informative sponsored sessions from game industry heavyweights Microsoft and Google that developers who work on mobile, console and/or PC games may find helpful.

What does the future hold for game developers who want to release games on Windows, Xbox, or both? That's exactly what Microsoft's Alex Teodorescu-Badia intends to make clear in his sponsored session "Envisioning the Future of Game Development on Windows & Xbox."

Check it out and you'll get an early look at Microsoft's roadmap and plans to build a platform for indie game developers on Windows devices, including OS-level updates coming this year in Windows. Teodorescu-Badia will also dive deep into platform-agnostic development approaches, partner tools and engines, and how to maximize your game's revenue.

Devs, submit your best Programming talks for GDC 2017

If you've got a great idea for a session that should take place as part of the Programming track of talks at Game Developers Conference 2017, now is the time to submit it! GDC 2017 organizeres are now accepting submissions to present lectures, roundtables, panels, posters and tutorials through Thursday, August 18th.

This will be the 31st edition of GDC, which continues to be the world's largest and longest-running event serving professionals dedicated to the art and science of making games.

The big event will take place Monday, February 27 to Friday, March 3, 2017 at the Moscone Convention Center in San Francisco, California, and will once again host thousands of game developers from all around the world for a week of learning, networking and inspiration.

Attend GDC Europe and see how CCP integrated citizen science into EVE Online

GDC Europe 2016 is right around the corner, and today organizers are proud to highlight a talk about how the creators of the popular massively multiplayer game EVE Online integrated citizen-driven scientific research work into their game.

CCP Games' Bergur Finnbogason and MMOS chief Attila Szantner will do just that in a talk entitled "'Project Discovery': How Citizen Science Got Into 'EVE Online.'"

The pair will explain how this project is just the first implementation of the "Massively Multiplayer Online Science" concept, and how it was realized in February of this year through collaboration between CCP, MMOS and the Human Protein Atlas.

They'll explain what they learned from the process, dig into the various challenges they faced and highlight the work that EVE Online players have done (through Project Discovery) to advance the state of science.

Ubisoft details the creation of VR flying game Eagle Flight at VRDC

The first standalone Virtual Reality Developers Conference is coming together fast, and today organizers would like to quickly remind you about an expert talk on VR game design that attendees of the November conference in San Francisco can check out.

Ubisoft Montreal's Olivier Palmieri will be sharing lessons learned from his work designing the remarkable VR flight game Eagle Flight in "Full Speed Flying in VR! The R&D Behind Eagle Flight."

The game was the result of an R&D project aimed at finding a way to allow comfortable high speed motion in VR, so Olivier will describe this research (e.g. effects of motion in peripheral vision), and solutions he and his team found (e.g. dynamic peripheral vision blinders).

He'll also run down how he and his compatriots sought to create VR flight game controls that would not only be comfortable, but also very intuitive and precise. The results surpassed their expectations, in some surprising ways!

Don't miss this year's Women in Tech Day from GDC Europe and Gamescom

GDC Europe is just two weeks away, and today organizers want to quickly remind attendees not to miss out on the second annual Women in Tech Day, which will take place immediately following GDC Europe.

You can now register to attend the limited-capacity event (put on by GDC Europe in partnership with gamescom) which will take place immediately after the close of GDC Europe, on Wednesday, August 17th -- the first day of gamescom.

The Women in Tech Day serves as a forum for women working in all areas of technology, including the game industry, IT, digital and other fields. Prominent leaders from the video game industry and other areas of tech will come together to speak, network and share their unique experiences.

This year, goals include inspiring women to collaborate on innovative solutions by providing opportunities for learning and networking, promoting diversity in technology industries, advocating technology and celebrating women role models who have chosen a career in tech and who inspire others to do the same. The Women in Tech Day offers a unique combination of deep-dive talks, workshops and a networking reception.

Watch experts discuss combat design for AAA games at GDC Europe

It's the first day of August, and that means we're just weeks away from the big GDC Europe 2016 conference in Germany. For attendees looking to sharpen their design skills, conference organizers are pleased to announce an expert roundtable on big-budget game combat design.

In "Creating Conflict: Combat Design for AAA Action Games, Michael Barclay (Lead Level Designer, Cloud Imperium Games), Sam Howels (Principal Designer, Deep Silver Dambuster Studios) and Pete Ellis (Level Designer, Guerrilla Cambridge) will discuss what it takes to create combat scenarios for AAA action games.

The panelists, each of whom has some experience with the challenge, will take audience members through the various steps and considerations when creating action-packed scenarios for first- and third-person action games.

The 2017 Independent Games Festival opens calls for submissions

Submissions are now officially open for the 2017 Independent Games Festival, the signature competition for indie games, to be held for its 19th year during GDC 2017 in San Francisco next March. This directly follows a record-breaking year which saw over 750 entries for the 2016 event, including top prizewinners like Her Story, Mini Metro and Undertale.

The deadline for all submissions to the IGF this year will be October 24th, with finalists announced in early January 2017. Finalists' games will once again be playable at the packed IGF Pavilion on the Game Developers Conference 2017 Expo Floor, and will compete for over $50,000 in prizes.

As per normal, these awards include the Excellence in Visual Art, Audio, Design and Narrative Awards, which will have six finalists each, with the winner getting $3,000 in each category. There will also be six finalists for the $30,000 Seumas McNally Grand Prize.

Letter from the IGF Chairperson: Welcome to IGF 2017

Hello and welcome to the 19th annual Independent Games Festival Letter From The Chairperson!

I wanted to take a moment to thank the IGF staff, developers, judges and jury members who were supportive and active in my first year as IGF Chairman! It was great to work through the process from start to finish and I appreciate all the feedback, conversations and suggestions that came along from everyone throughout the year.

Also, a big congrats again to all the teams who were nominated, received honorable mentions or won awards last year!  It was an amazing selection of games that I feel not only echo the voices of our community, but also reflect how far we’ve all come as an industry. I’m really looking forward to discover what this new year has in store!

Based on the experiences of last year, (and since there’s always room for improvement) we’ve decided on some changes to this upcoming IGF. I’ll outline the more notable items below in more detail.

Learn to make better VR games through applied psychology at GDC Europe

Virtual reality, at it's best, can make you feel like you're somewhere else -- and that means VR developers can benefit greatly from even a moderate understanding of how people think and feel.

At GDC Europe 2016 next month, game designer and Exozet Berlin VR consultant Thomas Bedenk will deliver a talk on "Psychology of Virtual Reality: Presence, Agency, Social" that aims to provide just that.

From Bedenk's perspective, the key outstanding elements of VR are its social possibilities and its capacity to foster presence and agency among players.

During his talk, he'll share ideas for how to improve your VR productions by catering to players' perceptions and psychology, and offer concrete examples of how such improvements can be made. Don't skip it!

At VRDC, learn to make great mixed-reality trailers for your VR experience

Later this year San Francisco will play host the first standalone Virtual Reality Developers Conference, and among the great sessions organizers are lining up for the show is an expert talk on how VR devs can create mixed-reality trailers.

Delivered by game trailer wizard Kert Gartner, the "Behind the Scenes: Making Mixed Reality Trailers" session at VRDC 2016 promises a cutting-edge look at some of the best techniques and technologies for creating mixed-reality video of your augmented- or virtual-reality experiences.

This is something he know something about, having collaborated on the great mixed-reality trailer for Northway's Fantastic Contraption VR.

It's important because explaining VR experiences to people who haven't tried them is proving exceedingly difficult, and mixed-reality trailers can help you overcome that challenge by effectively conveying what it's like to be inside a VR experience.

At GDC Europe you'll see how The Witcher's living world was built

With GDC Europe 2016 right around the corner, organizers want to quickly remind all current and potential attendees not to miss a great talk from CD Projekt Red about the design and development of The Witcher 3: Wild Hunt's remarkable world.

In "The Living World of 'The Witcher'", CDPR lead technical designer Matthew Steinke will take the stage to discuss the trials and triumphs he encountered while designing and developing an open-world experience with sandbox gameplay elements like alchemy, crafting and the economy.

It was a significant challenge, and in his talk Steinke will discuss lessons learned about creating a role-playing game that offers an immersive, rewarding experience for players who choose not to engage in its primary quest lines. He'll also showcase how the Wild Hunt team integrated feedback from players into their work on the game, and outline some key decisions made to create one of the standout games of last year.

At GDC Europe, get tips on being more creative with your backend tech

With GDC Europe 2016 just weeks away, know that conference organizers have lined up a great session from Playfab's Mark Val about all the ways you can creatively improve your games' backend ecosystems.

In his talk, "Expanding Your Creativity Within the Backend Services Ecosystem," Val will take you on a tour of the leaders of the backend services ecosystem and how they can help you make better games.

From multiplayer, game design, monetization, analytics, support tools and more, attendees of his talk will learn new ways to expand their backend services and use them to be more creative when making games.

It promises to be a useful talk for anyone who helps make games, from indie devs to big-time publishers. Don't miss it!

Come to GDC Europe and learn how to make the industry more diverse

We're weeks away from this year's big GDC Europe conference in Germany, and organizers want to quickly let you know about a great panel on game industry diversity and accessibility that's taking place at the show.

In a session titled simply "Who Needs Diversity? Everybody!", Threaks programmer Mena Jacobs, Kongregate exec Melinda Montano, University of Tampere game researcher Annakaisa Kultima, SAE Instititute Hamburg instructor Patrick Moechel and indie game developer Sos Sosowski will discuss why diversity in the game industry is so important -- and what everyone can do to make it more accessible.

It promises to be well worth attending, and those who do check it out can expect to walk away with useful takeaways about how to improve game industry diversity -- and the practical benefits of doing so.

GDC 2017 announces call for submissions

Good news, game makers: UBM Tech Game Network, the organizers of the Game Developers Conference 2017, are now accepting submissions to present lectures, roundtables, panels, posters and tutorials through Thursday, August 18th.

This will be the 31st edition of GDC, which continues to be the world's largest and longest-running event serving professionals dedicated to the art and science of making games.

GDC 2017 will take place Monday, February 27 to Friday, March 3, 2017 at the Moscone Convention Center in San Francisco, California, and will once again host thousands of game developers from all around the world for a week of learning, networking and inspiration.

For the main conference, the GDC Advisory Board is considering session submissions for seven tracks: Audio, Design, Production, Programming, Visual Arts, and the Business, Marketing & Management track, as well as the track on Advocacy, which covers social issues from diversity to quality of life. Proposals can be submitted via the official GDC website.

Come out to VRDC and see how the Lucky's Tale devs prototype in VR

Good news, VR enthusiasts: Organizers are excited to announce another great talk that will be taking place at the first standalone Virtual Reality Developers Conference this November.

Lucky's Tale developer Playful Corp. has been one of the leading lights of VR game development, and at VRDC founder & CEO Paul Bettner will join studio design lead Dan Hurd onstage to chat about all the things they've learned from years of prototyping VR games and experiences.

Their talk, "A Playful Approach to Prototyping for Virtual Reality," will candidly break down the findings of the studio's ongoing search for the best practices of rapid VR game development. Bettner and Hurd and discuss the tools and techniques they use to quickly prototype VR experiences, highlight problem areas they continue to strugle with and showcase Playful's latest prototype work in touch-based and social VR.

Connecting the Global Game Development Community