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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.

All Systems No: Come to GDC 2017 and learn from Brigador's troubled launch

The 2017 Game Developers Conference is right around the corner! Today, conference officials want to let you know about a heavy but important talk at the show about lessons learned from a troubled game launch.

The game in question is Stellar Jockey's Brigador, and at GDC 2017 studio founder Hugh Monahan will be delivering a retrospective session, "All Systems No: Learning from the Doomed Launch of Brigador", that aims to break down all the details of what Monahan calls Brigador's "doomed release" in an easy hour.

The goal is to give attendees a few decent chuckles and a bit bad launch schadenfreude, as well as overwhelming relief now that you can avoid similar mistakes.

Shut Up & Sit Down is back at GDC 2017 with a board game bonanza

Good news: Passes for the Game Developers Conference are still available, and today we're excited to announce more details about the third annual ‘Shut Up & Sit Down’ GDC board game exhibit, which will be open to all GDC 2017 passholders at various points during GDC week -- February 27th through March 3rd.

As always, this excellent exhibit is carefully curated by the clever folks who run tabletop game enthusiast hub Shut Up & Sit Down, and will offer GDC attendees a calm oasis where you can relax and play some of the best tabletop games of 2016. Video game makers can learn much from the world of tabletop games -- something GDC is embracing this year by hosting a Board Game Design Day!

This time around the Shut Up & Sit Down space at GDC 2017 -- one of many engaging interactive spaces spread across the show -- promises to be bigger and better than ever. To find out more, we had a brief conversation with Shut Up & Sit Down cofounder Paul Dean about what to expect this year.

Plus, after the interview we have the full list of games that will be available for GDC 2017 attendees to play in the Shut Up & Sit Down Games Lounge!

Land a job interview at GDC 2017!

Going to GDC 2017? You could qualify for on-site job interviews with major companies attending the show!

Qualified job seekers using Gamasutra’s industry-leading job board now have the chance to get their job board profiles and resumes in front of high-profile game companies exhibiting at GDC 2017. To apply, simply follow the link below:

I'd like to land a job interview at GDC 2017!

(A free Gamasutra job seeker account is required.*)

If you do qualify, employers will contact you directly with meeting information. Meetings will be on-site in San Francisco at GDC 2017, which takes place February 27-March 3, 2017. Further questions can be answered by emailing [email protected].

At GDC 2017, see how Square Enix merged fantasy with reality in Final Fantasy XV

Organizers of the 2017 Game Developers Conference are happy to confirm that Square Enix will be at the show offering a behind-the-scenes look at the narrative design of Final Fantasy XV.

Dan Inoue is a lead writer and localization director at Square Enix, and in his talk on "Bringing Fantasy to Life in Final Fantasy XV" he'll discuss how "a fantasy based on reality" came to reside in the real world, and what rules were made and broken to maintain a cohesive, coherent narrative amid swathes of information.

So come learn how the fantasy came to life -- you'll walk away with techniques for bringing realism into a fantasy world, insight into the challenges of maintaining a cohesive narrative across companion projects and promotions, and strategies for turning the universe to your advantage, all with a unique AAA JRPG spin.

Don't forget to register for GDC 2017 childcare if you're attending with kids!

GDC attendees with children, take note: Game Developers Conference organizers are proud to continue their partnership with leading childcare provider KiddieCorp to offer GDC 2017 attendees access to an on-site children's program. However, the advance deadline to register for the program is January 30th -- just weeks away!

You want to register early, because registration is handled on a first-come, first-served basis. It's also possible to register on-site, but there is no guarantee KiddieCorp will be able to accommodate on-site registrations and doing so is not recommended.

Back by popular demand, the KiddieCorp children's program is for children ages 6 months through 12 years old and will be located within the Moscone Center in San Francisco, California. The KiddieCorp team charges an affordable hourly rate for their services and snacks and beverages will be provided, but meals do need to be supplied by parents each day.

Come to GDC 2017 for Blizzard's tips on helping players tell their own stories

With just a month and change to go until the 2017 Game Developers Conference, organizers want to let you know about a great game design talk taking place at the show from Blizzard game director Eric Dodds.

Dodds has worked on everything from StarCraft to World of Warcraft to Hearthstone while at Blizzard, and in his GDC 2017 talk on "Let Your Players Do the Talking! (Why Player Stories Matter)" he will speak first to why player stories are important and then about three of the tools that can be used to generate more and better player stories with examples taken from Hearthstone and World of Warcraft.

This talk is interesting because Dodds believes game designers like to tell stories with their games, but their narrative is much less compelling than the stories their players are telling each other. As game designers, they should focus on providing tools that enable their players to tell their own awesome stories -- and attendees of his talk will learn how to do just that!

2017 Independent Games Festival announces Main Competition finalists!

The finalists for the Independent Games Festival (IGF) have been revealed for the esteemed 19th annual awards, which honor the most influential, innovate and acclaimed projects in independent game development.

The ceremony, taking place on March 1, 2017 during the Game Developers Conference, will be hosted by Nina Freeman, the game designer of the acclaimed 2016 IGF Nuovo Award-winning title, Cibele. The breakthrough game centers around themes of love, sex and the internet,  and was largely inspired by Freeman’s deeply personal real-life story. Nina’s current role is a level designer working on the highly-anticipated Tacoma, the follow-up to Fullbright’s critical hit, Gone Home.

After an initial round of judging by over 340 evaluators, the more than 650 entries for the 2017 IGF Awards were distributed to a group of experts from across the industry for final consideration. These expert juries specializing in distinct disciplines for each category have selected the IGF finalists after playing, discussing and rigorously evaluating them.

Attend GDC 2017 and study how Gears of War 4 does more with less

The schedule for the 2017 Game Developers Conference is coming together nicely, and today organizers are excited to announce that the developers of Gears of War 4 will be at the show to talk about how they did more with less.

In his talk on "Motion Warping in 'Gears of War 4': Doing More with Less," The Coalition technical animator Steven Dickinson will reveal the techniques and technology developed to increase flexibility and reduce scope on Gears of War 4. For example, he'll show you how motion warp points can be used alongside traditional animation content authoring approaches and how this approach is philosophically critical to the animation process at The Coalition.

Blending multiple animations has traditionally been a way of dealing with distance, direction and environmental variance. However, the amount of assets needed for adequate coverage in today's large AAA titles can be crushing. Multiple animation blending also reduces visual freedom as blended animations must be of similar style and timing. Some games have tackled this content explosion by dynamically warping motion to meet the spatial constraints. These are often ad hoc/specific to particular actions and not exposed to the animator. For Gears of War 4, The Coalition developed a generalized solution by introducing the concept of warp points.

Learn something new about game design at the GDC 2017 Board Game Design Day!

Heads up, game makers: GDC 2017 organizers are happy to announce some of the great sessions taking place during the new Board Game Design Day which will help kick off the conference next month.

This is just one of the many Bootcamps and Tutorials scheduled during the first two days of GDC (Monday and Tuesday, February 27th and 28th of this year), a new day-long deep dive into what makes board games tick -- and what game designers of all stripes can learn by studying them.

Taking place on Tuesday, February 28th, the Board Game Design Day is a one-day deep dive into the art and science of designing non-electronic board (and card) games. Featuring multiple notable speakers from the world of board game design, this is an opportunity to get deep into the design mechanics behind innovative and popular board games, and hear about the design ethos that has shaped standouts in the resurgent world of board game development.

Come to the GDC 2017 AI Summit and get tips on making games smarter

As the 2017 Game Developers Conference draws nigh, organizers would like to quickly let you know about some of the great talks on artificial intelligence in games that will be taking place during the March conference.

Each of these talks is part of the GDC AI Summit, one of eight that will take place Monday, February 27th and Tuesday, February 28th at the Moscone Center in San Francisco, CA -- the first two days of the conference.

Each Summit offers a comprehensive overview of a specific game industry discipline, and the AI Summit is no exception. This year, for example, Havok Inc. AI team lead Ben Sunshine-Hill shows you how to implement an asynchronous task processing system in his AI Summit talk on "Beyond Framerate: Taming your Timeslice through Asynchrony."

Such a system can smooth CPU spikes, leverage idle cores, and guarantee an exact processing time limit for your AI step, allowing programmers to still use complex and long-running AI computation in a real-time video game without compromising simulation quality.

At GDC 2017 Epic shares tips on boosting player retention via good design

The 2017 Game Developers Conference is drawing nigh, and today organizers are excited to announce a talk from Epic Games' Jim Brown about designing games that people want to play -- and come back to keep playing, over time.

Brown has 20 years of experience in the video game industry as a designer, writer, and manager, having worked on Epic projects like the Unreal and Gears of War game series. In his GDC 2017 UX Summit talk "From Rational to Emotional: Designs that Increase Player Retention", Brown aims to dissect the basic emotions that drive everyone, and provide specific examples of design techniques that encourage the formation of enduring emotional ties that could enhance both retention and enjoyment for players.

Brown is adamant that this will not be a talk about narrative design or "how to make people cry", but an evaluation of the underlying factors that can create emotional attachment, and how to encourage those connections in games with focused design and UX techniques.

GDC 2017 will host a Classic Game Postmortem of Civilization!

2017 is here, and with it comes some exciting news: The 2017 Game Developers Conference will play host to a pair of game industry luminaries who will take the stage to deliver a posmortem look back at their work on an incredibly influential game.

Sid Meier and Bruce Shelley, a pair of game industry luminaries who have together shaped the history of video and board game development through their work on everything from Railroad Tycoon to Age of Empires, will be presenting a Classic Game Postmortem on their groundbreaking game Sid Meier’s Civilization at GDC 2017!

The pair worked closely together at MicroProse on many notable projects, but it was in Civilization that Shelley’s background in board game design and Meier’s history of sim game development blended together perfectly, leading to the creation of what is perhaps the biggest and longest-running strategy game franchise in the world.

Now, Meier and Shelley will take the stage at GDC 2017 to deliver an earnest postmortem of their work conceiving, designing and developing Civilization. The game and its sequels have influenced a generation of game makers; don’t miss your chance to hear how it all began.

Official GDC podcast returns with One Life Left, Gamasutra -- and now Twitch streaming!

One Life Left is a brilliant London-based radio show about video games, and this year cohosts Ste Curran, Ann Scantlebury and Simon Byron will return to the Game Developers Conference in San Francisco to broadcast live from the conference.

GDC attendees should make a point of stopping by to check it out, because the One Life Left team will be recording live every day for over an hour alongside members of Gamasutra and a rotating cast of Super Special Guests!

GDC x One Life Left is the official streaming video/podcast partner of GDC 2017, and so for the first time ever each of these shows -- which are a nice blend of gentle repartee, conversations about games and light insight into the game industry as a whole -- will be appearing live on Twitch, right from the show floor!

At GDC 2017 Naughty Dog will break down Uncharted 4's combat AI design

Designing satisfying enemies in games is often a question of balance: too many vs. too few, too aggressive vs. too skittish, too authored vs. too systemic.

To help you better understand that balance, organizers of the 2017 Game Developers Conference have lined up a great talk from the folks at Naughty Dog about how they fine-tuned the combat AI in their blockbuster 2016 game Uncharted 4: A Thief's End.

Matthew Gallant is a game designer at Naughty Dog, and in his Design track talk on "Authored vs. Systemic: Finding a Balance for Combat AI in 'Uncharted 4'" he'll show you how to evaluate which aspects of combat AI should be authored by designers and which parts are better handled with systems-driven logic. This includes specific methods for assigning roles in combat situations, particularly when larger number of NPCs or complex level geometry are involved.

Inside, Overwatch and Firewatch lead GDC 2017 Choice Awards nominees!

Organizers have revealed the nominees for the 17th Annual Game Developers Choice Awards, the premier accolades for peer recognition celebrating the industry’s top games, studios and developers!

Tim Schafer, founder of Double Fine Productions, will return as host of the awards show for his sixth time, having previously hosted the Choice Awards in 2007, 2009, 2011, 2013 and 2015.

Winners in all fourteen categories, including the new Best VR/AR Game category, will be honored at the Game Developers Choice Awards ceremony, taking place on Wednesday, March 1st, 2017 at 6:30pm at the San Francisco Moscone Center during the 2017 Game Developers Conference in conjunction with the Independent Games Festival Awards. The ceremonies are available to attend for all GDC 2017 pass-holders and will be livestreamed on the GDC’s official Twitch channel.

Leading the pack with six nominations is Inside, a 2D puzzle-platformer adventure developed and published by Playdead, an independent developer based in Denmark. Inside is Playdead’s follow-up to its critically acclaimed debut, Limbo which received top accolades from the IGF in 2010 and again at the Choice Awards in 2011. Inside is a finalist for Best Audio, Best Design, the Innovation Award, Best Narrative, Best Visual Art and Game of the Year.

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