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Come to GDC 2017 and learn how to write better, richer game characters

It's a new year, and that means the 2017 Game Developers Conference is right around the corner. Conference organizers are putting together a top-notch event this year, including an important GDC Narrative Summit talk about writing better games by breaking commonly-used molds of marginalized characters.

Shawn Allen is a longtime game developer currently working on Treachery in Beatdown City, and in his GDC 2017 talk on "Breaking Marginalized Character Narrative Molds to Write Better, Richer Characters" he'll speak to his lived experience as a black game designer, writer, and cultural critic.

This is important because Allen will talk about why, in the video game space, there is a yearning to create more black and brown characters, and yet the results are usually mixed, with bad representations being the most common output. He'll also speak about how he approached creating dozens of characters of various ethnic groups in a fictional New York, and how he too has stumbled on his way.

At GDC 2017 you'll see how an FPS studio came to make Horizon: Zero Dawn

Game makers, take note: Organizers of the 2017 Game Developers Conference are happy to confirm that Guerrilla Games will be presenting a talk at the show that lays bare the production process for the studio's upcoming action game Horizon: Zero Dawn.

Guerrilla Games' Dan Sumaili and Sander Van der Steen will be presenting a Programming track talk on "Creating a Tools Pipeline for 'Horizon: Zero Dawn'" that deconstructs how the studio transitioned from linear tactical first person shooters to a vibrant open world RPG, while completely rebuilding their tools pipeline from scratch.

The pair will explain explain how Guerrilla Games defined and implemented a framework that would provide a robust basis of functionality, on which they built an integrated game development environment. They will present a clear picture of how the framework's capabilities took shape over time, by detailing systems they developed and how those systems interact. Redesigning Guerrilla Games' tools pipeline while in production was a significant risk, which they believe paid off and greatly benefited the final quality of their game.

Reminder: Less than one month left to register early for GDC 2017

With just under a month left early registration for Game Developers Conference 2017 ends January 18 at 11:59 PM Pacific, conference organizers are encouraging anyone interested in attending to register now at a discounted rate.

When you register you'll be securing access to a wide variety of game development talks, roundtable discussions, postmortems and workshops, as well as fantastic interactive spaces like the Alt.Ctrl.GDC exhibit of games with idiosyncratic controllers and the Train Jam game jam showcase for game prototypes developed while riding the rails.

All passholders also have access to the GDC Expo Floor, located within the Moscone Convention Center in San Francisco, which serves as a showcase for cutting-edge technology from some of the industry's biggest and most influential companies.

The Expo Floor also provides attendees with numerous opportunities to learn about upcoming products, interact with developers and publishers, and establish business relationships with some of the industry's top professionals. GDC even offers a special service dedicated to facilitating such relationships -- the GDC Business Matchmaking service, available to all GDC 2017 attendees.

Come to GDC 2017 and learn how Twitch can make you a better teacher

The 2017 Game Developers Conference is coming up fast, and today organizers are proud to announce an intriguing talk about game design education that's taking place at the show.

Sean Bouchard is a researcher at the USC Game Innovation Lab, and in his GDC 2017 Education Summit session on "How Twitch Made Me A Better Teacher" he will speak to how the video game streaming platform Twitch offers educators of game design and analysis an opportunity to improve their teaching practice.

Bouchard teaches game design at the University of Southern California and broadcasts a weekly live show in which he plays games and discusses the design decisions behind them. In this session he will share the ways streaming has improved his interactions with students, and how other educators can similarly benefit from performative games criticism.

Attend GDC 2017 and hear how Mafia III's soundtrack got the blues

The schedule for the 2017 Game Developers Conference is shaping up nicely -- today, for example, organizers are proud to announce a cool talk taking place at the show about how Hangar 13's Mafia III got its sublime soundtrack.

In their GDC 2017 session on "'Raising a Ruckus: Bringing the Blues to 'Mafia III'" composers Jesse Harlin and James Bonney will break down how Mafia III was scored.

Through an experimental and exploratory demo process, the game's score pointed towards the creation of an interactive, all-original blues score. However, Harlin and Bonney suggest the blues introduces several challenges: its form and structure is very simple, its instrumentation is limited in color, and often its players, while accomplished, are not musically literate. This talk will address the challenges of working with a music tradition that is not typically used for scoring video games.

Oxenfree dev shares tips on elevating game narratives at GDC 2017

Telling great stories in video games is tricky business, thanks in no small part to how a game's narrative must cohere with the mechanics of playing it.

That's why organizers of the 2017 Game Developers Conference have lined up a great talk about how to design a game so that its mechanics elevate its narrative.

In his Independent Games Summit talk on "Building Game Mechanics to Elevate Narrative in 'Oxenfree'", Sean Krankel -- cofounder of Oxenfree developer Night School Studio -- will dive into the various design decisions that went into creating an acclaimed supernatural thriller rooted in communication and exploration.

Every game's development can benefit from greater harmony of mechanics and player purpose. Come see where Night School Studio succeeded and failed at striving to answer both questions as it sought to merge storytelling and mechanics as closely as possible.

See Deus Ex: Mankind Divided's Breach mode deconstructed at GDC 2017

Heads up, game makers: 2017 Game Developers Conference organizers are happy to announce that Eidos Montreal will be backing a neat talk about Deus Ex: Mankind Divided's unique Breach mode.

Fleur Marty is the producer of the live team at Eidos Montreal, and in her talk on "Deus Ex Breach: Experimenting Within the Boundaries of a AAA Franchise" she'll  give a behind-the-scenes-look into the entire process the team went through in order to successfully develop Breach, which has no precedent in the Deus Ex games.

The presentation will focus on the various design challenges that were faced, as well as the management strategies used to bolster a more effective teamwork and the specific production processes that lead to a truly innovative Deus Ex experience, while staying true to the core DNA of the franchise.

Come to GDC 2017 and hear how Gears of War 4's cutting-edge audio was crafted

The schedule for the 2017 Game Developers Conference is robust, so today organizers would like to let you know about a cutting-edge talk about the audio tech in Gears of War 4 that you won't want to miss.

In their GDC 2017 session on "'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics," Microsoft Research researcher Nikunj Raghuvanshi and Microsoft technical audio lead John Tennant will break down Project Triton, which they call the first successful effort for detailed scene-dependent wave acoustics in games.

Triton shipped in 'Gears of War 4', resulting from a collaboration between The Coalition and Microsoft Research. Triton robustly models complex wave phenomena such as diffraction, scattered reflections and reverberation on static 3D level geometry. In doing so, it captures important effects like smooth occlusion around obstacles or longer reverberation in large halls, as well as how these effects change when source and listener move through the environment.

GDC Pitch returns to GDC 2017 to help GDC Play devs hone their pitch skills!

2017 Game Developers Conference officials are happy to confirm that the popular GDC Pitch event will once again be a part of the GDC Play emerging/independent developer showcase at next year's conference.

If you missed its debut last year, GDC Pitch is a special event designed to help select participants practice their pitching skills -- in front of a live audience!

A great pitch can secure the future of your studio, or ensure your game has the resources to reach the players who will appreciate it most. At GDC Pitch, game developers that register to exhibit their game in GDC Play 2017 may be selected to receive pitching advice and coaching, then pitch their game an opinionated panel of investors and publishers in front of an audience. No pressure!

GDC Pitch will once again be hosted by Jason Della Rocca of investment platform Execution Labs and take place Wednesday and Thursday, March 1st and 2nd, during GDC 2017.

What's the best way to teach game design? Find out at GDC 2017!

The 2017 Game Developers Conference is going to be here before you know it, and today organizers want to quickly let you know about a helpful talk on game design education that's taking place at the show.

Marko Suvajdzic is an experienced game design educator and at GDC next year he'll be sharing some critical lessons learned about trying to teach game design in his GDC Education Summit talk on "Video Game Design Practices in a Symultaneous Synchronous/Asynchronous Oncampus/Online Classroom."

Real-time online learning is quickly becoming the Holy Grail of education. Suvajdzic will share insights and learn specific best practices to the real world problems encountered during the past 2 years in teaching video game design in an experimental research program where all classes are offered simultaneously to the three distinct groups of students: on-campus, online synchronous (real time video conference), and online asynchronous. Professor Suvajdzic reviews the multimedia classroom setup for this specific hybrid model content delivery method, offers best practices in teaching, reviews hardware/software options, and presents the data collected from the first two generations of the students.

Here's the lineup of games playable at GDC 2017's Alt.Ctrl.GDC showcase!

The 2017 Game Developers Conference is right around the corner, and today organizers are proud to announce the selection of 20 games  to exhibit at alt.ctrl.GDC, the on-site showcase of alternative control schemes and interactions in games.

That means GDC 2017 attendees who stop by the alt.ctrl.GDC exhibit will have the chance to play some of the most inventive and innovative games around using unique, one-of-a-kind controllers.You can strum a lyre with laser strings, for example, or climb into a giant inflatable Fear Sphere and try to survive against an unseen hunter.

You'll also have the chance to grab hold of a real string and play tug-of-war with a virtual dog, control a game with a real turntable that's been turned into an interactive controller, and sculpt the hills and valleys of a virtual world by moving your hands through a real box of sand!

See Guerrilla deconstruct Horizon: Zero Dawn's traversal mechanics at GDC 2017!

As the 2017 Game Developers Conference schedule continues to shape up nicely, organizers would like to highlight a really great talk from Guerrilla Games that will take GDC 2017 attendees behind the scenes of the studio's upcoming game Horizon: Zero Dawn.

Paul Van Grinsven is a game programmer at Guerrilla Games, and in his GDC 2017 talk on "Player Traversal Mechanics in the Vast World of 'Horizon: Zero Dawn'" he'll show what went into making protagonist Aloy traverse the vast world of 'Horizon: Zero Dawn' with its complex and organic environments.

Various traversal mechanics will be covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics will be explained, and he will look at the underlying reasoning and design decisions.

Come to GDC 2017 and learn to boost game AI via asynchronous processing

Wringing every ounce of power out of your game without sacrificing quality is tricky business, regardless of whether you're coding physics systems, particle effects -- or artificial intelligence. That's why organizers of the 2017 Game Developers Conference have lined up a great talk from a veteran AI programmer about how you can use asynchronous processing to up your AI game!

In his AI Summit talk on "Beyond Framerate: Taming your Timeslice through Asynchrony," Havok Inc. AI team lead Ben Sunshine-Hill shows you how to implement an asynchronous task processing system which 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.

Come to the talk and you'll learn why AI is uniquely suited to asynchronous processing, how to implement an asynchronous task manager, which tasks to make asynchronous, and how to coordinate asynchronous and synchronous processing.

At GDC 2017 you'll see how Inside's final surprise was made

The schedule for the 2017 Game Developers Conference is coming together nicely, and today conference officials are proud to announce that the team at Inside developer Playdead are coming to the show to reveal their game dev techniques.

There's something surprising waiting at the end of Inside, and in a talk titled "Huddle up!: Making the [SPOILER] of 'Inside'" a team of four Playdead animators and programmers  -- Mikkel Bøgeskov Svendsen, Andreas Normand Grøntved, Søren Trautner Madsen, and Lasse Jon Fuglsang Pedersen -- will explain how they built it.

Attendees will see unexpected inspirational sources, learn about making softbody physics with impulse and intent forces battling for control, using procedural animation to reflect intent and establish realism, and melting pieces together with shading. Above all attendees will enjoy some advocacy for wild, unmanaged forms of collaboration, to create the unknown.

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