GDC Talks

Summaries of GDC talks

  • Assignment 2: Game Design & Development 2016 @ TUGraz
  • Course lead: Johanna Pirker (contact: jpirker [AT]
  • Course details: GDD16

A Context-Aware Character Dialog System by Jason Gregory

Shrinking Data for Fun & Profit by Dietmar Hauser

Experience the magic of Respawn’s Titanfall with the new NVIDIA Nsight 4.0 by Jeff Kiel

Security in Gaming, How Protecting Your Gamers Can Be as Simple as 1.2.3 by Simon Thorpe

Physics for Game Programmers : Networking for Physics Programmers by Glenn Fiedler

Once A Cheater Always A Cheater: Gotta Catch ’Em All by Eugen Harton

Assassin’s Creed 4: Black Flag Road to Next-Gen Graphics by Bartlomiej Wronski

  • Author: Markus Höll (February 17, 2017)
  • Tags: Next-Gen, Current-Gen, Global Illumination, Cross-Platform, Volumetric Light Scattering, Screen Space Reections, GPU Hardware, Assassin’s Creed, Black Flag, Real-Time Graphics
  • Track: GDC VAULT 2014 – Visual Arts
  • Url:
  • Speaker: Bartlomiej Wronski, Ubisoft Montreal
  • Link: Summary

Enhancing Your Unity Mobile Games by Roberto Lopez Mendez, Angelo Theodorou, Tony Prosser, Carl Callewaert

The Witcher 3: Enabling Next-Gen Eects through NVIDIA GameWorks by Dane Johnston, Monier Maher and Balazs Torok

The Dawn of Mobile VR by John Carmack

An Overview of the Amazon Devices and Services for Game Developers

50 Camera Mistakes by John Nesky

Advanced VR Rendering by Alex Vlachos

Creating FPS Open Worlds Using Procedural Techniques by Tom Betts

Improving Geometry Culling for ’Deus Ex: Mankind Devided’ by Nicolas Trudel, Sampo Lappalainen, Otso Maekinen

The Early Days of id Software: Programming Principles by John Romero

How to Build Nightly When There is No Night by Josh Nixdorf

Evolving the Server-Side Architecture of League of Legends by Andrew McVeigh

From PS4 to 1.44MB Floppy: Porting ’Retro City Rampage’ to MS-DOS by Brian Provinciano

“Clash of Clans: Designing Games That People Will Play For Years” by Jonas Collaros

The Last of Us Melee System by Anthony Newman

Practical Virtual Reality for Disney Themeparks by Bei Yang

Modernizing Splinter Cell’s Gunplay by James Everett

Porting Realm of Empires from Facebook to Mobile HTML5 by Greg Balajewicz

The Narrative Scripting Language Behind ’80 Days’ and ’Sorcery!’ by Joseph Humfrey

iOS Games in a Day by Gareth Jenkins

Android TV Gaming: Designing (and Programming) for Success on Marshmallow by Lars Bishop

  • Author: Markus Meyer, February 20, 2017
  • Tags: Android, Marshmallow, API 23, Android TV, Google TV, Gaming, 4K, NVIDIA
  • Track: GDC Vault 2016 – Programming
  • Url:
  • Speaker: Lars Bishop, NVIDIA
  • Link: Summary

Fighting Latency on Call of Duty Black Ops III by Benjamin Goyette

Low Complexity, High Fidelity: The Rendering of INSIDE by Mikkel Gjoel and Mikkel Svendsen

Strategies for Efficient Authoring of Content in Middle-earth: Shadow of Mordor by Doug Heimer

Classic Game Postmortem: Diablo by David Brevik

  • Author: Klemens Strasser, February 20, 2017
  • Tags: tags, describing, the, content
  • Track: GDC 2016 – Programming
  • Url:
  • Speaker: David Brevik, Gazillion Entertainment
  • Link: Summary

Destiny’s Multithreaded Rendering Architecture by NatalyaTatarchuk

Far Cry 4, Assassin’s Creed Unity and War Thunder: Spicing Up PC Graphics with GameWorks (Presented by NVIDIA) by Alexandr Polischuk, Andrei Tatarinov, Tim Tcheblokov, Anton Yudintsev

  • Author: Markus Müller, February 20, 2017
  • Tags: Far Cry 4, Assassin’s Creed, NVIDIA, War Thunder, GameWorks
  • Track: GDC 2015 – Programming
  • Url:
  • Speakers: Alexandr Polischuk, Ubisoft; Andrei Tatarinov, NVIDIA; Tim Tcheblokov, NVIDIA; and Anton Yudintsev, Gaijin Entertainment
  • Link: Summary

Play the Cut Scene: The Characters of Ryse Son of Rome by Abdenour Bachir and Christopher Evans

How Game Developers Reach New Customers with Twitch by Marcus Graham, Ernest Le

Math for Game Programmers: Spatial Subdivision by Graham Rhodes

The Physics of Fun – Vehicles in Saints Row by David Bianchi

 Technical Art Culture of ’Uncharted 4’ by Andrew Maximov

The Challenge of Bringing FEZ to PlayStation Platforms by Miguel Angel Horna

Creating Truly Scalable Game Engines by Rys Sommefeldt, Josh Adams, Johan Andersson, Julien Merceron, Aras  Pranckevicius

  • Author: Clemens Hofer, February 20, 2017
  • Tags: Game Engines, Unity, Metal, Vulkan, Frostbite, Konami, scalability, Epic Games
  • Track: GDC VAULT 2016 – Programming
  • Url:
  • Speaker: Rys Sommefeldt, PowerVR Graphics, Josh Adams, Epic Games, Johan Andersson, Electronic Arts, Julien Merceron, Konami, Aras Pranckevicius, Unity Technologies
  • Link: Summary

Dialog Systems in Double Fine Games by Anna Kipnis

Building Higher Level Functionality for your Games using AWS by Greg McConnel, Greg Murphy, Dhruv Thukral

Practical Techniques for Ray Tracing in Games by Gareth Morgan

Advanced VR Rendering Performance by Alex Vlachos

Moving to the Next Generation – The Rendering Technology of Ryse by Nicolas Schulz

The Last of Us: Human Enemy AI by Travis McIntosh

Witchcraft: The Alchemy of a Crafting-Based Economy by Matthew Steinke

Code Clinic: How to Write Code the Compiler Can Actually Optimize by Mike Acton

Next-Gen Characters: From Facial Scans to Facial Animation byJohn Hable

Engine Postmortem of inFAMOUS: Second Son by Adrian Bentley

Physics for Game Programmers: QuickHull by Dirk Gregorius

  • Author: Walther Starmühler, February 20, 2017
  • Tags: quickhull, qhull, meshes, shapes, edges, convex, concave, hull, horizon, face merge, fat
  • plane, fat face, games, physics, collision detection, limited precision
  • Track: GDC 2014 San Francisco – Programming )
  • Url:
  • Speaker: Dirk Gregorius, Valve
  • Link: Summary

Concurrent Interactions in The Sims 4 by Peter Ingebretson, Max Rebuschatis

Scaling from Mobile to High-End PCs: The Tech of Broken Age by Oliver Franzke