MTuner
Oh my.Maya is Qt!
Kristine Middlem (Autodesk) @ GDC 2011

No Video :( | Slides


Engine Postmortem of inFAMOUS: Second Son
Adrian Bentley (Sucker Punch Productions) @ GDC 2014

Video | No Slides :(


Code Clinic: How to Write Code the Compiler Can Actually Optimize
Mike Acton (Insomniac Games, Inc) @ GDC 2014

Video | No Slides :(


Lessons from the Core Engine Architecture of Destiny
Chris Butcher (Bungie) @ GDC 2015

Video | Slides


Parallelizing the Naughty Dog Engine Using Fibers
Christian Gyrling (Naughty Dog) @ GDC 2015

Video | Slides


Code Clinic: How to Write Code the Compiler Can Actually Optimize (2015 edition)
Mike Acton (Insomniac Games, Inc) @ GDC 2015

Video | No Slides :(


'Assassin's Creed Syndicate: London' Wasn't Built in a Day
Damien Bastian (Ubisoft) @ GDC 2016

Video | No Slides :(


How King Uses AI in 'Candy Crush'
Alexander Andelkovic (King) @ GDC EU 2016

Video | No Slides :(


Shrinking Data for Fun & Profit
Dietmar Hauser (Sproing) @ GDC EU 2016

Video | Slides


Create a 20 Times Faster Database Engine Optimized to MMOGs
Shuichi Kurabayashi (Cygames, Inc.) @ GDC EU 2016

Video | Slides


Taming the Jaguar: x86 Optimization at Insomniac Games
Andreas Fredriksson (Insomniac Games) @ GDC 2016

Video | Slides


Building Worlds Using Math(s)
Sean Murray (Hello Games) @ GDC 2017

Video | No Slides :(


Creating a Tools Pipeline for 'Horizon: Zero Dawn'
Dan Sumaili, Sander van der Steen (Guerrilla Games) @ GDC 2017

Video | Slides


Data Binding Architectures for Rapid UI Creation in Unity
Stephan Dilly (InnoGames GmbH) @ GDC 2017

Video | Slides


'Destiny' Shader Pipeline
Natalya Tatarchuk, Chris Tchou (Bungie) @ GDC 2017

Video | Slides


Insomniac's Web Tools: A Postmortem
Andreas Fredriksson (Insomniac Games) @ GDC 2017

Video | Slides


Do You Copy? Dialog System and Tools in 'Firewatch'
William Armstrong, Patrick Ewing (Unity Technologies, Campo Santo) @ GDC 2017

Video | Slides


Tools Tutorial Day: Workflow Driven Tools Design
Vesa Paakkanen (Remedy Entertainment) @ GDC 2018

Video | Slides


Tools Tutorial Day: A Tale of Three Data Schemas
Ludovic Chabant (Electronic Arts) @ GDC 2018

Video | Slides


Rebuilding Your Engine During Development: Lessons from 'Mafia III'
Jan Kratochvil (Hangar 13 Games) @ GDC 2018

Video | Slides


Technical Artist Bootcamp: Contributing to Open Source
Bob White (Volition) @ GDC 2018

Video | Slides


Walking, Talking, and Projectiles: Storytelling Tools in 'Destiny 2'
Evan Moran (Bungie) @ GDC 2018

Video | Slides


A Practical Approach to Developing Forward-Facing Rigs, Tools and Pipelines
Michael Malinowski (Creative Assembly) @ GDC 2018

Video | Slides


Frostbite GPU Emitter Graph System
Sebastien Hillaire, Anders Egleus (Electronic Arts, EA DICE) @ GDC 2018

Video | Slides


By Grabthar's Hammer, What a Savings: Making the Most of Texture Memory with Sprite Dicing
Jon Manning (Secret Lab) @ GDC 2018

Video | Slides


The Visual Effects Technology of 'Destiny'
Ali Mayyasi, Brandon Whitley (Bungie) @ GDC 2018

Video | Slides


Make It Shiny: Unity's Progressive Lightmapper and Shader Graph (Presented by Unity Technologies)
Jennifer Nordwall, Matt Dean (Unity Technologies) @ GDC 2018

Video | No Slides :(


Production-Level Facial Performance Capture Using Deep Convolutional Neural Networks
Antti Herva (Remedy Entertainment) @ GDC 2018

Video | Slides