Edit: I think the GDC Vault has been updated with all available content, so you may want to go there instead. See you next year!?
Get’em while they’re fresh! If you know of stuff missing here, please tell me about it on Twitter @TheJare. You can also check industry sites like Gamasutra, Polygon or Develop for ongoing coverage, and hopefully a lot of these materials will show up in the GDC Vault soon.
Design
- A Study in Transparency: How Board Games Matter by Soren Johnson
- Usability Lessons from Mobile Board Game Conversions by Martin Grider
- Death to 3 Act Structure by Richard Rouse III
- Competitive Storytelling by Christina Norman
- Narrative Legos (video) by Ken Levine
- Battlefield 4: Creating a More Dynamic Battlefield (video) by Linnea Harrison
- Creating BioShock Infinite’s Elizabeth (video) by Shawn Robertson
- Fewer Tifas, or More Sephiroths? Male Sexualization in Games by Michelle Clough
- A New Formalism by Raph Koster
- Pursuing Interactive Suspension of Disbelief by Sean Vanaman
Tech
- Grassmann Algebra in Game Development by Eric Lengyel
- Make Programming Fun by Phoenix Perry
- Math for Game Programmers: Inverse Kinematics by Gino van den Bergen
- Physically Based Shading in Unity (and notes) by Aras Pranckevičius
- SYCL for OpenCL by Andrew Richards
- Rendering Battlefield 4 with Mantle by Johan Andersson
- Dictionary Learning in Games by Manny Ko
- DirectX 12 presentation by Microsoft (clunky photos – better off reading this)
- Approaching Zero Driver Overhead by Cass Everitt, Graham Sellers, John McDonald and Tim Foley
- Various presentations on OpenCL, OpenGL, OpenVX by Khronos Group
- Advanced Lighting Techniques in Unity by Aras Pranckevičius, Jens Fursund and Sam Martin (Jesper Mortensen & Kuba Cupisz too?)
- Getting Started with asm.js and Emscripten by Alon Zakai and Luke Wagner
- Assassin’s Creed 4: Road to Next-gen Graphics by Bart Wronski
- Practical Unit Testing by Andrew Fray
- Game Analytics with AWS by Nate Wiger
- Crafting a Next-Gen Material Pipeline for The Order:1886 by David Neubelt and Matt Pettineo
- Code Clinic: How to Write Code the Compiler can Actually Optimize by Mike Acton
- Intro to Frames, Dictionaries and K-SVD by Jim Van Verth and Manny Ko
- Understanding Constraints by Erin Catto
- Exploring MLCP solvers and Featherstone by Erwin Coumans
- Simple Formation Assignment by Cloderic Mars
Production & Biz
- Economic Balancing and Improved Monetization Through Clever Sink Design by Vili Lehdonvirta
- Core Games, Real Numbers: Going Cross-Platform by Emily Greer
- The Global Android Explosion by Torrey Lincoln
- How Ski Safari became a Chinese hit by Henry Fong
- Emerging Communities: a Snapshot of the Brazilian Indie Game Development Scene by Artur Mittelbach, Arthur Protasio and Bruno Campagnolo
- Why Whales Sing? by Jussi Laakkonen
- Mobile Models: Looking Closer at LTV, CPI & ROI by Jon Radoff
- Building Customer Support and Loyalty by Jeremy Ehrhardt
- The Most Effective Mobile User Acquisition Techniques by Sho Masuda
Misc
- Ten (rant) (video) by Chris Hecker
- Classic Studio Postmortem: Lucasfilm Games (video)
- Classic Game Postmortem – Shenmue (video) by Yu Suzuki
- Meanwhile, in Japan (video) by Kenji Inafune and Mark McDonald
- Greg Costikyan’s rant (writeup)
Thank you 🙂
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great! lots of interesting stuff
Here are Erwin Couman’s slides on MLCP solver and Featherstone http://goo.gl/84N71q
Here is another one about snow rendering in Batman: Akham Origins
http://www.slideshare.net/colinbb/gdc2014-deformable-snow-rendering-in-batman-arkham-origins
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson (Humus) slides are here: http://www.humus.name/index.php?page=Articles&ID=9