CONFERENCE
| CALL FOR SUBMISSIONS
The 2012 Game Developers Conference Call for Submissions closed September 6 at 11:59pm PST.
Questions? Read our FAQ or email Evelyn Donis for Main Conference questions, and Jen Steele for Summit questions.
Please Read
The GDC Advisory Board has made improving the quality of presented talks its number one goal. Historically, any problems with quality has been caused by the gap between an original talk abstract and the presented lecture; this is an issue we are working to fix.
If you look at the show program from any given year, it is pretty awesome. Individuals may pick different set of talks to attend, but the chosen talks are always representative of interesting and current work happening in game development each year; however, there lies a hidden problem that we've all experienced—a session has a great title and abstract, but the talk itself is a letdown. This gap is very hard to close, but we're taking it very seriously.
We rely on grading history for speakers, but we are also increasingly requesting more comprehensive submissions to help narrow the gap as well, because it allows us to get past the abstract and see the talk itself. This is a major pain for submitters, because it means they have to prepare their content well ahead of the GDC.
However, many of the most respected technical and academic conferences require absolutely complete submissions by a hard inflexible deadline very far ahead of the conference so the jury can know exactly what will be presented. We are not at that point with the GDC, but it would guarantee the Advisory Board could pick only the best possible talks.
We are trying to strike a balance between improving the submission process for the submitter—in an industry where publishing and sharing information is important but is not the main part of one's job (as opposed to academia)—with this goal to substantially increase the quality of the presented lectures.
Thank you,
The GDC Advisory Board
If you want to submit, please take note of the following:
Vendor Specific Proposals
The Game Developers Conference does not accept product or vendor-related submissions. If your talk is a thinly-veiled advertisement for a new product, technology or service your company is offering, please do not apply. If you would like to publicize a product, please contact our sales team for information on exhibiting and other vendor opportunities, including sponsored sessions.
All presentations must be submitted by the original authors
We currently only accept submissions by original authors of the presentations. PR firms, speaking relation firms, and all other parties who are not direct authors of submitted presentations are discouraged from submitting a proposal on behalf of their clients/speakers. We require direct contact with presenters to expedite questions during the submission review process.
GDC Summits
If you are interested in submitting for any of the GDC Summits, the call for submission will open September 29 - October 31, 2011. Details for the GDC 2012 Summits Call for Submissions can be found here. Proposals submitted to the main conference of GDC will not be considered or reviewed by summit advisors. There is no penalty for submitting a proposal to both the main conference and summits. Each program has its own advisors and submissions will be graded separately. You may contact Jen Steele about the Summit call for submissions.

Phase I: (July 26 - September 6, 2011)
Prepare & Submit Session Proposal
- Speaker Contact Information
- Session Title: Provide a session title in fewer than 16 words
- Track, Format, and Audience Level
- Session Description: You have 500-words to describe to the GDC Advisory Board what your talk will be about, and why it will be interesting to GDC attendees. This is not the abstract for your talk for the printed program, it is not meant for attendees to read, it is not a teaser, and it is not a place for cute wordplay. It is for you to describe concretely and succinctly what is compelling about your talk to the Advisory Board, a group of people who have probably read 250 of these descriptions by the time they get to yours. Do not tease with something like, "My lecture will reveal amazing findings about how people play puzzle platformers", instead say, "We have found 90% of people only play puzzle platformers while eating pepperoni pizza," or whatever your amazing finding actually is. If you need more than 500-words to describe your lecture in this way, you can upload supplemental materials (.doc, .pdf, .txt) to your submission.
- Speaker Biography, Game Credits, Speaker History, and Twitter username
- Supporting material: Submit supplemental information that supports your session proposal. Additional materials may include white papers, code, demos, videos, images, proof of concept, etc.
- See a sample production submission here.
- See a sample programming submission here.

Phase II: (Late September - Mid November 2011)
Session Proposal Review, Selection & Notification
- Advisory Board review submissions
- Submitters are notified of their status: Declined or Phase 2 Conditionally Accepted
- Phase 2 submitters will be required to prepare the complete presentation for review by the advisory board*
- Phase 2 submissions are due early November
*Note: You are not a confirmed speaker until your presentation is reviewed and approved by the advisory board.
Phase III: (December 2011)
Final Review & Confirmations
- Advisory Board reviews Phase 2 presentations in mid-November
- Phase 2 submitters are notified of their status in early December: Declined or Accepted
- Submitters who miss the deadline to submit their presentation plans for review will be automatically declined; exceptions will not be made
- Submitters who sent in their presentation by the deadline but were not accepted to speak will receive a discount on a conference pass
The Advisory Board will review and rate submissions based on the following criteria:
- Concept: This is the basic idea of your submission. Is it interesting? Is it relevant? Will it be beneficial for game developers to hear? There is plenty of room for innovative ideas and also the tried and true.
- Depth: Is the basic idea well considered and thought out? To what extent will the audience gain insight? The more in-depth, the better.
- Organization: Are your ideas conducive to present in front of an audience? Will the Advisory Board understand what you are trying to say? Organization helps.
- Credentials: How do your credentials qualify you to speak on the topic you have proposed?
- Takeaway: Is the attendee going to leave this session knowing something they didn't know when they walked in? Are they learning or being inspired? This is the most important aspect of every GDC session.
The submissions will be rated on a one to five scale by each of the reviewers and the resulting scores are averaged. Those submissions in each category with the highest scores are considered first. In the case of topic overlap a lesser scoring submission may be selected to keep variety in the program.
Conference attendees are generally very intelligent. They are looking for material that is not obvious and expect excellence from our speakers. After your presentation, they will evaluate it based on delivery, knowledge of the topic and the visuals presented.
Preparation is one of the most important factors in delivering a successful talk at GDC. Please keep the following in mind when you propose to speak:
- The proposed outline you submit now must match the talk you actually present at GDC
- We suggest that you commit AT LEAST 25 hours to prepare for your session
- We strongly encourage that you rehearse the delivery of your session for it to be effective; preferably in front of your peers (one tip is to video tape yourself speaking then review it. This is also a great way to practice pacing and timing)
- Your presentation materials must be completed and submitted to us four weeks before the conference
Please note we are here to help you. If you have ANY questions you think we need to cover on this area of our website, please email
Evelyn Donis.
Below is the list of tracks for GDC 2012. Click on a track for descriptions of the topics solicited by the Advisory Board.


Audio
For GDC 2012, the Audio track is particularly interested in receiving submissions on the following topics:
- Audio ethics and best practices - crediting, sub-contracting, ghost writers, compensation, bake-offs, self-promotion and publicity
- Audio for casual games (web, Flash, mobile) - doing a lot with a little
- Audio peripherals, voice recognition and music games
- MMO interactive audio
- Post-production - real-time mixing, DSP, their aesthetics and impact on the player experience
- Real-time synthesis - music, sound and speech
- Sound as gameplay - not just rhythm games and peripherals, but those hard-to-categorize games that use sound and music as a central part of the experience
- User generated content and community-based issues
- Scoping audio production, development, and implementation, from indie to franchise
- Games as a service - moulding pipelines and content to cater for iterative or incremental development
- Audio Innovations - new ideas or old ideas done better
The advisory board is also soliciting submissions on the following evergreen topics:
- Audio localization - postmortems and war stories
- Audio QA
- Business - contracts, copyright and licensing
- Mobile and handheld audio, i.e. iPhone, PSP, DS
- Sound and music in games - analysis, postmortems, techniques and technology
- Voice in games - aesthetics, asset acquisition and integration
Start the submission process
here.


Business, Marketing & Management
The business, marketing, and management track is soliciting submissions that cover the following topics:
- Business model and marketing innovation
- The intersection of game design and business
- Monetizing games in today's market
Examples which we'd particularly like to see submissions include:
- The Entrepreneur
Tips / Strategies / Challenges / War Stories
- Marketing Digital Video Games
Identifying Target Markets / Social Marketing / Guerrilla Marketing / Developer-Consumer Interaction / Community
- Virtual Goods
Virtual Economies / In-Game Currencies / Micro-transactions
- Managing Relationships with your Digital Customers
Building across multiple games, what goes right/wrong
- Company Culture
Values / Goals / Feedback / Managing Talent
- Working With Licenses & Licensors
Brands / Properties / Characters / Music
- Diversifying Your Distribution Channels
Games / Foreign Rights / SKUs, etc.
- Pitching
Innovative ways to pitch and present your business idea
- Negotiation
Getting a smart, optimum deal for your company.
- Customer Acquisition
Funnel Analysis / Methods / Pricing / Expectations, etc.
- Funding Options
Opportunities / Publisher / VC / Angel / Kickstarter / Project Based, etc.
- Game Law
Practical Game-Related Talks - Patents / Trademarks / IP protection, etc.
- Essential Game Metrics for Business
KPI Tracking / Useful Analytics / Optimizing Monetization / Removing Friction / Improving Conversion / Length of Game Experience
- Protecting your Games
DRM Options / Protecting In-Game Economies / Server Authentication / Hack Protection / Used Games Protection Solutions, etc.
- IPTV Gaming Opportunities
Internet Connected TV Capabilities & Game Opportunities as TV Apps
- Mobile And/Or Tablet Business Opportunities
Review of the Sales Data / Companies / Hardware Features / Expected Progression
- Running a Live Service 24/7
Problems, opportunities, staffing, tools, challenges, etc.
- Making your Financial Plan
How do you model a business plan, structure royalty splits, etc.?
We also welcome concepts for roundtable/group discussion, for example:
- Dealing with Problems (Roundtable)
Lawsuits / Credit Problems / HR / Staff / Visas, etc.
- Sunsetting Products (Roundtable)
Winding down a game, migrating players, etc.
- Pricing Expectations (Roundtable)
What are good rates for Bandwidth, Rack Hosting, etc.
- Selling your IP or Company (Roundtable)
Exit strategies
Start the submission process
here.


Game Design
The Advisory Board is soliciting game design lectures focused on:
- Augmenting and extending the core gameplay across other platforms and controllers.
- Detailed walkthroughs of design iterations on a specific game system or subsystem (e.g. Jaime Griesemer's Halo sniper rifle lecture from 2010, solving a hard matchmaking problem, a particularly good UI design, video available here).
- Counterintuitive design – the art of solving hard design problems in unexpected ways.
- Designing for depth in single- and multi-player games. The relationship between depth and difficulty, depth and breadth, and depth and replayability. Player-skill vs. avatar-skill depth.
- The interaction between your business model and your game design.
- Creative uses of social tools and mechanics in game design (how to apply social design to AAA design and vice versa).
- Integrating progression and persistence into game designs.
- How to innovate meaningfully within established genres.
- Managing player psychology and expectations.
- Sure, we always loves us some postmortems.
Start the submission process
here.


Production
The production track is soliciting submissions that cover the following topics:
The Producer's Toolbox
We are looking for talks covering these subjects:
- Producing day one (how to lend value immediately)
- How to grow/train a producer
- Scheduling (different techniques/methodologies)
- Time management techniques - (desktop tools / web tools / mobile tools / time management techniques / tracking techniques etc.)
- Communication, communicating on all channels
- Dealing with people (soft skills)
- Leadership vs. managing (embracing creativity / creating team culture / presenting vision / employee growth / learning / rewarding / loyalty etc.)
- Working with the disciplines (artists/programmers/designers)
- Techniques for managing the creative process
- Pitching and presenting – (new products / unique selling points / future strategies / extension strategy / costs / ROI / funding strategy / acquisition / to publishers and team, etc.
- The lifecycle of learning from the consumer (beta to launch/user testing)
- Managing large teams vs. medium teams vs. small teams (various platforms)
Production Case Studies
We are looking for a series of case studies covering the following subjects:
- Production roles
- External vs. internal
- Facilitator vs. controller
- Transitioning into a producer role from another discipline
- Studios and teams
- Diversity of team size
- Methodologies
- New teams vs. mature team (building a new team)
- Producing on a small budget/garage teams
- Habits of successful teams
- Managing cultural change
- Projects
- Diversity of platforms (service based games/community management/MTX)
- Sequels vs. new IP
- Producing new IP
Start the submission process
here.


Programming
The programming track is soliciting lectures focused on new techniques in programming, in particular:
- New platforms.
What new techniques and approaches are required for creation of PS VITA, Wii U and 3DS games?
- Advances in materials and lighting.
What techniques are coming into use? Possible topics include physically based materials and lighting, real time global illumination, and new approaches to deferred rendering.
- Facial animation techniques.
What are the latest approaches? Possible topics include advances in data representation (e.g. point clouds), interactive and synthesized animation, and run time data management (e.g. compression), and retargeting.
- DX11 and OpenGL 4.0.
Postmortems of projects using the most advanced graphics APIs and harnessing them for new techniques.
- Programming for network-centric games, both PC and console.
Game/web interactions, social & community features, connecting online features and gameplay, security.
- Behavior design.
How has AI and enemy behavior advanced over the last year? What new techniques are driving this advance? Has scripting reached its limits? What can be done to get us out of the uncanny valley?
- Managing large data sets.
What techniques are being used to reduced iteration time? What is being done to support collaboration between team members? What metrics does it make sense to track – and what tools should be used to track them?
- Programming interaction between AI, Animation and Physics.
Is there a general good solution, or must it be a game-specific hack? And how do you prevent networking from breaking everything?
- Management & Structure:
How do you work as a lead in a programming department? How do you structure your programming team so that it is optimal for communication with other departments, architecturing, scheduling, tasking and tracking? Besides all the talent you have gathered around you, what makes your team so special?
- And anything new, fresh or experimental!
If you are doing something in a different way, we would love to hear about it.
Start the submission process
here.


Visual Arts
The Visual Arts Track wants to shake things up for GDC 2012. We're looking for amazing artists to showcase their skills and help us to improve our abilities. We want art managers to speak to us about how to build great teams and maintain an awesome art culture. We're interested in learning how to maintain a tight development schedule and budget while also creating amazing visuals. We're seeking out the best Technical Artists to talk to use about their tools and techniques. In short we want GDC 2012 to have a blowout Visual Arts Track and we want you to be a part of it.
- The Art of Art Direction
Show us how you create a relevant, unique visual identity for your game. What combination of collaboration, iteration, and prototyping did you use to create a cohesive visual design? How did the art direction evolve from inception to completion? And we don't want to just hear about the process, we want to SEE it! Tear down the polished façade of the final product and show us early concept art, prototypes, and as many in-progress screenshots and videos as you can stomach!
- Production/Management
Time is limited and teams are always seeking new ways to improve on their processes and pipeline. We want to hear how you have increased your productivity and managed your schedule. What strategies and tools have you created to make great games with limited time and limited money? And ultimately, how do you keep your art team focused on making art instead of managing technology?
- Don't F**k with our Culture
We want to know how you build a thriving art team culture where creativity and collaboration are encouraged. What does your team look like and what do you value when hiring artists into this culture? What have you tried, what hasn't worked for you, and how do you remedy the culture when it goes astray? We ask because when you get this right everything else falls into place.
- S#!t, Did you See That?
We want to hear from artists who will blow our minds! 3D modeling, concept art, animation, illustration. Whether you're an individual artist with a slick technique or an art team with a fresh aesthetic breaking new ground, we want to see, with a hands on approach, how you do it. We want to know how you jump start your creativity, master new tools and tech, and then make it all work for your project, so bring it!
- Think You've Got The Best Tech? Show Us!
Great art is nothing if there aren't ways to easily get those ideas into the game. Whether it's a tool written in a modeling program, new shader techniques, end-to-end pipeline solutions, home grown tech to bring high cost features to small teams, or new ways of creating assets, we want to see how you keep your art teams making good art without blowing the schedule or the budget! Technical Artists come show us what you've done so you can inspire the rest of us to reach higher!
Start the submission process
here.
As you can see below, there are multiple time period choices. It's up to you to select the appropriate duration for your session.
| Format |
Duration |
Description |
| Lectures |
60 or 25 minutes |
Lectures are issue-oriented, provide concrete examples, and contain both practical and theoretical information. We generally prefer only one speaker but we may accept two if you can demonstrate the second person is necessary. Postmortems and case studies are included in this category. |
| Panels |
60 minutes |
Panels take many different viewpoints on a topic or issue and combine them in one debate session with a moderator. Debate among panelists (with very different opinions) is welcome and audience participation time should be accounted for. We prefer 60 minute time for this format and no more than 5 people. Include all of the panelists you have confirmed in the proposal. A very limited number of panels will be accepted. |
| Roundtable |
60 Minute |
Roundtables are small peer discussion groups led by one or two moderators and limited to a maximum of 50 attendees. Moderators should facilitate conversation and keep the flow of discussion inspired and moving. They do not lecture or dictate. Constructive controversy and debate are very welcome in roundtables. Topics that are open-ended in nature and promote an exchange of ideas from people likely to have different viewpoints generally work best in this format. Roundtables run up to three times, once a day during the GDC |
| Full-Day or Two-Day |
|
Tutorials (simply) must teach attendees new skills. Think of this as (informal) classroom training. It can be interactive; you can have them work in teams; you can give them challenges; you can include competitions. The result of the time period MUST be that they'll feel they've learned something truly useful in the world of game development. It can be a skill, an ability, a method or even the mastery of a tool. |
| Posters |
|
A poster session is similar to a traditional lecture; however, it is presented in front of the poster (a slide presentation is not needed) to a smaller group of attendees. This type of format gives presenters one-on-one interactions with attendees. |
NOTE: We do NOT supply any hardware (i.e., laptops) for the attendees. If you need the attendees to bring anything with them, this must be CLEARLY stated in your proposal.