The call for papers to the GDC and Summits are now closed.
Phase I - III | Speaker Expectations | Tracks & Topics | Presentation Formats
The 2010 Game Developers Conference is now soliciting session proposals from speakers with deep industry expertise and a fresh and unique perspective on the state of the videogames industry. If you share our passion and commitment for videogames, submit your proposal by 11:59pm (EST) on Tuesday, August 18.
Please take a few minutes to read the process for submitting, the list of topics for each track, and what is expected from you as a speaker.
Note: If you are interested in submitting for any of the GDC Summits, the call for submission will be made available in the fall. Do not submit a proposal to main GDC.
Initial Open Submission Cycle
Remember, most GDC attendees are experts in their field and have attended GDC before. Your talk must break new ground in some way.
First Review and Resubmit Cycle
*Note: You are not a fully accepted speaker until your presentation plan is reviewed and approved by the advisory board.
Final Review Cycle
Please take the time to read the Guidelines and Submission Criteria (specifically Tracks and Topics) before preparing a proposal.
We also have a video on this page to give more insight into how our Advisory Board makes selections from the presentation that are submitted.
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:
Please note we are ALWAYS 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 that GDC 2010 will focus on. Click on a track for descriptions of the topics solicited by the Advisory Board.
If you would like to submit your talk to one of the 2010 Summits please check back in a few weeks. The call for submissions will open early Fall 2009 or you may contact Jen Steele.
As you can see below, there are multiple time period choices. It's up to you to select the appropriate duration for your session.
Lecture: 25-minute, 60-minute
Lectures are issue-oriented, provide concrete examples, and contain both practical and theoretical information. They are normally 60 minutes long (including answering questions from the audience). We generally prefer only one speaker but we may accept two if you can demonstrate the second person is necessary.
Panel: 60-minute
Panels take many different viewpoints on a topic or issue and combine them in one venue. Debate among panelists (with very different opinions) is most welcome and audience participation time should be accounted for. We prefer 60 minute time slots and panels of no more than 3-5 people.
Roundtable: 60-minute
Roundtables are small peer discussion groups led by one or two moderators and limited to a maximum of 75 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.
Poster: 60-minute
Poster sessions are presented on a one meter tall poster that the presenter is responsible for creating and bringing to the event. This 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 the attendees.
Tutorial: 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.
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.