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GDC 2016 has a variety of Tutorials and Bootcamps to choose from. Tutorials and Bootcamps take place over a full day, providing deep-dive focus on each topic. Come share with and learn from some of the best and brightest in the game development industry.

Tutorials and Bootcamps are seated on a first-come, first-served basis. All Access and Summits, Tutorials & Bootcamps Pass holders are welcome to attend.

For Developer Day sponsorship opportunities, click here

Monday & Tuesday

Game Design Workshop


  • Marc Leblanc, (Mind Control Software)
  • Jason VandenBerghe, (Ubisoft)
  • Tim Stellmach, (OtherSide Entertainment)
  • Jonathan Hamel, (Crowded Fire)
  • Art Min, (Stealth Startup)
  • Stone Librande, (Riot Games)
  • Zachary McClendon, (Double Fine)
  • Ted Aronson, (Second Check Studios)
  • Andrew Leker, (20XR, Inc.)
  • Andy Ashcraft, (Giantsdance Games)
  • Robin Hunicke, (Funomena)
  • Eric Todd, (Playdom)


This intensive two-day workshop will explore the day-to-day craft of game design through hands-on activities, group discussion, analysis, and critique. Attendees will immerse themselves in the iterative process of refining a game design, and discover design concepts that will help them think more clearly about their designs and make better games. The workshop presents a formal approach to game design in which games are viewed as systems, and analyzed in terms of their mechanics, dynamics, and aesthetics. Before we can even begin to design a game we need to understand our aesthetic goals. In other words, we need to enumerate all the kinds of "fun" that we hope the game will provide its users. We can formalize our understanding of our game's aesthetic goals by formulating an aesthetic model for each goal - a formal description of the goal that identifies its criteria for success and possible modes of failure.

The workshop will present a handful of aesthetic models as examples and encourage attendees to formulate their own. During the game design exercises, attendees will use aesthetic models as a yardstick to measure their progress throughout the design process. Working in small groups, attendees will be given specific games to play and will analyze them in terms of aesthetic goals and models. Several different games will be explored and common game design themes will be identified as different groups share their results.

For each game that they analyze, attendees will be presented with a concrete design exercise to undertake. An exercise might involve adding a new feature, accommodating a new goal or requirement, or fixing a design flaw. These exercises will challenge attendees to analyze and identify the design principles at work in a game, and to think flexibly and creatively while working within design constraints. They will serve as a starting point for discussing how the iterative design applies to games in digital and non-digital media. In addition to these analysis-and-revision exercises, attendees will gain further practical experience working with these models through brief collaborative design projects, brainstorming sessions, critical analysis, and discussion.

Game Design Workshop Sessions:

Day 1 (10:00am-6:00pm)

Day 2 (10:00am-6:00pm)


Advanced Graphics Techniques Tutorial Day


Brought to you with the collaboration of the industry's leading hardware and software vendors, this day-long tutorial provides an in-depth look at how DirectX technologies can be applied to cutting-edge PC game graphics. This year will place special emphasis on the new programming model and HW capabilities enabled by DirectX 12. These will be delivered by NVIDIA's and AMD's demo and developer technology teams as well as some of the top game developers who ship major games into the marketplace. In addition to illustrating the details of rendering advanced real-time visual effects, this tutorial will cover a series of vendor-neutral optimizations that developers need to keep in mind when designing their engines and shaders.

Advanced Graphics Techniques Tutorial Day Sessions:
Practical DirectX 12 - Programming Model and Hardware Capabilities (10:00am-11:00am)
Rendering Hitman with DirectX 12 (11:20am-11:50pm)
Developing The Northlight Engine: Lessons Learned (12:00pm-12:30pm)
Culling at the Speed of Light in Tiled Shading and How to Manage Explicit Multi-GPU (1:20pm-2:20pm)
Object Space Rendering in DirectX 12 (2:40pm-3:40pm)
Advanced Techniques and Optimization of HDR Color Pipelines (4:40-5:00pm)

Animation Bootcamp


Game animation has had a bigger and brighter spotlight placed upon it as both technology and narrative in games have allowed more fully realized characters. However, that spotlight has also revealed an industry-wide gap in the sharing of game animation knowledge, the application of the craft and its involvement in the industry at large. Bringing together a group of experienced and specialized animators across AAA and indie, this bootcamp will be a daylong gathering to rally animators from all over the industry, with a focus on deeper discussions into the needs of game animation. The day will start with a traditional look at the craft by focusing on establishing and conveying a character's performance. Then, throughout the day, we will transition into how to best apply that knowledge to game development through different tools and disciplines, showing how the unique constraints and demands of games are creating the need for a new breed of animator.

Animation Bootcamp Sessions:
Overwatch: How A Hero Is Mei'd (10:00am-11:00am)
Embracing Animation Complexity in EA UFC 2 Through Procedural Techniques (11:20am-12:20pm)
Rainworld Animation Process (1:20pn-1:50pm)
Skylanders Cinematics - Creating Narrative Driven Cinematics with a Cast of 300 Plus Characters (2:10-2:40pm)
The 'Animate' Button - Mocap Automation Techniques at Ubisoft Montreal (3:00-3:30pm)
Motion Matching: The Future of Games Animation...Today (3:50-4:20pm)
Tricks of the Trade (4:40-5:10pm)
Animation Microtalks (5:30-6:30pm)

Art Direction Bootcamp


The Art Direction Bootcamp is a day-long event in the vein of GDC bootcamps, completely dedicated to art direction and broader artistic vision. Come see the leading artistic forces of our industry share their experience and raise the most important issues of the day. Learn a ton about what really matters in art, and how to build or support a vision and make friends doing it. There will be a wealth of concentrated art-specific information from the top minds of the industry that should be interesting not just to newbies and students, but seasoned professionals who are concerned with pressing issues of the day and industry realities. New friends that are also passionate about game art are welcome.

Art Direction Bootcamp Sessions:
What (I think) I've Learned so Far (10:00am-11:00am)
The Future of Lighting (11:20am-12:20pm)
From AAA team to a Start Up (2:40-3:40pm)
360 Art Direction (4:50-5:20pm)

Math for Game Programmers


As gamers and gaming platforms continue to evolve and diversify, so has the complexity and variety of problems facing the modern game programmer. Creating the latest code for graphics, gameplay, animation, physical simulation, and artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings.

This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the mathematics essential for creating unique and sophisticated graphics, plausible interactive physical simulations, and interesting and nuanced gameplay. The day will focus on the issues of game development important to programmers and includes programming context and guidance throughout. This year's topics include several new tricks for dealing with randomness, implicit raytracing, non-Euclidean spaces, enhanced jumping physics, algebraic game balancing, dynamic split-screen cameras, soft voxels, mesh smoothing and deformation, hashing game-state spaces, and techniques for enforcing angular joint limits without leaving quaternion space.

Math for Game Programmers Sessions:
Math for Game Programmers: Building A Better Jump (10:00am-10:30am)
Math for Game Programmers: Juicing Your Cameras With Math (10:30am-11:00am)
Math for Game Programmers: Random Tidbits: Use Chance to Enhance Fun! (11:20-11:50am)
Math for Game Programmers: Balancing TCGs With Algebra, Not Magic (11:50-12:20pm)
Math for Game Programmers: Implicit Function Raytracing (1:20-1:20pm)
Math for Game Programmers: Indexing and Iterating Design Space Permutations (2:10-2:40pm)
Math for Game Programmers: Voxel Surfing (3:00-3:30pm)
Math for Game Programmers: Differential Coordinates and Laplacians (3:50-4:20pm)
Math for Game Programmers: Fighting With Spherical Coordinates For Military Training (4:40-5:10pm)
Math for Game Programmers: Rotational Joint Limits in Quaternion Space (5:30-6:00pm)

Storytelling Fundamentals in a Day


This dynamic, engaging presentation on the fundamentals of story development is designed for everyone interested in improving the narrative quality of their games. Hosted by Marvel and Lucasfilm writing veteran Evan Skolnick, this comprehensive tutorial covers narrative structure, vibrant character development, storytelling best practices, and more. Nearly every member of a development team ultimately contributes to the implementation of the game's narrative, and so becomes -- to one degree or another -- a storyteller. But without a shared language of story spoken by all team members, an unfocused narrative result is almost inevitable. This session is designed to provide that common frame of reference, so that everyone on the team is pulling the game story in the same direction. Prior attendees of this popular, long-running tutorial -- a broad mix of writers, designers, artists, animators, engineers and producers -- have called it "amazing" and "essential knowledge to further the medium."

Storytelling Fundamentals in a Day (10:00am-5:30pm)


Audio Bootcamp


The GDC Audio Bootcamp returns for its 15th year, focused on the technical, creative and logistical topics needed to successfully navigate the field of sound for games. A range of industry experts will speak on their own experiences and practical skills relating to music composition, sound design, digital signal processing, audio mixing, the logistics of working in both large and small studio settings, and more. And the lunchtime surgeries will offer a unique opportunity to sit and meet with many of the speakers in a small-scale setting to talk about the specific interactive audio topics that are at top of attendees' minds.

Audio Bootcamp Sessions:
Intro and Casual GameDev Overview (10:00am-11:00am)
Using Proactive Audio to Push Impact and Immersion (11:20am-11:50am)
Constructing a Creative Climate for VO (12:00-12:30pm)
Lunchtime Surgeries (12:30-2:00pm)
Why I Rejected You: Observations from a Hiring Manager (2:00-2:30pm)
Shifting Cycles of Game Audio (2:40-3:10pm)
Composing Virtually, Sounding Real (3:30-4:20pm)
Beyond Middleware: Thinking Like a Programmer (4:40-5:30pm)
Wrap-Up (5:30-5:50pm)

Level Design in a Day


Level Design in a Day brings together notable level designers from all over the industry to present unique perspectives on the art and science of level design. From the haunting world of The Last of Us to the frenetic pacing of Diablo III, speakers share their insights on ideation, implementation and evolution of the craft. This diverse group of veteran game creators will share in-depth analysis of our art form via traditional lectures, engage with the audience over multiple Q&A sessions and provide one-on-one guidance through portfolio reviews and mock interviews.

Level Design in a Day Sessions:
Solving Puzzle Design (10:00am-11:00am)
360 Approach for Open World Mission Design (11:20am-12:20pm)
Adding Life to your Level (1:20-1:50pm)
The Illusion of Choice (2:10-2:40pm)
Level Design in Impossible Geometry (3:00-3:30pm)
Architecture in Level Design (3:50-4:20pm)
What Level Designers Can Bring to VR (4:40-5:10pm)
Building Firewatch in Unity (5:30-6:00pm)

Producer Bootcamp


Making games is fun, but complicated. The complexities of games increases with each new generation of gaming, and customer expectations grow. Production roles have become even more critical, whether you ship to mobile, the web, the latest consoles or the PC. Successful producers are much more than just schedule jockeys; they are team managers, communication facilitators, conflict mediators, risk mitigators, work enablers and predictors of the future. The Producer Bootcamp will focus on some of the key skills that are required by both producers who are new to the role and seasoned veterans, in order to be successful in this challenging industry.

Producer Bootcamp Sessions:
Game Industry Overview and Economics: A Primer for Producers (11:20am-12:20pm)
Super Producers: Build Your Leadership and Make Great Game (1:20-2:20pm)
Ch Ch Ch Ch Chang... Planning, Change & Risk (2:40-3:40pm)
Producer Panel (4:00-5:00pm)

Technical Artist Bootcamp


Technical art continues to march forward and at a faster pace than most disciplines, as it is wide-reaching and wide open. Rigging, Python, pipelines, shaders and unit tests are all known and understood at this time. It's time to push forward and stretch our legs. Large studios need more powerful tool-chains with more professional development environments and small teams need each and every member to be very technically capable. Technical artists know efficiency is at a premium, and a working tool is not good enough anymore; tech artists will learn to focus on a quality user experience when designing tools and workflows. Tech animators will learn quick prototyping techniques of animation systems, which has traditionally been one of the most complex areas to author. More techniques for automating asset processing, fast cinematic workflows, and optimizing asset performance for run-time will be covered.

Technical Artist Bootcamp Sessions:
Let's Get Physical - Creative Solutions Throughout the Production Cycle (10:00am-11:00am)
Deploying and Maintaining a Unified Toolset Worldwide (11:20am-12:20pm)
Foundational Shader Concepts for Tech Artists (1:20-2:20pm)
Technical Artist Bootcamp: Honey, Where is My Wingsuit? - Building the Just Cause 3 Animation and Rigging Pipeline (2:40-3:40pm)
Massively Scalable Pipeline Deployment (4:00-5:00pm)