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The Game Developers Conference 2025 will feature more than 700 or so speaker sessions and could draw as many as 30,000 attendees, according to the organizers at Informa.
GDC’s expo passes are selling at a better rate, with double-digit increases for expo floor ticket sales, said Stephenie Hawkins, event director at Informa for GDC, in an interview with GamesBeat. GDC isn’t forecasting a particular number, but last year’s total hit around 30,000.
This year, there are more people opting for an all-access pass, and many of the expo-floor-only passes are selling at the last minute.
There will be a big awards show — the Independent Games Festival and the Game Developers Choice Awards — on Wednesday evening March 19. At the awards event, All Access pass holders will get priority seating close to the stage.
One of the highlights this year is on the social side, as the organizers are introducing GDC Nights, an after-hours experience designed to bring the game development community together for two evenings in a safe format, said Hawkins. (In the past, bad behavior at offsite side events prompted GDC to do this). Attendees can get tickets just for the evening networking events if they wish.
“Safety is definitely our priority for our attendees,” Hawkins said. “The focus or intention behind it was to be able to provide an after-hours event for folks that is safe and on site and close to the conference.”
Taking over all three floors of Moscone’s West Hall on Monday and Thursday (6:30-10:00 p.m. on March 17 and March 20), GDC will bring attendees a festival of fun, connection, and creativity – right where the industry gathers. No more scrambling for plans or hunting for after-hours meetups across San Francisco.
“I’m really excited to just kind of bounce around and To rooms here and there,” Hawkins said.
GDC Nights delivers a comfortable, engaging, and immersive space for attendees to relax, make new connections, and experience GDC in an entirely new way. GDC partnered with a number of parties to make the new GDC Nights events happen.
Also, GDC will feature the special screening of Deli Boys, the hit Hulu comedy series created by Abdullah Saeed on Monday night, March 17. Following the screening, there will be an exclusive panel where GDC Nights attendees can engage with the stars of the show and ask questions live.
Comedy Crossing LIVE! is a unique stand-up comedy show where comedians perform live on stage, while being puppeteered as Animal Crossing characters inside comedian Jenny Yang’s virtual comedy club, featured on a big screen. The concept was created by stand-up comedian, TV writer, and actor Jenny Yang during the early days of the pandemic. From June 2020 to June 2021, the show brought together comedy and gaming in a groundbreaking way.
Following the success of 2024’s inaugural GDC concert, composer Austin Wintory will return once again in 2025 with a whole new slate of both classics and deep cuts. Springing from the theme of “Connecting the World through Games,” the music will come from all corners of the gaming world, with lots of surprises and special guests. All attendees are invited to attend the event.
Since our last preview story, GDC has added another mainstage session from the Entertainment Software Association.
ESA Senior Vice President Aubrey Quinn will join accessibility consultant, speaker and journalist Paul Amadeus Lane and accessibility leaders from five tech and video game companies – Electronic Arts, Google, Microsoft, Nintendo of America and Ubisoft – to learn about a new accessibility initiative meant to improve the player experience for more people.
“They’re talking about this, again, this industry-wide initiative of kind of coming together and how folks can get involved or developers can get involved to push this accessibility initiative forward,” Hawkins said. “So I’m really excited for that.”
Attendees will gain a better understanding of the current state of the game industry and learn ways to address some of the biggest issues impacting game developers today. It’s also a space for developers to connect and find their support network.
2025 GDC State of the Game Industry Panel
Attendees will gain a better understanding of the current state of the game industry and learn ways to address some of the biggest issues impacting game developers today. It’s also a space for developers to connect and find their support network.
GDC Community Spaces
Co-helmed by veteran indie curator John Polson and returning for its 11th year, the alt.ctrl.GDC exhibit is one of the event’s most acclaimed community spaces, where visitors can play games using alternative controllers and meet the developers behind these unique projects.
GDC Play is an interactive and dynamic platform for indie developers to demonstrate their innovative games and creative projects, connect with industry professionals and gain visibility and recognition from their peers. It’s a space to celebrate the diverse and imaginative vision that indie developers bring to the game community.
Good news, analog game fans: Game Developers Conference organizers are pleased to announce that the Shut Up & Sit Down board game lounge is back this year and open to all passholders at various points during GDC week. This is a perennially popular part of GDC that’s curated by the keen minds behind tabletop game enthusiast hub Shut Up & Sit Down, so it’s a great place to hang out with your fellow attendees and check out some of the latest and most intriguing tabletop games on the market.
Play games nominated as finalists in the 2025 Independent Games Festival Awards. The IGF recognizes innovation and independent game developers and students, providing major exposure and thousands of dollars in cash prizes.
The industry’s foremost indie games showcase will be returning with opportunities to check out 12 incredible unreleased games and speak with some of the developers.
Ashley Corrigan, who organizes the GDC speaking schedule, said she has a big board where she keeps all of the different GDC conference sessions organized, with movable session blocks. So far there are around 730 sessions.
A Matter of Perspective: Mixing Sound in ‘Split Fiction’
Using the unique process of mixing sound for a split screen game, the true goal of this talk is to inspire the audience to challenge themselves to think about their own work and how its limitations might be made to be a unique strength
The Challenges in Developing an Innovative Battle System for ‘Final Fantasy VII Remake and Rebirth’
Attendees should expect a detailed account on the challenges involved in designing an innovative battle system for the Final Fantasy VII remake project. Learn about the thinking, process, and results of how the formerly turn-based battle system was redesigned to incorporate more action and strategic elements.
‘Tekken’: Staying Relevant as a 30 Year Old Franchise
Through this presentation, participants will gain insight into the philosophy and techniques behind the Japanese-origin fighting game Tekken that have led to its support from fans around the world and evolution into a beloved series for over 30 years. They will gain insights from the history of the series as well as the game design of the latest title, Tekken 8.
Developing ‘Metaphor: ReFantazio’ and the Potential of RPG Command Battle Systems
Attendees will learn how Atlus’s deep experience with “command RPGs” contributed to the development of Metaphor: ReFantazio’s combat systems.
Attendees will get a first look at the initial internal pitch, gameplay prototyping process, and the way Sony Interactive creates levels and balances the scope for a game to appeal to both gamers and families alike. This talk should be particularly interesting if you are looking for insights on gameplay, level design and interactivity.
‘Monument Valley 3’: Understanding the Past to Create a Modern Sequel
Attendees will gain an understanding of the process used to make a sequel to the iconic Monument Valley series 10 years on. They will learn the methods used to understand the original experience and make something just as impactful. It will be of interest to designers and those creating sequels.
Advocacy Track
A Code of Ethics for the Game Industry
Attendees will learn the history of the Ethical Games initiative, the results of the Ethical Games Conference held in January 2024 sorting the warranted concerns (as highlighted by academic research) from moral panics, the outcome of the fall 2024 workshops, and where the code of ethics currently stands.
Unions in Gaming: The Past, Present, and Future
Attendees will get an in-depth look at the current state of the video game unionization effort and how it’s been proceeding so far, warts and all. They will come away with a deeper understanding of why unionization has proven to be a challenge for the video game industry, the mistakes organizers have made, and the wins that workers have racked up so far. Don’t expect a debate over whether workers should or shouldn’t unionize, but do expect a hard look at how things have gone and what the future might bring.
#1ReasonToBe holds the power to broaden the horizons of our industry and the global challenges we confront. By providing insights into the often-overlooked realities and cultures, the panel sheds light on dimensions that are not conventionally visible to game developers.
Laia Bee will once again moderate the panel #1ReasonToBe, a session focused on the representation of women in the game industry. It has had a long history at GDC where panelists tell stories about their struggles to participate in the game industry under difficult conditions around the world. There’s a lot of interest in that session again, Corrigan said.
Audio Track
‘Alan Wake 2’: Developing an Audio Vision
This talk explores the philosophy and framework behind creating the audio vision for Alan Wake 2, detailing how it guided the project and the team. Joining the team three years before shipping, Richard Lapington faced challenges that required a rethink on how to create an audio vision. By focusing on a core idea, structuring the direction, and fostering effective communication, Richard was able to drive the direction into production. Using examples from Alan Wake 2, Richard discusses key strategies for creating a framework for direction, a communication tool for the team, and creating a production strategy that aligns with creative goals.
‘Assassin’s Creed Shadows’ Music: An Artistic and Tech Journey
In this talk, the speakers will delve into the music of Assassin’s Creed Shadows. Initially, they explore the music direction, the score, songs, and the diegetic music. In the latter part of the presentation, they examine the innovative Priority-Based Music System developed specifically for the Assassin’s Creed franchise.
‘A Cup Of Liber-Tea’: Scoring Satire with Sincerity in ‘Helldivers 2’
Attendees hear specific composition and production techniques that exemplify how Helldivers 2 music carries a realistic and cinematic vibe, while still engaging in the same satirical jingoism as Helldivers 1. The presentation demonstrates an approach to satire that uses earnest emotion and musical sophistication to help players enjoy being a part of the fiction.
Business & Marketing Track
‘Balatro’: Turning Low Resolution into High Praise
Attendees will gain actionable insights into marketing games where visual assets aren’t the selling point, and how to craft compelling narratives that resonate with both players, media and press in a highly competitive market.
How Valve Became Valve: An Insider’s Account
What does it feel like to launch an industry rocket like Half-Life as your debut game? How Valve Became Valve is all about the craziness of startup life at an epic scale. Come for the fun anecdotes and a bit of strategy, and walk away with a bigger understanding of what it takes to dream big, go for broke, and pivot when everything hits the fan.
Monica Harrington is going to give a talk about her stories about Valve, Hawkins said.
The State of PC and Console Games in 2025
Attendees will leave with a clear understanding of how player engagement, spending, and revenue models are evolving in 2025. This session will equip decision-makers with actionable insights on monetization strategies, platform dynamics, and content discoverability to help them navigate a shifting industry landscape and position their businesses for success.
Design Track
‘Prince of Persia: The Lost Crown’: Making a Modern Metroidvania Both Challenging and Accessible
Attendees will learn how considering accessibility early on not only opens the game to more players but also enhances its quality and fosters innovative concepts. We’ll also present how accessibility allows designers to create a more challenging game if it suits their vision. Additionally, we’ll discuss organization and production, highlighting how involving every developer, rather than having a dedicated team, can lead to more polish and extra detail.
‘Helldivers 2’: Capturing Lightning in a Bottle
Attendees will be inspired by the strong philosophy that, despite a long development cycle, led to Helldivers 2’s success. They will learn how cohesive leadership, staying true to the game’s core fantasy, and leveraging improvisation and camaraderie created innovative experiences that stood out in a crowded market.
Teaching First-Time Level Designers for ‘Infinity Nikki’
Attendees will gain insights into how Infold Games approached training level designers behind the development of ‘Infinity Nikki’. They will gain an understanding of the coaching principles adopted by the studio, and hopefully become motivated to reach for a breakthrough in team capabilities, similar to what Infold Games achieved.
Production & Team Leadership Track
‘Avowed’ Branching Narratives: Shifting from QA Testing to Analyzing
Attendees will learn which black box testing methods were originally applied on previous titles. See how QA analysts shifted their work upon gaining access and knowledge to development tools. Eventually resulting in QA working directly with implementors to review and iterate on quests from within the Unreal editor.
Attendees will be prepared to use scalable and flexible solutions in their projects, which can help them manage dependencies. There will also be takeaways on how to prepare the project environment and processes for teams to boost productivity and transparency. Last but not least, there will be a focus on leadership team building and their role in solving dependencies and making decisions.
The Secret to Narrative-Driven and Short-Term Development in ‘Like a Dragon’
Attendees will discover how to efficiently develop large-scale games that require a deep narrative, whole learning the secrets of the benefits of creating a series and what is necessary for team building that can efficiently achieve high results.
Programming Track
Flex and Fun: Graphics Magic in ‘ASTRO BOT’
In this presentation, attendees will discover the rendering techniques that power gameplay in ASTRO BOT. Through examples like fluid effects using fluid particles, deformable water surfaces, and various model deformation implementations, they will explore lightweight, flexible, and easy-to-implement model deformation techniques.
Building, Scaling, and Maintaining ‘Sea of Thieves’ Live Services
Attendees will gain practical insights into our approach to managing large-scale cloud infrastructure for live service games. They will learn about resilient system design, innovative scaling techniques, efficient data storage solutions, and handling live data migrations, all through the real-world case study of Sea of Thieves.
Dressed to Quest: Achieving Dynamic, Efficient Characters in ‘Kingdom Come: Deliverance II’
Attendees will learn how to implement efficient character rendering while maintaining high level of customizability. The techniques presented can be applied not only to individual hero characters but also to large crowds and armies.
Visual Arts Track
Reimagining Leaders for ‘Civilization VII’
This talk will offer insight into practices for successful interdisciplinary work and lessons learned throughout the development process. Additionally, methods will be shared for balancing historical integrity with creative design and gameplay that are relevant not only in the 4X space, but for any game drawing inspiration from history.
Procedural Stadium Creation for ‘EA SPORTS College Football 25’
Attendees will gain an insight into procedural content creation strategies and how it can be leveraged to meet the scale of content demanded by modern video game titles.
From ‘Persona’ to ‘Metaphor: ReFantazio’: Creating a Visual Identity for a New Series
Attendees will learn the methods used to define the UI art style in “Metaphor: ReFantazio” with concrete examples. They will also understand the design of UI presentations that contribute to the play experience through examples of trial and error.