[Edit]: The GDC Vault is now open for business, with lots of slides and presentations. Meggan Scavio also had good news on Twitter about availability of free videos.
Another Game Developers Conference I miss, but I’ll try to track as many presentations as I can:
- GlassBox, the new SimCity simulation engine and some clips of the demos, by Ocean Quigley, Dan Moskowitz and Andrew Willmott
- Good, Bad, Great Design by Raph Koster
- The 5 Domains of Play by Jason VandenBerghe
- Core Games, Real Numbers by Kongregate
- Math for Game Programmers: Dual Numbers and Physics for Game Programmers: Collision Detection by Gino van den Bergen
- The Dysfunctional Three-Way rant by Chris Hecker
- Cutting the Pipe: Achieving Sub-Second Iteration Times by Niklas Frykholm
- Flexible Rendering for Multiple Platforms and Practical Particle Lighting by Tobias Persson
- Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3 by Mickael Gilabert and Nikolay Stefanov
- Frames, Sparsity and Global Illumination by Robin Green and Manny Ko
- The Bleeding Edge of Open Web Tech by Vincent Scheibn (video)
- Ambient Occlusion Fields and Decals in Infamous 2 by Nathan Reed
- Porting your game to Native Client, Best practices in developing a web game and DXT is not enough! Advanced topics in texture compression by Colt “MainRoach” McAnlis
- When The Consoles Die, What Comes Next? by Ben Cousins
- Practical Physically Based Rendering in Real-Time by Yoshiharu Gotanda
- Light probe interpolation by Robert Cupisz
- Terrain in Battlefield 3: A Modern, Complete and Scalable System by Mattias Widmark
- Stable SSAO in Battlefield 3 with Selective Temporal Filtering by Louis Bavoil and Johan Andersson
- Modular Rigging in Battlefield 3 by Johan Ramström
- From Console to Chrome by Lilli Thompson (video)
- Math for Gameplay and AI by John O’Brien
- It Stinks and I Don’t Like It: Making a Better Engine Experience At Insomniac Games by Sean Ahern
- What You Don’t Know IS Hurting You: How Aggressive User Research Improved Resistance 3 by Drew Murray
- Data-Oriented Design for Math by Mike Acton
- Understanding Rotations and Fluid Techniques by Jim Van Verth, who also maintains an archive of math and physics materials from this and past GDCs.
- Computational Geometry by Graham Rhodes
- Lots of stuff from or sponsored by NVIDIA
- Diablo 3 Ragdolls by Erin Catto
- Advanced Procedural Rendering in DirectX 11 by Matt Swoboda
- Controls You Can Feel by Zach Gage
- Dynamic Global Illumination from many Lights by Wolfgang Engel, Igor Lobanchikov and Timothy Martin
- Fundamentals of Grassman Algebra by Eric Lengyel
- AI-driven dynamic dialogue by Elan Ruskin
- Faster C++: Move Constructors and Perfect Forwarding by Pete Isensee
- A bunch of stuff from AMD
- Portal 2 Postmortem by Erik Wolpaw and Chet Faliszek (video)
- Fez Tech Postmortem by Renaud Bédard
- Trainyard: A level design post-mortem by Matt Rix
- …
- plus many excellent writeups from Gamasutra and Dave Sirlin
- Technical Summary by Adrian Boeing
- and hopefully soon, lots of this and much more will be available in the GDC Vault
This list is being updated all the time, so I’m not organizing the links yet, I just add them at the end to make it easier to find new additions since your last visit.