- [2014, Europe] Curating Video Game Culture: The New Wave of Video Game Events: Sarah Brin, Marie Foulston, Kunal Gupta, Jim Munroe, Wiley Wiggins (Panel)
- [2014, Europe] Scapegoats No More: Improving the Public Image of Games (Presented by IGDA): Ian Bogost, Michael Capps, Daniel Greenberg (Panel)
- [2014, Europe] Antichamber: An Overnight Success, Seven Years in the Making: Alexander Bruce (Antichamber)
- [2014, Europe] Designing Assassin's Creed III: Steven Masters (Ubisoft Montreal)
- [2014, Europe] Don't Juice It or Lose It: Folmer Kelly (Sets and Settings)
- [2014, Europe] Dynamics for Designers: Will Wright (Stupid Fun Club)
- [2014, Europe] Fewer Tifas or More Sephiroths? Male Sexualization in Games: Michelle Clough (Freelance)
- [2014, Europe] Modernizing Splinter Cell's Gunplay: James Everett (Ubisoft Toronto)
- [2014, Europe] SteamWorld Dig Postmortem: How to Fail and Still Succeed at Launching an Indie Sensation: Brjann Sigurgeirsson (Image & Form)
- [2014, Europe] Super Time Force: Solving the Time Travel Paradox: Kenneth Yeung (Capy Games)
- [2014, Europe] THERE IS NO ESCAPE: Designing Games for Maximum Real-life Impact (Presented by IGDA): Jane McGonigal (Social Chocolate)
- [2014, Next] Why Is Gone Home a Game?: Steve Gaynor (The Fullbright Company)
- [2014] GDC Microtalks 2014: One Hour, Ten Speakers, a Panoply of Game Thinking!: Emily Greer, Tadhg Kelly, Mitu Khandaker-Kokoris, Harry Lee, RichardLemarchand, Susan O'Connor, Lana Polansky, Elizabeth Sampat, Brian Sharp, Austin Wintory (Panel)
- [2014] Indie Grassroots Marketing: Zach Gage, Rami Ismail, Raph Koster, Adam Saltsman (Panel)
- [2014] Indie Soapbox: Leigh Alexander, Shawn Alexander Allen, Ryan Clark, Zach Gage, Kert Gartner, Nika Harper, Robin Hunicke, Ethan Levy, Zoe Quinn, Lea Schonfelder (Panel)
- [2014] Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Presented by Kojima Productions): Hideo Kojima, Hideki Sasaki, Masayuki Suzuki, Junji Tago (Panel)
- [2014] The 2014 European Innovative Games Showcase: Sylvia Ritter, Luke Spierewka, Eline Muijres, Sherida Halatoe, Geert Nellen, Andreas Zecher, James Brown, Lea Schoenfelder, Matthew Warshaw, Eliott Johnson, Leonard Ritter, Adriaan de Jongh, Michael Brown, Thijmen Bink, Jonatan Van Hove (Panel)
- [2014] A Great Disturbance in Development: The Dark Side of Early Access: James Crowe (Bohemia Interactive)
- [2014] A Peek Behind the Shoji: Japan's Videogame Market Today: Rio Hasegawa (Sony Computer Entertainment Japan)
- [2014] All You Need Is L.O.V.E. - Indie Couples in Game Development: Matteo Pozzi, Claudia Molinari (We Are Muesli, We Are Museli)
- [2014] Behind the Realm Reborn: Naoki Yoshida (Square Enix Co. Ltd.)
- [2014] Building Customizable Characters for Bungie's Destiny: Scott Shepherd (Bungie)
- [2014] Clash of Clones: The Importance of Standing Out: Fredrik Wester (Paradox Interactive)
- [2014] Classic Game Postmortem: Broken Sword: Charles Cecil (Revolution Software)
- [2014] Classic Game Postmortem: Robotron: 2084: Eugene Jarvis (Raw Thrills)
- [2014] Classic Game Postmortem: Zork: Dave Lebling (BAE Systems)
- [2014] Come Rain or Shine: Rain Postmortem (English translation): Yuki Ikeda (Sony Computer Entertainment/Japan Studio)
- [2014] Creating BioShock Infinite's Elizabeth: Shawn Robertson (Irrational Games)
- [2014] Creatrilogy: Three Talks Exploring Indie Game Creativity: Pippin Barr, Tom Betts, David Kanaga (pippinbarr.com, Big Robot, Independent)
- [2014] Designing Monument Valley: Less Game, More Experience: Ken Wong (ustwo)
- [2014] Empathetic Games Are Here to Stay! What's Next?: Vander Caballero (Minority Media)
- [2014] Game a Week: How to Succeed, Fail and Learn: Adriel Wallick (MsMinotaur)
- [2014] Hearts and Minds: Frank Lantz (NYU Game Center)
- [2014] Indie Game Public Relations: 5 Years of Painful Lessons: Chris McQuinn (Drinkbox Studios)
- [2014] Is Publishing Dead?: Mitch Lasky (Benchmark)
- [2014] Keeping a Community for Five Years: The Story of Day[9]TV: Sean Plott (Artillery Games, Inc.)
- [2014] Killer Game Loops in Social Games: Henric Suuronen (NonStop Games)
- [2014] Killing the Games Industry [Abridged]: Ste Curran (Freelance)
- [2014] Level Design in a Day: Decisions That Matter - Meaningful Choice in Game and Level Design: Matthias Worch (2K Games)
- [2014] Puzzle and Dragons Postmortem: Kazuki Morishita (GungHo)
- [2014] SCALE and the Ethics of Kickstarter: Steve Swink (CubeHeart Games)
- [2014] Ten Weeks, Three Guys, One Shot: Taking ADR1FT from Concept to Publishing Deal: Omar Aziz, Hogarth de la Plante, Adam Orth (Three One Zero)
- [2014] The Art of Child of Light: Patrick Plourde (Ubisoft Montreal)
- [2014] The Art of Making Guacamelee! - From Folklore to Finish: Augusto Quijano (Drinkbox Studios)
- [2014] The Art of The Witness: Luis Antonio (Thekla Inc)
- [2014] The Dark Sorcerer and Beyond: Shooting, Directing and Filming Virtual Actors: David Cage (Quantic Dream)
- [2014] The Right Side of the Ocean: EA_Spouse Then and Now (Presented by IGDA): Erin Hoffman (Philomath Games)
- [2014] There and Dad Again - The Octodad: Dadliest Catch Postmortem: John Murphy, Phil Tibitoski (Young Horses)
- [2014] This Time It's Different: Treasures and Traps in the Next Gen Transition: Don Daglow (Daglow Entertainment LLC)
- [2014] Using YouTube to Market Your Indie Game: Ryan Letourneau (Independent)
- [2014] Narrative Legos: Ken Levine (Irrational Games)
- [2014] Antichamber: Three Years of Hardcore Iteration: Alexander Bruce
- [2014] A Study in Transparency: How Board Games Matter: Soren Johnson (Mohawk Games)
- [2014] Interpreting Feedback and Maintaining Your Vision: Andy Nguyen (Pocketwatch Games)
- [2014] Jiro Dreams of Game Design: Brenda Romero (UC Santa Cruz)
- [2014] Preserving a Sense of Discovery in the Age of Spoilers: James Crawford (Twinbeard Studios)
- [2014] Animation Bootcamp: An Indie Approach to Procedural Animation: David Rosen (Wolfire Games)
- [2014] Enhancing Sportsmanship in Online Games: Jeffrey Lin (Riot Games)
- [2013, Europe] Crimewatch 2.0: Redesigning EVE Online's Policing System: Matthew Woodward (CCP Games)
- [2013, Europe] Ellie: Buddy AI in The Last of Us: Max Dyckhoff (Naughty Dog, Inc.)
- [2013, Europe] #1ReasonToBe: Annakaisa Kultima, Auriea Harvey, Brenda Romero, Zuraida Buter, Henrike aka Riker Lode, Siobhan Reddy, Leigh Alexander (Panel)
- [2013] Accessibility: Lessons Learned from Designing for Gamers with Disabilities: Ian Hamilton (Ian Hamilton DC)
- [2013] Keeping a Community for Five Years: The Story of Day[9]TV: Sean Plott (Artillery Games, Inc.)
- [2013] How to Subversively Queer Your Work: Samantha Allen, Mattie Brice, Todd Harper, Christine Love, Zoe Quinn (Panel)
- [2013] The Sound of Grand Theft Auto V: Alastair MacGregor (Rockstar North)
- [2013] The Western Games That Conquered China: Henry Fong (Yodo1)
- [2013] Obsessive-Compulsive Development: Retro/Grade Postmortem: Matt Gilgenbach (24 Caret Games)
- [2013] Designing Journey: Jenova Chen (thatgamecompany)
- [2013] AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe: Daniel Brewer, Alex Cheng, Richard Dumas, Aleissia Laidacker (Panel)
- [2012] The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to Games: Jason VandenBerghe (Ubisoft)
- [2012] A Theory of Fun 10 Years Later: Raph Koster (Playdom)
- [2012] Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way: Richard Lemarchand (Naughty Dog)
- [2012] Classic Game Postmortem: Harvest Moon: Yasuhiro Wada (Toy Box, Inc.)
- [2012] Creating a Sequel to a Game That Doesn't Need One: Chet Faliszek, Erik Wolpaw (Valve)
- [2012] How I Got My Mom to Play Through Plants vs. Zombies: George Fan (PopCap)
- [2011, Europe] #1ReasonToBe: Leigh Alexander, Deirdra Kiai, Anna Kipnis, Colleen Macklin, Laralyn McWilliams, Brenda Romero, Lauren Scott (Panel)
- [2011] Truth in Game Design: Jonathan Blow (Number None, Inc.)
- [2011] Dynamics: The State of the Art: Clint Hocking (LucasArts)
- [2011] Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty Across the HALO Franchise: Jaime Griesemer (Bungie)
- [2011] Life and Death and Middle Pair: Go, Poker and the Sublime: Frank Lantz (Zynga)
- [2011] The Road Ahead: Cliff Bleszinski (Epic Games)
- [2010] Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3: Jaime Griesemer (Bungie)
- [2010, Keynote] Everything You Know is Wrong: by Sid Meier (Firaxis Games)
- [2009] Beyond Behavior: An Introduction to Knowledge Representation: Damian Isla, Peter Gorniak (Moonshot Games, MIT Media Lab)
- [2009] HALO WARS: The Terrain of Next-Gen: Colt McAnlis (Blizzard)
- [2009] Rasterization on Larrabee: A First Look at the Larrabee New Instructions (LRBni) in Action: Michael Abrash (Rad Game Tools)
- [2009] Rendering Techniques in GEARS OF WAR 2: Daniel Wright, Niklas Smedberg (Epic Games)
- [2009] Designing for the Blue Ocean: John Welch, Steve Meretzky, Brian Goble, Jason Kapalka, Margaret Wallace, Jane Jensen, Dan Prigg, Nick Fortugno, Ofer Leidner, Kenny Shea Dinkin, Todd Kerpelman (Panel)
- [2009] Burned by Friendly Fire: Game Critics Rant: Eric Zimmerman, N'Gai Croal, Heather Chaplin, Adam Sessler, Stephen Totilo, Leigh Alexander, Jason Della Rocca, Tom Chick (Panel)
- [2009] Everything I Learned About Level Design I Learned from Disneyland: Scott Rogers (THQ)
- [2009] From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Experiences: Michael Booth (Valve)
- [2009] Helping Your Players Feel Smart: Puzzles as User Interface: Randy Smith (Tiger Style)
- [2009] Player's Expression: The Level Design Structure Behind FAR CRY 2 and Beyond?: Jonathan Morin (Ubisoft)
- [2009] Taming Your Game Production Demons: the Offset approach: Remi Arnaud, Ian Lewis (Intel)
- [2009] 10 Ways to Make Your Game Appeal to Teens: Joe Shochet, Mike Goslin (Hangout Industries, Mindspark Worlds)
- [2009] From Pipe Dream to Open World: The Terraforming of FAR CRY 2: Alexandre Amancio (Ubisoft Montreal)
- [2009] From Dragons and Daggers to Kart Racing, Cooking and Concerts...It's a Whole New MMO World: John Smedley (Sony Online Entertainment)
- [2009, Sponsored] Having Your Cake and Eating it Too: Increasing Game Realism, Scale and Reach: Neal Robison, Jules Urbach (AMD)
- [2009, Sponsored] Maximizing Multi-GPU Performance: Thomas Fortier (AMD)
- [2009, Sponsored] CUDA and Multi-Core Gaming: Lessons from Gamebryo Floodgate: Cem Cebenoyan, Dan Amerson (NVIDIA)
- [2009, Sponsored] Intel's New Graphics Performance Analyzers: Cian Montgomery, Dave Shinsel, Aaron Davies (Intel)
- [2009, Sponsored] Introducing GPU PerfStudio 2.0 - The Next Generation DX10.x GPU Performance Analysis Tool: Seth Sowerby, Gordon Selley (AMD)
- [2009, Sponsored] Kaboom: Real-Time Multi-Threaded Fluid Simulation for Games: Jeff Freeman (Intel)
- [2009, Sponsored] Learn from Legends: Crane & Cartwright's Core Principles for Game Development Success - Devry Sponsored Session: David Crane, Steve Cartwright (Skyworks Technologies, Inc.)
- [2009, Sponsored] NVIDIA APEX: From MIRROR'S EDGE to Pervasive Cinematic Destruction: Jean Pierre Bordes, Monier Maher (NVIDIA)
- [2009, Sponsored] Optimizing Game Architectures with Intel Threading Building Blocks: Brad Werth (Intel)
- [2009, Sponsored] Platform-Independent Shader Development with mental mill: the Making of DEAD RISING 2 - NVIDIA: Laura Scholl, Izmeth Siddeek (Blue Castle Games)
- [2009, Sponsored] The In and Out: Making Games Play Right with 3D Stereoscopic Technologies - Nvidia: Samuel Gateau (NVIDIA)
- [2009, Sponsored] Threaded AI For The Win!: Orion Granatir (Intel)
- [2009, Sponsored] Who Moved the Goalposts? The Rapidly Changing World of CPUs and Optimization: Leigh Davies (Intel)
- [2009, Sponsored] Your Game Needs Direct3D 11, So Get Started Now!: Bill Bilodeau (AMD)
- [2008] FABLE 2 - The Big Three Features Revealed: Peter Molyneux (Lionhead Studios)
- [2008] How to Create an Industry: The Making of the Brown Box and PONG: Ralph H. Baer, Allan Alcorn (IMMI)
- [2007] Bookworm Adventures Post-Mortem: Tysen Henderson, Jeff Weinstein (PopCap Games)
- [2007] Building The Future Of Indie Games (Panel) Simon Carless, Mark Morris, Derek Yu, Greg Costikyan, Eric Zimmerman
- [2007] Design Principles for Casual Games: Nick Fortugno (Playmatics)
- [2007] Episodic Gaming For Indies: Dave Grossman, Kevin Bruner (Telltale Games)
- [2007] Indie Prototyping, Braid, & Making Innovative Games: Jonathan Blow (Number None, Inc.)
- [2007] Innovation in Indie Games: Jonathan Mak, Jonathan Blow, Steve Swink, Jenova Chen, Kyle Gabler (Panel)
- [2007] Making An Indie MMO: Daniel James
- [2007] Marketing For Indies: Russell Carroll (Reflexive Entertainment/Game Tunnel)
- [2007] Our Journey From Narbacular Drop To Portal: Kim Swift (Airtight Games)
- [2007] Physics Games Go Indie: Matthew Wegner (Flashbang Studios)
- [2007] Postmortem: Gastronaut Studios' Small Arms: Jacob Van Wingen (Gastronaut Studios LLC)
- [2007] Postmortems: Game, Franchise & Company: Lee Crawford, Heidi Perry, Jim Greer (TwoFish, PlayFirst, Kongregate)
- [2006] What's Next in Game Design?: Will Wright
- [2006] Building a Better Battlestar: Ronald Moore
- [2005] Heart of a Gamer: Satoru Iwata (Nintendo Co., Ltd.)
- [2003] Is Your Business Model Evil? The Moral Maze of the New Games Business: Ben Cousins (Scattered Entertainment/DeNA)