Notes from GDC 2026
- Skye Winters

- 2 days ago
- 14 min read
In the following post, I recount my notes from my time at GDC 2026. I break down each of the talks I attended and elements that I feel will be useful in my future endeavors.
Introduction
So, as I’ve done for the past few years, I once again hopped on a plane and traveled to San Francisco for GDC. I would say the starkest difference of this GDC compared to past years was the bonds I’ve begun to form with others. In the past, I’ve been pretty much a fish out of water, going from one event to the next trying to meet and connect with others. After all that work, I’ve now managed to build up a network of people that I enjoy spending time with and was fortunate enough to have the chance to reconnect with several of them. So overall, this has felt like a very welcoming and hope-inspiring trip that if nothing else, will help carry me through the remainder of this academic semester.
However, I did not spend my time simply reaching out to people, I also had the chance to attend several very informative talks given by industry experts. While not all of them I see being of use to me at this time, several I do feel will be greatly beneficial. So without further ado, lets get into some of the presentations.
Bringing Narrative to ‘Disney Dreamlight Valley’ by Josh Labelle
In this talk, Labelle discusses how the Disney Dreamlight Valley team approaches creating new content for their live service game that remains faithful to the source material and can be outputted quickly. Some of the key takeaways are as follows
Characterization through dialogue
They discuss how characters can be conveyed based on whether they use
Pronouns vs names
Rhythm of speaking
First person vs third person
Word choice / vocabulary
They mention when adapting from source material, you should try and study the script through writing it out as you watch / consume the material to train yourself to maintain their voice
Content Pipeline
Creative Brief: In this step, they determine what is the core goals they are trying to accomplish so that all future progress can be in respect to these goals
Brainstorming: In this step, they come up with some potential ideas of what they could do to accomplish these goals and things they are interested in trying to incorporate
Blurbs: In this step, they write short summaries of the quests involved. They included the overall narrative of the quest as well as potential gameplay involved. These are internal and do not include creative writing
Ex. {Character} needs {XYZ}. Player helps character by {gameplay action}
Paper Design: In this step, the initial layout of the level is made to determine potential bugs, risks, issues, and if initial goal is being satisfied
Kickoff: In this step, the rest of the team is brought in and provided with the pitch for the content. The team discusses any updates / adjustments that need to be made.
Greybox: In this step, the team begins creating the initial prototype of the idea. No story is present to evaluate if its fun without story
First Writing Pass: In this step, the team begins incorporating the story into the game.
Playtesting, Polish, and Integration: In this step, they begin to iterate on the project until it reaches a satisfying point
Final Reviews: In this step, they do one final check for any last remaining changes needed.
Debug: In this step, they perform verification to make sure that the project is at a releasable state
Release: In this step, they release to the public and perform any hotfixes as needed
Launch Lessons: In this step, they reflect on the process for things that can be improved / changed in the future
General Advice
Use budgets for determining what can / can’t be done and plan accordingly
Always reflect on if the original goals are being met
Automate anything that can be automated and prevent people from trying to remember steps
If something is unusually hard to write, something is wrong with the quest flow
Make checklists to prevent things from being forgotten
Use checklists to align team goals
Don’t make changes just because your bored and used to the current gameplay
Leave a lot of buffer for when things go wrong
Don’t eat your buffer with polish
Etudes and Actors: Owlcat's Tooling for Highly Branched Narrative by Alexey Drobyshevsky
In this talk Drobyshevsky presents the alternate method his studio uses for achieving highly branching narrative. The tool was made for the pathfinder games and the goal was to address the problems that occur with branching narratives. Below are some of the key takeaways
Problems with Branching Narratives
Not knowing where flags are used
Not knowing how to use the flags
Incorrect setting of flags
Game states not being set correctly
Difficulty debugging issues with flags due to gap between setting and evaluation
Difficulty fixing after gameplay began due to being in player saves
Core aspects needed
State tracking / viewing
Hierarchy for logic
Relationships between flags
Searchability of internal state
Ability to weight flags against each other
Etude Aspects
Comments
Parent based activation
Conflicts and priority rules
Links between nodes
Conditions for nodes
Brackets to activate world state changes
States: Not Started, Inactive, Active, Awaiting Completion, Completed
Update Algorithm:
Check nodes waiting for completion
Gather nodes needing state change
Filter out children of inactive parents
Order by descending priority
Resolve conflicts (deactivating non priority)
Filter out children of inactive parents
Deactivate etudes needing deactivated
Activate those that should be active
Repeat if convergence not met
Flavors of Challenge: The 8 flavors of difficulty and How They Can Be Combined to Make Better Difficult Games by Brett Moody
In this talk, Moody presents a breakdown of difficulty in games based on his perspective designing and consuming highly challenging games. Below are the key takeaways
Flavors of Difficulty
Reasoning: What to do
Critical Thinking: Arriving at the truth through information
Deductive Thinking: Drawing conclusions from set of premises
Pattern Recognition: Finding meaning in data and responding to it
Physicality: How to do it
Hand-eye coordination
Strength
Balance
Accuracy
Agility
Randomness: Luck based
Input: Starting state randomized and player adapts
Output: Players actions are evaluated using randomness
Endurance: Ability to sustained concentration / skill over extended duration
Sprint: Intense concentration w/ breaks
Marathon: Intense concentration over extended period of time
Out Game Resources
Money: How much money you can spend on the game
Time: How much time you can play for
Setup: Preparing game to play
Play: Time spent engaging with challenge
Tedium: Time spent doing trivial tasks
Waiting: Waiting for game to respond to input
Knowledge: Real-World information you know
Representation: What the game represents
Does not align w/ values
Obscene content
Boredom
Boredom Tax: Grinding / other tasks that make you play through boredom to progress
Interpersonal Skills: Interacting with other people instead of systems
Opponents
Team-Mates
In Game Resources: State of player progress at any given time based on player interactions
Advice
Opposite of success isn’t failure, its giving up
Protect player from Hopelessness or Apathy not failure
Pair real growth with virtual growth
Provide Parallel challenges to allow player to pivot
Make sure to provide different flavors to avoid boredom
Rewards should give momentum and direction
Reward all effort, not just victory
Foreshadow big challenges early
Make retrying easier then quitting
Avoid time taxes
Never restart from zero
Give suffering meaning
Give players a common enemy
Establish narrative stakes
Marketing should line up with the difficulty provided
How Word Games Make You Feel Smart by Rohit Crasta
This talk discussed Crasta’s insights from making word games for New York Times. This was a micro talk so not many takeaways.
Players avoid explicit clues, use implicit instead
Use gameplay driven hints
Create optional layers of challenge
Five Obstacles to Successful Generative AI Games by Jesse Schell
This was also part of the microtalk. In this, Schell presents his 5 obstacles he sees challenging LLMs from being incorporated into games at run time
Fears and Backlash
Non-Deterministic Behaviour
Gameplay emerges from limitation, no limits breaks gameplay
Requires players to interact creatively
AI’s reach of what it wants to do in a game exceeds what it can do in a game
Supporting Thousands of NPCs in 'Kingdom Come: Deliverance' & 'Kingdom Come: Deliverance II' by Petr Smrcek
In this talk, Smrcek discusses how his studio approached maintaining thousands of NPCs running at the same time during gameplay without crashing the computer. The techniques they used were:
Levels of Detail:
Close: Any NPCs within a set distance from players, fully simulated
Middle: Any NPCs within the next set distance from players, partially simulated
Far: All other NPCs, abstractly simulated, no images / textures, teleport based movement
Moved simulation to a separate thread
Why good games Fail: The Startup Audit Every Studio Needs by Lucien Parsons
In this talk, Parsons gives his honest takes regarding what indie studios should do to evaluate their game and game development process based on his experience as a fractional COO using an investor due diligence inspired model. His two core goals are to present an information quality framework and a studio self assessment tool.
Types of Information
Signal: Directly answers the question
Proxy: Related but one step removed
Placeholder: Gestures at an answer, doesn’t answer it
Categories of Studio Health (w/ example question)
Founders & Team Fit: Who makes decisions
Game Product & Market Fit: Describe your target audience in one sentence
Production & Operational Maturity: What’s your hiring plan
Go-to-Market & Community Traction: Where do your players live online? How will you reach them
Business Model & Financials: How many months (runway) do you have? What happens if the deal is late
Company Vision & Narrative: Describe the company’s mission and 3-year plan
Legal, Compliance, & Platform Risk: Is everything the studio needs to operate legally assigned to the studio
Self Assessment Tool: https://tally.so/r/ZjOjlo
Creating Player Expertise Microtalks by Monica Fan, Ian Schriber, John Ryan, Michael Jones, and Lauryn Ash
Below are the notes from a series of microtalks. The first two were especially engaging while the last two were less helpful.
Cognitive Load
Key Points
People can usually focus on 7 things +- 2 things
Types of Load
Intrinsic: What you are trying to remember / focus on
Extrinsic: What you also need to remember / focus on for the intrinsic load
Germane: Trying to figure out what to do
Aim to increase Germane load and decrease extrinsic load
If you exceed load capacity, players can temporarily function before experiencing cognitive fatigue. This often is followed by rage quitting / anger / frustration
Advice
Use just-in-time tutorials to minimize amount of load demanded
Simplify mechanics / control
Pay attention to symptoms of cognitive overload while playtesting
The Game Tutorial Matrix
Key Points
Aim not for less tutorials, but the right tutorial at the right moment
You failed at teaching a mechanic if a player doesn’t understand why they failed / died
Importance
High: Elements core to central gameplay loop / unique to game
Low: Elements that enhance the gameplay loop without drastically changing it
Urgency
Now: Gameplay progress blocked without knowing it
Later: Gameplay progress is not blocked without knowing it
Matrix
Now - High: Learn through doing
Now - Low: Reinforce / Remind players
Later - High: Show the players how to do it
Later - Low: Cut / Hide, let world / menu / items teach it
Burnout
Keep in mind players are probably burned out from life so take it easy on them.
Narrative Coherence
Players who are confused / disengaged will stop playing
Spreadsheet Microtalks by Guillaume Pierre, Tyler Coleman, Ridima Ramesh, Everest Pipkin, Mike Rossmassler, Tomo Moriwaki, and Cheryl Platz
Honestly, not much super useful stuff, just was a fun talk to go and see.
Key Points:
Online games can load spreadsheet data at runtime using API calls
You can use keywords in spreadsheet data to modify behaviour
You can make prototype cards using spreadsheet data to speed up process
Rules of the Game 2026: Revealing Techniques from Resourceful Designers by Richard Rouse III, Xalavier Nelson Jr, Ashley Ruhl, Theresa Duringer, Joel Burgess, and Steve Meretzky
The following are my notes from a series of talks from senior designers. Honestly, each of them were very cool to watch!
Interpret Trust as a Currency
Key Points
Think of trust as a currency you have with players
Gaining trust
Following conventions of other games
Providing Difficulty levels
Adding Accessibility Features
Backwards Compatibility features
Undo buttons
Honor Systems
Support Lists
Spending Trust
Mechanics players may not like but that benefit the game
Make unclear game rules as visible as possible to players
Some genres have different trust starting points (ex. F2p games with low trust)
Don’t Drown in Innovation
Key Points
Start with the question of how much innovation you want to include
Aim for about one third the same, one third improved, and one third new
New Stuff
Benefits:
Different
Exciting
Can own a new genre
Cons
Unfamiliar,
High Learning Curve
Unproven Gameplay
Ask who do you expect to play your game, that influences how much innovation you can include
Newness doesn’t just come from gameplay, can also be factors like release platform or input modality
Ask the Question, Better or Different
Key Points
When bored by gameplay loop, you are prone to change it and usually not for the better
Distrust your discontent
Steps
Question the urge to change
Evaluate the change
Escalate the idea appropriately
Use the double it / cut it in half trick for tuning
Create “Fake” Choices that Matter
Key Points
Choices matter if they feel meaningful in the moment that you make them
Choice Types
Diverging: Presents choice that makes a major change in the game
Illusion: Presents choice that doesn’t make a change in the game
Illusion choices can be strengthened by allowing room for player imagination / roleplay or to subvert diverging system expectations
Choices can inspire reflection, that allow player head cannon by leaving space for player
Let Your Players do the Cool Thing
Key Points
Developers are in marketing now
Algorithms are causing people to filter their world
New information may now be treated hostilely not neutrally
If people don’t give a shit, they won’t spend time / energy on it
Communicate w/ players what the experience and intention is
Get player on board with what’s going on
For players to care about spoilers, they need to give a shit about it in the first place
Atomized Design: For every aspect, ask if this is something people care about and should be told about
QA is Your Strongest Design Ally by Carey Littlefield
In this talk, Littlefield discusses how QA can benefit a design team and what they need to do their job properly.
Key Points
Too many developers incorporate QA too late in the process for any changes to be made
Three principles
Qualified Analysts: Need trained QA team members that your team can trust and that know what you’re trying to do
Integration w/ project: QA needs to be evolved early and often to help with iteration and understanding
Integration Impact: QA will determine if goals are being accomplished and that its actually fun to play
Aspects needed to work
Visibility of timelines / status / expectations
Access to team documents and data
Clear communication of changes, revisions, and iteration summaries
Educator Game Research Download by Julian Frommel, Erik Harpstead, and Regan Mandryk
In this talk, Frommel et al. discussed several papers in the game literature space to help catch designers up on what has been going on in academia. Below are some of the papers of interest:
Dominic Kai et al. 2024. Dives into investigating juicy effects and seeing how they influence player experience. They found that there are situations where it should and shouldn’t be used https://dl-acm-org.proxy.lib.ohio-state.edu/doi/full/10.1145/3723498.3723720
Prabhav Bhatnager et al 2025. Explored emotionally impactful experience through game feel. They found 9 aspects of games that can cause emotionally impactful experiences https://dl-acm-org.proxy.lib.ohio-state.edu/doi/10.1145/3723498.3723808
Mackenzie et al. 2024. Delves into how to test with kids since they are historically very difficult to get good feedback from. Findings include asking why the kid had a spike in heart rate or why the kid made a :( at a given point https://dl-acm-org.proxy.lib.ohio-state.edu/doi/abs/10.1145/3677112
Dmitry Alexandrovsky et al. 2024. Players want to have clean ways of off ramping from games. Players greatly prefer to have player agency respected by presenting clear ways to exit https://dl.acm.org/doi/pdf/10.1145/3677066
Waldenmeier et al. 2024. Presents findings on how cheat codes can allow players to self regulate and reduce pressure when facing in-game features https://www.researchgate.net/publication/380526759_Cheat_Codes_as_External_Support_for_Players_Navigating_Fear_of_Failure_and_Self-Regulation_Challenges_In_Digital_Games
Jon Mella et al. 2023. Shows how players use game immersion from cognitive involvement or challenge can help with recovering from post work https://www.researchgate.net/publication/370180534_Gaming_for_Post-Work_Recovery_The_Role_of_Immersion
Rafael Alves Heinze et al. 2024. Found that stress recovery can occur from action mechanics by providing psychological detachment https://dl-acm-org.proxy.lib.ohio-state.edu/doi/abs/10.1145/3677070
Min Zhou et al. 2025. Emotionally challenging narratives aren’t just for younger audiences. Older players actually enjoy engaging with difficult themes https://dl-acm-org.proxy.lib.ohio-state.edu/doi/full/10.1145/3706598.3713899
Backed by Data, Built with Care: Telling Authentic LGBTQ Stories in Video Games by Sabrina Mah and Blair Durkee
In this talk, Mah and Durkee present GLAAD’s findings in their recent gaming report regarding the LGBTQ games market.
Key Points
17% of gamers identify as LGBTQ, 13-17 year olds are at 28%
Queer gamers play more hours per month then non queer gamers
Queer gamers appreciate different types of queer representation and this contributes to their purchasing habits
Adding any mentioned queer character or option for player choice makes 39-63% of LGBTQ players more likely to purchase your game
Non-queer players who are less likely to buy games with queer content also are older and spend less money / time on games
Simply stating a character is queer is not enough
50% of queer players feel more accepted in games the in real world
56% of queer players depend on games to get them through tough times
66% of queer players agree that games allow them to express themselves in ways that they don’t feel comfortable doing in the real world
Tool Design Roundtable Day 2 led by Robin-Yann Storm
In this roundtable, we discussed several topics related to tool development.
Resources
Figma
Miro
Mostly mixed between Unreal, Unity, and in house
Tools Made
Google sheet api to pull dialogue from sheets
Custom dialogue pipeline tool
Automated error message report creator to send to tool team (error, image, stacktrace)
Amount of money spent on a meeting calculator
Auto game screenshot taker that captures various points in your game
Tool Customization Features
High Contrast
Color Blind Friendly
Font Size
Dyslexic Fonts (best is comic sans)
Light vs Dark mode
Short cut override
Advice
Talk to users to see if they need new tool or just new features to an existing tool
Sometimes purchasing a tool is the more economical choice
Let team know your open to adding accessibility features
The State of Mental Health in the Games Industry by Kelli Dunlap and Elizabeth Kilmer
In this talk, Dunlap and Kilmer present their findings regarding the current state of mental health in the game industry.
Key Findings
Only about 20% of participants mental health quality is good or better
Most participants feel uncomfortable disclosing to manager or HR their mental health
94% of participants reported actively experiencing at least one burnout symptom
Average number of burnout symptoms per participant was 7 out of a possible 12
Top Five Stressors
Job Insecurity or financial pressures
World Events
Workplace culture of leadership
Workload or deadlines at work
Health concerns
Core burnout features
Exhaustion
Ineffectiveness
Cynicism / Detachment
It's important to have dedicated time to conduct work
Mental health apps are not desired
Being able to shift schedule around is very helpful
Flipping the Script: Overhauling Sucker Punch's Writing Pipeline for 'Ghost of Yōtei' by Roland Munsil
In this talk, Munsil presents the approach his studio took to overhauling their narrative pipeline in order to streamline the process and fix several issues from their first game.
Issues w/ Previous Method
Writers wrote in google docs, uploaded to lines database, which designers pulled into the game
Writers felt disconnected
Large amount of time hooking up dialogue to game objects
Multiple sources of truth
No version control
Solution
Combine it all into the game directly
Made a front end tool for less technical writers
Tool made using Dear ImGui
Based on Final Draft for familiarity
Used a robo voice feature to test dialogue lines
Allowed writers to test their own work in game at run time
Allowed for exporting script for voice acting
Indicated what dialogue was directly hooked up in the game
Status flags to mark current state of a line
Professional Game Writing roundtable: Best Practices and Issues (Presented by the IGDA) led by Justin Bortnick and Jon Myers
In this roundtable, the discussions mainly focused on two topics:
AI vs Writing
Nearly all writers rose hands about concerns / disliking GenAI
GenAI is not good at comedy since it works off predictability so can’t do surprises well
Main Objections
Environmental Impact
Rights Issues
Creativity Issues
Majority of writers feel very strongly in their position
Tools used for Interactive Fiction
Lots of support for Ink, then twine
Twine may cause a predisposition to make a widely spanning narrative
Recommendation to try Ellipsus https://ellipsus.com
Conclusion
Overall, this was quite the productive GDC as my notes above show. Can’t wait to start getting back to work this week and to attend next year!



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