GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by pass type, topic, and format. All registered attendees will be able to build their personal schedule in the mobile event app, once live early 2022.

GDC Masterclass courses require a paid pass to attend. Class sizes are kept intentionally small and seats are limited to ensure every student receives one-on-one assistance from the instructor. Pass pricing per course varies, please review the passes and pricing page for more details and secure your spot today!

Educators Summit: Changing Industry for the Better

Bo Ruberg  (Associate Professor of Film & Media Studies and Informatics, University of California, Irvine)

Leena van Deventer  (Creative Producer, Team Fanclub)

Richard Lemarchand  (Professor of Interactive Media and Games Division, University of Southern California)

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Educators

Format: Session

Vault Recording: TBD

Audience Level: Yes

In this lively session, three expert speakers lay out some practical ways to prepare our students for the challenges that they will face in their professional lives, and prepare them to be more inclusive, culturally-informed members of the industry. In the first presentation, Leena and Richard look at the ways we talk to students about crunch culture, the practice of uncontrolled and unsustainable overwork that continues to haunt the game industry (and sometimes games academia too), and consider opportunities we have to teach students to work in better, healthier ways. In the second presentation, Bo Ruberg makes a call for games educators to diversify syllabi and include a wider range of voices in their classrooms. Bo provides a fast-paced breakdown of texts, videos, and other resources that can be implemented in syllabi, helping game students of today understand the important issue of supporting social justice in the industry.


Attendees will leave this session with practical techniques for discussing crunch in the classroom, and addressing it in game education. They will also learn about the importance of diversifying game studies reading lists, and will receive readings, videos, and assignments that can be incorporated into undergraduate or graduate syllabi.

Intended Audience

The intended audience for this talk is university-level educators who teach or are developing courses on both game design and production and who are interested in the problem of crunch or would like to make their courses more inclusive by incorporating materials from diverse voices into their syllabi. Takeaways are relevant for undergraduate and graduate teaching.