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, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.

Use the Viewing Experience filter to see which sessions will be available on-site, on the virtual platform, or both:

  • In-Person: offered on-site, not available within the virtual platform. Check the session’s listing to see if it will be recorded for GDC Vault after the conference.
  • Virtual: offered in the virtual platform at its scheduled time.
  • In-Person/Virtual: offered onsite and the recording will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT
  • In-Person/Virtual Livestream: offered on-site and will be livestreamed to watch on the virtual platform at its scheduled time. The recording of the video will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT.

All registered attendees will be able to build their personal schedule in the virtual GDC event platform and mobile app. Download the Informa Tech Events app to gain access to the Game Developers Conference 2022 virtually. Login with the email address you used to register.

'Psychonauts 2' Design Postmortem

Seth Marinello  (Principle Designer, DOUBLE FINE PRODUCTIONS)

Location: Room 2016, West Hall

Date: Thursday, March 24

Time: 5:30 pm - 6:30 pm

Pass Type: All Access Pass, Core Pass, All Access Online Only Pass - Get your pass now!

Topic: Design

Format: Session

Viewing Experience: In-Person/Virtual

Vault Recording: Video

Audience Level: Yes

In this postmortem of the Psychonauts 2 design process, Lead Designer Seth Marinello will walk through the thinking behind key systems and levels in the hit sequel. He will discuss how the team balanced honoring the legacy of the first game while updating the gameplay for a modern audience while ensuring that Psychonauts 2 was enjoyable for as many people as possible. He will also explore the challenges of creating a narrative platforming game and how a focus on empathy expanded the design possibility space rather than limited what the game could explore. The presentation will include examples from the shipping game and explore supporting the game post-launch.


Attendees will come away from this presentation with a deeper understanding of how we approached design on Psychonauts 2, from integrating story and game to grappling with real-world issues through imaginary dreams-capes. They will see the iterative process and analyze how successfully the team translated their goals into gameplay.

Intended Audience

While targeted at designers, this talk should be applicable to anyone interested in the challenges of game development. Familiarity with Psychonauts 2 is encouraged since this talk will cover the entire game and will cover key story moments.