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 GDC sessions by time, pass type, topic, and format. With GDC Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live.

If you've registered for GDC, you can use the same login credentials for your Session Scheduler account. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

UX Summit: Expanding the Dreamiverse: Making Dreams an Experience for Everyone

Joe Florey (User Researcher, Sony Interactive Entertainment Europe)

Constantin Jupp (Release Producer, Media Molecule)

Location: Room 2001, West Hall

Date: Monday, March 16

Time: 9:30am - 10:30am

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

Topic: UX

Format: Session

Vault Recording: TBD

Audience Level: All

In 2017, Dreams was an incredibly powerful suite of creative tools but it was only being used by ~60 developers within Media Molecule. Since then, it has gone on a long iterative journey to become a tool-set that anybody can pick up and create games with. This talk will summarise how extensive user research and feedback informed design decisions to make Dreams the game it is today, From UI and control settings to tutorials and on-boarding, this talk gives a complete picture of the development of accessible UGC tools with insight from both the user research team and the studio.


Attendees will leave with an overview of the challenges involved with getting players to be creative and engage with UGC tools as well as specific examples from over two years of consistent user research and design. Practical advice for testing UGC driven games and testing for accessibility will also be included throughout.

Intended Audience

Game designers, producers and researchers interested in the impact user research can have on the long term development of a game, as well as anybody working on games which include any form of user generated content.