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.

GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. 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.

Technical Tools for Authoring Branching Dialogue

Carrie Patel  (Narrative Designer and Writer, Obsidian Entertainment)

David Szymczyk  (Technical Director, Obsidian Entertainment)

Location: Room 3016, West Hall

Date: Tuesday, March 19

Time: 3:00 pm - 3:30 pm

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

Topic: Game Narrative Summit

Format: Session

Vault Recording: Video

Audience Level: All

Strong dialogue tools are crucial to developing games with branching narrative. A good conversation editor should allow designers to shape and view the structure of dialogue files, seamlessly write and edit text, and easily integrate dialogue with game scripting.

This talk will address how narrative designers and game writers can get the most use out of conversation editors and how tools programmers can design software that allows for robust conversation design. The presenters will refer to OEI Tools, a proprietary dialogue editor that Obsidian Entertainment's writers have used for eight years to develop conversations for several acclaimed RPG titles.


Attendees will be able to use the information from this talk to design internal conversation editors as well as to evaluate third-party conversation editors and integrate them into their development teams.

Intended Audience

This talk is primarily intended for writers, narrative designers, and programmers working on games that involve branching dialogue and reactive narrative. The concepts in this talk will be most useful to active industry professionals, particularly those with an intermediate or advanced level of experience.