GDC Next 2014
A User-Centric Approach to Mobile Game Measurement (Presented by Google)
by Russell Ketchum
(Google Inc)
Business & Marketing
GDC Next 2014
Advertising 101: The Journey of an Ad from Marketer to Consumer
by Michael Wright
(Facebook)
ADC
GDC Next 2014
Best in Apps - Powered by AppCircus
by Michael Wright
(Facebook)
Special Event
GDC Next 2014
Best Practices for Mobile VR Development
by Benjamin Miller
(WemoLab)
Design
GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
A Candid Interview with Star Citizen's Chris Roberts
by Mike Rose
(Gamasutra)
Business, Marketing and Management
GDC Europe 2014
A Great Disturbance in Development: The Dark Side of Early Access
by James Crowe
(Bohemia Interactive)
Business, Marketing and Management
GDC Europe 2014
Achieving International Success with Mobile Port and Publish
by Pascal Zuta
(Aeria Games)
Business, Marketing and Management
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
1979 Revolution: A Case Study in Bringing Real Stories to Gaming
by Navid Khonsari
(iNK Stories)
Game Narrative Summit
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
3D Audio: Back to the Future?
by Brian Schmidt
(Ear Games)
Audio
ADC 2013
A Guide To Complying With COPPA's New Privacy Rules
by David Kim
(Animoca)
Entertainment Apps
ADC 2013
Analytics Driven Design
by Mark Robinson
(GamesAnalytics)
Entertainment Apps
ADC 2013
App Pricing Conundrum: Freemium vs Paid
by Donny Makower
(RED Interactive Agency)
Brand Marketing Apps
GDC Next 2013
An Experimental Approach to Interactive Entertainment
by Sunni Pavlovic
(thatgamecompany)
Future of Gaming
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Next 2013
Analogue Lessons for a Digital Age
by Kate Flack
(EA Mythic)
Future of Gaming
GDC Next 2013
Beta Testing: Succeed or Die
by Jori Pearsall
(GREE International)
Free to Play & New Game Business Models
GDC Europe 2013
10 Decisions That Took Warface to Our First 10 Million Users
by Nick Button-Brown
(Crytek GmbH)
Production
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
A Perfect Storm - Managing Community Through Sea Change
by Linda Carlson
(SOE)
Business, Marketing & Management
GDC Europe 2013
A World from Words: Highly Interactive Stories with Text
by Jon Ingold
(inkle)
Independent Games Summit
GDC 2013
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC Online 2012
7 Learnings from Making AION Europe Free-to-Play
by Carsten van Husen
(Gameforge 4D)
Business and Marketing
GDC Online 2012
A 4 Hour Story in 400 Simple Steps: Fallout DLC
by Chris Avellone
(Obsidian Entertainment)
Game Narrative Summit
GDC Online 2012
A Holistic Approach to A/B Testing
by Jesse Hull
(GSN Games)
Design
GDC Online 2012
A Theory of Fun 10 Years Later
by Raph Koster
(Playdom, San Diego)
Design
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC Europe 2012
A Developer's Guide to Surviving the Zombie (Freemium) Apocalypse
by Oscar Clark
(PapayaMobile)
Social and Online Games Summit
GDC Europe 2012
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
A 'Mod'est Approach to Teaching Game Development
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
GDC China 2012
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
- Chinese
GDC China 2012
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
GDC 2011
Adding Realism to Environmental Reverberation Using Convolution: Are We ...
by Francois Thibault
(Audiokinetic Inc.)
Audio
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC 2010
A Big Dash of Success: How to Capture the Female iPhone Gamer
by Chris Williams
(PlayFirst)
iPhone Games Summit
GDC 2010
A Contrarian Explains the Basics: How to Become a Game Developer
by David Sirlin
(Sirlin Games)
Game Career Seminar
GDC Europe 2009
A Discussion with Don Daglow
by Don Daglow
(Don Daglow Interactive Entertainment)
Visual Arts
GDC Europe 2009
AAA Automated Testing for AAA Games
by Francesco Carucci
(Crytek)
Business & Management
GDC Europe 2009
AAA or Bust!
by Paul Wedgwood
(Splash Damage Ltd)
Business & Management
GDC Austin/Online 2008
100 Questions, 97 Answers, 56 Minutes
by Brenda Brathwaite
(Loot Drop)
Game Career Seminar
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC Austin/Online 2008
A Future Told: Writing for Cinematic Design
by Mac Walters
(BioWare)
Writing for Games
GDC Austin/Online 2008
A Generative, Adaptive Music System for MMO games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2008
'Do, Don't Show' ' Narrative Design in FARCRY 2
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2008
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
GDC 2008
26 Slick Tricks for Game Dialog and Other Voiced Bits
by DB Cooper
(DB-Cooper.com)
Audio
GDC 2008
A Believable Character Postmortem: Motion Capture on the Virtual Set of ...
by Parag Havaldar
(Sony Pictures Imageworks)
Programming
GDC 2007
(109) Casual Games Summit 101
by John Welch
(Making Fun)
Game Design
GDC 2007
(209) Casual Games Summit 201
by Erik Bethke
(GoPets)
Game Design
GDC 2007
10 Steps to Success in Outsourcing Contracts
by Vincent Scheurer
(Sarassin LLP)
Business and Management
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2006
3ds Max - Complex Data Mapping Production Techniques
by Vincent Brisebois
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
GDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for your Game
by Evan Skolnick
(Independent)
Audio
GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
A Practical Guide to the Hero's Journey
by Bob Bates
Game Design
GDC 2005
Academic Insights: What Researchers Can and Can't Tell You About Your Games
by Constance Steinkuehler
(University of Wisconsin - Madison)
IGDA
GDC 2005
Adaptive Music Jam
by Guy Whitmore
(Microsoft)
Audio
GDC 2004
"Port" is a Four-Letter Word: The Challenges of Redesigning The Sims fo...
by Michael Perry
(Electronic Arts, Inc.)
Game Design
GDC 2004
10 Tricks from Psychology for Making Better Characters
by Katherine Isbister
Game Design
GDC 2004
14 Ways of Drawing Players in with an Opening Cinematic
by David Freeman
Game Design
GDC 2004
Island Thunder and Raven Shield : Creating Believable Stories for R...
by Richard Dansky
(Red Storm Entertainment/Ubisoft)
Game Design
GDC 2003
10 Great Reasons You Don't Want to Make a Massively Multiplayer Game!
by Gordon Walton
Business and Legal
GDC 2003
20/20 Design Vision
by Andrew Leker
(Electrified Games, Inc.)
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2001
Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles
by Gary Snyder
(Propaganda Games)
Visual Arts
GDC 2001
Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Sum...
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2001
Character Design, Sketching, and Painting
by Donald Seegmiller
Visual Arts
GDC 2001
Choosing, Designing and Implementing Scripting Languages: Tales from the...
by Kevin Bruner
(Telltale)
Programming
GDC 1997
Apparent Intelligence or Inanimate Objects Make Good Friends
by Louis Castle
Design
GDC 1997
Art and Craft of Adaptations
by Katherine Lawrence
Visual Arts
GDC 1997
Avatars and Chat
by David Shaw
(Xbox Live)
Design
GDC 1997
Breaking into Latin American Markets
by Dianne Drosnes
Business & Marketing