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 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Localization: What You Need to Know
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2011
Auto-Tuning Chopin in Stacking Audio Design!
by Brian Min
(Doublefine Productions)
Audio
GDC 2011
Between 4 Ears: SPLINTER CELL: CONVICTION Co-op Sound Strategies
by Olivier Girard
(Ubisoft)
Audio
GDC 2011
Bigger Isn't Always Better: Sophisticated Thinking about Working with Li...
by Jason Poss
(Sarawak Songs)
Audio
GDC 2011
Casual Moods: Creating Sound and Music for a Booming Field
by Sean Beeson
(Sean Beeson Studios)
Audio
GDC 2011
Cloning Social Games - Nothing New Here - Or Is There?
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2011
Composer Challenge GDC 2011
by Lennie Moore
(3l33t Music)
Audio
GDC 2011
DEAD RISING 2: How Real-time Game Integrated Tools Saved the Audio Team
by Jason Jarvis
(Capcom Game Studio Vancouver)
Audio
GDC 2011
DEAD SPACE 2 Musical Postmortem
by Jason Graves
(Jason Graves Music, Inc.)
Audio
GDC 2011
Debugging Python into Maya
by Cyrille Fauvel
(AUTODESK)
Visual Arts
GDC 2011
Dynamic Range and Mix Levels - Where We're at in 2011
by Tom Hays
(Technicolor Interactive)
Audio
GDC 2011
Emerging Issues in Game Dev Deals - Building on the Present as We Careen...
by David S Rosenbaum
(Law Offices of David S Rosenbaum)
Business and Management
GDC 2011
Fighting Real Time
by Jacky Mallett
(CCP)
Programming
GDC 2011
Footsteps - An Informal Sound Study
by Damian Kastbauer
(Bay Area Sound)
Audio
GDC 2011
Four Epic Legal Battles Coming to a Court Near You - Be Prepared: Gambli...
by Vincent Scheurer
(Sarassin LLP)
Business and Management
GDC 2011
Four Epic Legal Battles Coming to a Court Near You - Be Prepared: Gambli...
by Vincent Scheurer
(Sarassin LLP)
Business and Management
GDC 2011
Four Guns West
by Chuck Russom
(Chuck Russom FX)
Audio
GDC 2011
From MYTH to HALO: Marty O'Donnell's Adventures with Adaptive Audio, Cre...
by Marty O'Donnell
(Bungie)
Audio
GDC 2011
Funding Development: How to Raise Money if You're Not a Social Games Dar...
by Aaron Isaksen
(Indie Fund)
Business and Management
GDC 2011
GANG Demo Derby: Music
by Chuck Doud
(SCEA)
Audio
GDC 2011
GANG Demo Derby: Sound Design
by Tim Larkin
(Valve Software)
Audio
GDC 2011
Getting Great Dialogue Through Improvisation
by Tom Keegan
(TomK Productions)
Audio
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
Interactive Music Scoring Methods for MASS EFFECT 2
by Jack Wall
(Wall of Sound, Inc.)
Audio
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Lessons Learned in Music Development: BRUTAL LEGEND, BIOSHOCK and DESTRO...
by Emily Ridgway
(Double Fine Productions/Emily Industries)
Audio
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Lighting You Up in BATTLEFIELD 3
by Kenny Magnusson
(DICE)
Visual Arts
GDC 2011
Listening to the Gamer: Getting Speech Recognition in Games Right
by Jason Hewitt
(Microsoft)
Audio
GDC 2011
New Challenges in MMO Localization: The GUILD WARS Franchise Revealed
by Adam Vance
(ArenaNet)
Localization Summit
GDC 2011
New Technology and New Interfaces: Localizing Video Games for Kinect
by Kate Edwards
(Englobe)
Localization Summit
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Psychoacoustic Real-Time Mixing: Seven Secrets You Need to Know
by John Byrd
(Gigantic Software)
Audio
GDC 2011
Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2011
Stealing Sound: The Application of Generative Music
by Paul Weir
(Eidos Montreal)
Audio
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
The Environment is the Orchestra: Soundscape Composition in LIMBO
by Martin Stig Andersen
(Playdead)
Audio
GDC 2011
The Multilingual Audio Mystery Tour
by Andrea Ballista
(Binari Sonori s.r.l)
Localization Summit
GDC 2011
The Next Steps of Indie: Four Perspectives
by Luke Schneider
(Radiangames)
Independent Games Summit
GDC 2011
VO Session LIVE!!!
by Michael Csurics
(2K Marin)
Audio