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 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 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
13th Annual Game Developers Choice Awards
by Jon Watte
(IMVU, Inc.)
Advocacy
GDC 2013
15th Annual Independent Games Festival Awards
by Jon Watte
(IMVU, Inc.)
Advocacy
GDC 2013
A New (and Way Better) Model for Licensed Games
by Daniel Morris
(DeNA Americas & Europe)
Production
GDC 2013
AAA Audio Quality in a Mobile Indie Game: Holy Shield Case Study
by Amaury La Burthe
(AudioGaming)
Audio
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: 50 questions to ask yourself when yo...
by Zach Wilson
(EA | Visceral Games)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Architecting a Multiverse - Cooperat...
by Seth Marinello
(Visceral Games Redwood Shores)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Captain Hindsight Presents: Neil's C...
by Neil Alphonso
(Splash Damage)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Talking to the Player
by Matthias Worch
(LucasArts)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Techniques for In-Level Storytelling
by Steve Gaynor
(The Fullbright Company)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: The Hiring Process
by Forrest Dowling
(Irrational Games)
Design
GDC 2013
Accelerate Your Mobile Apps and Games for Android on ARM (Presented by ARM)
by Matthew Du Puy
(ARM)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11: D3D11 Deferred Contexts
by Bryan Dudash
(NVIDIA)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: DirectCompute for Gaming
by Stephan Hodes
(AMD)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: DirectX11 Performance Reloaded
by Stephan Hodes
(AMD)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Particle Shadows and Cache-Effi...
by Louis Bavoil
(NVIDIA)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: The Rendering Technologies of C...
by Tiago Sousa
(Crytek)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tiled Rendering Showdown; Forwa...
by Gareth Thomas
(AMD)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tomb Raider on DX11
by Jason Lacroix
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tomb Raider on DX11
by Jason Lacroix
Programming
GDC 2013
Ahead of the Curve: The SpaceChem Postmortem
by Zach Barth
(Zachtronics Industries)
Independent Games Summit
GDC 2013
Ahead of the Curve: The SpaceChem Postmortem
by Zach Barth
(Zachtronics Industries)
Independent Games Summit
GDC 2013
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
An In-Depth Look at the Sound Design Choices and Technical Solutions in ...
by Mikkel Christiansen
(IO Interactive)
Audio
GDC 2013
An Indie Expedition Through the Jungle of Free-to-Play, In-App Purchase,...
by Aaron Isaksen
(AppAbove Games LLC)
Independent Games Summit
GDC 2013
Animation Bootcamp: Animating The 3rd Assassin
by Jonathan Cooper
(Ubisoft Montreal)
Visual Arts
GDC 2013
Animation Bootcamp: Animating The 3rd Assassin
by Jonathan Cooper
(Ubisoft Montreal)
Visual Arts
GDC 2013
Animation Bootcamp: Designing a Performance
by Michael Jungbluth
(Zenimax Online)
Visual Arts
GDC 2013
Animation Bootcamp: Designing a Performance
by Michael Jungbluth
(Zenimax Online)
Visual Arts
GDC 2013
Animation Bootcamp: From Stage to Screen: How to Get the Most From Your ...
by Simon Unger
(Independent)
Visual Arts
GDC 2013
Animation Bootcamp: From Stage to Screen: How to Get the Most From Your ...
by Simon Unger
(Independent)
Visual Arts
GDC 2013
Animation Bootcamp: Giving Purpose to First-Person Animation
by Ryan Duffin
(EA/Danger Close)
Visual Arts
GDC 2013
Animation Bootcamp: It's Alive Developing Animal/Creature Movement, Pers...
by Amy Drobeck
(WB Games)
Visual Arts
GDC 2013
Animation Bootcamp: Making an Audience Believe
by Jalil Sadool
(Dreamworks)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts