GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
150 Million Penguins Can't Be Wrong: Managing the Virtual World of Disne...
by Nicole Thompson
(Disney's Club Penguin)
Customer Experience
GDC Online 2011
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
GDC Online 2011
Balancing Your Game Economy: Lessons Learned
by Dan Hart
(Arkadium)
GDC Virtual Items Summit
GDC Online 2011
Building a Bridge Between Design and Writing
by Blake Rebouche
(Independent)
Game Narrative Summit
GDC Online 2011
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and Jav...
by Corey Clark, PhD
(DeVry University)
Programming
GDC Online 2011
Building a Transmedia Property
by Matt Forbeck
(Full Moon Enterprises)
Game Narrative Summit
GDC Online 2011
Building the Chat Service for League of Legends: From Struggle to Redemp...
by Christopher McArthur
(Riot Games)
Programming
GDC Online 2011
Building the Story-driven Experience of Deus Ex: Human Revolution
by Mary De Marle
(Eidos Montreal)
Game Narrative Summit
GDC Online 2011
Capturing Children's Attention and Imagination with Investigative Play
by Scot Osterweil
(MIT)
Game Narrative Summit
GDC Online 2011
Career Development in a Box: Introducing a Freely Available Toolkit
by Joshua Howard
(Microsoft)
Production
GDC Online 2011
Chaos in Motion: Transmedia as a Living Community Experience
by David Calvo
(Ankama)
Customer Experience
GDC Online 2011
Combat Arms Postmortem: The Art of Selling Guns
by Jungsoo Lee
(Nexon America)
GDC Virtual Items Summit
GDC Online 2011
Data Driven: How Creating a Deeply Analytical Approach Drives Success
by Sheridan Hitchens
(Kabam)
Production
GDC Online 2011
DEFCON: A Basic Guide to Crisis Management
by Valerie Massey
(CCP Games)
Customer Experience
GDC Online 2011
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
GDC Online 2011
Developing Next-Gen Flash Games with Molehill
by Jean-Philippe Doiron
(Frima Studio)
Programming
GDC Online 2011
Double-Coding: Making Online Games for Both the Casual and the Hardcore
by Damion Schubert
(Bioware Austin)
Design
GDC Online 2011
Emerging Trends In Games-as-a-Service
by Atul Bagga
(Lazard Capital Markets)
Business and Marketing
GDC Online 2011
EverQuest II Extended: Streaming a Non-Streaming Game
by Joshua Kriegshauser
(Sony Online Entertainment)
Programming
GDC Online 2011
From an iPhone to an Android: Converting FaceFighter!
by Steven Sargent
(Appy Entertainment)
Smartphone and Tablet Games Summit
GDC Online 2011
From Asteroids to Zynga: Three Decades of Game Design and Revenue Models
by Joost Van Dreunen
(SuperData Research)
Business and Marketing
GDC Online 2011
From Spark to Success: How Customer Influence Revolutionized City of Heroes
by Ross Borden
(NCsoft West)
Customer Experience
GDC Online 2011
Game Design in a Mine Field: Creating Strategy Browser Games
by Eike Klindworth
(InnoGames GmbH)
Design
GDC Online 2011
Game Together or Die Alone: Writing Co-Operative Campaigns
by Evan Skolnick
(LucasArts)
Game Narrative Summit
GDC Online 2011
How I Shipped 5 Games in 10 Months and Lived to Talk about It
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
GDC Online 2011
How NOT to Get a Job in the Game Industry
by Lindsey McQueeney
(38 Studios/Big Huge Games)
Game Career Seminar
GDC Online 2011
It's All Games Now! How Games and Social Media are Converging
by Raph Koster
(Playdom)
Customer Experience
GDC Online 2011
Kids, Tablets and Family: Social Gameplay at Home
by Kate Connally
(CoolSchool)
Smartphone and Tablet Games Summit
GDC Online 2011
Latin America Case Studies & Market Overview
by Jay Heo
(Gala-Net)
Business and Marketing
GDC Online 2011
League of Legends: What it Means to Be Player-Focused
by Steve Mescon
(Riot Games)
Customer Experience
GDC Online 2011
Letting Go: Creating Self-Managed, Self-Directed Teams
by Travis George
(Riot Games)
Production
GDC Online 2011
Live Game Disasters: How to Prepare for the Worst Before It Happens
by Crystin Cox
(Nexon America)
Production
GDC Online 2011
Marvel Super Hero Squad Online Postmortem- An MMO For the Whole Family i...
by Jason Robar
(Amazing Society)
Production
GDC Online 2011
My Producer Really Sucks: Inside the Twisted Minds of MMO Producers
by Jeremy Gaffney
(Carbine Studios)
Production
GDC Online 2011
Putting the Plane Together Midair
by Andy Woo
(Riot Games)
Programming
GDC Online 2011
Rapid MMO Content Iteration and Validation with Spatial Analysis in Star...
by Georg Zoeller
(BioWare Austin)
Design
GDC Online 2011
Squirrels and Gunships Climbing the App Store: A Double Postmortem of Nu...
by Arash Keshmirian
(Limbic)
Smartphone and Tablet Games Summit
GDC Online 2011
Successful Publishing on Smartphone Platforms: iOS vs. Android
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
GDC Online 2011
Successful Publishing on Smartphone Platforms: iOS vs. Android
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
GDC Online 2011
The (Re)Emergence of Traditional Casual on Social Networks
by Ken Murphy
(RealNetworks/GameHouse)
Business and Marketing
GDC Online 2011
The Editor: A Writer's Secret Weapon
by Melanie Henry
(Independent)
Game Narrative Summit
GDC Online 2011
The Future Is Now - Emergent Narrative Without Ridiculous Tech
by Matthew Weise
(Singapore-MIT GAMBIT Game Lab)
Game Narrative Summit
GDC Online 2011
The New Science of Product Development
by James Birchler
(IMVU)
Production
GDC Online 2011
The New World: Case Studies in Transmedia Narrative Design
by Aaron Linde
(Independent)
Game Narrative Summit
GDC Online 2011
The Ten Commandments of Good Video-game Storytelling
by Tom Bissell
(Freelance)
Game Narrative Summit
GDC Online 2011
The Year in Social Games 2010-2011
by Steve Meretzky
(Playdom)
Design
GDC Online 2011
Threat Modeling for Game Developers
by Stephen Beeman
(Gizmocracy)
Customer Experience
GDC Online 2011
TweetQuest: Telling Stories in 140-Character Chunks
by Cory Herndon
(Carbine Studios)
Game Narrative Summit
GDC Online 2011
Why We Buy: A Game Designer's Guide To Transactions
by Nikolaus Davidson
(Amazon.com)
Design
GDC Online 2011
Words With Friends: Building and Growing a Game on the Top of the Charts
by Vijay Thakkar
(Zynga With Friends)
Smartphone and Tablet Games Summit
GDC Online 2011
Your Users Just Want to Play: Learning the Basics of Gamification
by Molly Kittle
(Bunchball)
Business and Marketing
GDC Online 2011
Zoo World 2 Postmortem: Sequeling a Facebook Classic
by Steve Cartwright
(RockYou)
Production