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
All Points Bulletin: Reloaded - Design & Monetization Challenges when AA...
by Bjorn Book-Larsson
(GamersFirst / K2 Network)
GDC Virtual Items Summit
GDC Online 2011
Balancing Your Game Economy: Lessons Learned
by Dan Hart
(Arkadium)
GDC Virtual Items Summit
GDC Online 2011
Blurring Fact and Fiction: Adventures in Writing Games that Draw on Hist...
by Charles Cecil
(Revolution Software)
Game Narrative Summit
GDC Online 2011
Breaking into the Game Biz - Ask the Pros!
by Randy Smith
(Tiger Style)
Game Career Seminar
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
Cloud Gaming: Present and Future
by Brandon Beck
(Riot Games)
Business and Marketing
GDC Online 2011
Combat Arms Postmortem: The Art of Selling Guns
by Jungsoo Lee
(Nexon America)
GDC Virtual Items Summit
GDC Online 2011
Community Management Best Practices from the Console Side
by Kellie Parker
(SEGA of America)
Customer Experience
GDC Online 2011
Data Driven: How Creating a Deeply Analytical Approach Drives Success
by Sheridan Hitchens
(Kabam)
Production
GDC Online 2011
Data Mining and Machine Learning Applications in Blizzard Online Games
by Greg Ashe
(Blizzard Entertainment)
Customer Experience
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
Dragon Age Legends' Road to 100k Likes
by Ethan Levy
(BioWare San Francisco)
Customer Experience
GDC Online 2011
EA Sports Football Club: Moving Millions of FIFA Players into the Cloud
by Kallol Mitra
(Electronic Arts Canada)
Programming
GDC Online 2011
Emerging Trends In Games-as-a-Service
by Atul Bagga
(Lazard Capital Markets)
Business and Marketing
GDC Online 2011
Engagement: Retaining Kids with Fresh Daily Content
by Megan Bell
(Mind Candy/Moshi Monsters)
Customer Experience
GDC Online 2011
Engineering CityVille
by Robert Zubek
(Zynga)
Programming
GDC Online 2011
EverQuest II Extended: Streaming a Non-Streaming Game
by Joshua Kriegshauser
(Sony Online Entertainment)
Programming
GDC Online 2011
Exploiting the Analysts: What Game Designers Do with that Data
by Dan Scherlis
(Sonamine)
Design
GDC Online 2011
Firefall - Free2Play Reborn
by Mark Kern
(Red 5 Studios)
GDC Virtual Items Summit
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 One Hit to Many: Lessons on Scaling to New Platforms and Markets
by Mike Sego
(Gaia Online)
Business and Marketing
GDC Online 2011
From Story to Universe: 10 Best Practices for Transmedia Franchise Design
by Geoffrey Long
(Microsoft)
Game Narrative Summit
GDC Online 2011
From Subscription to Hybrid - Introducing Virtual Item Sales into EVE On...
by Ben Cockerill
(CCP Games)
GDC Virtual Items Summit
GDC Online 2011
Full Immersion: Taking Your Game Everywhere
by Gordon Walton
(Playdom)
Customer Experience
GDC Online 2011
Fundamental Multiplayer RPG Math
by Sara Jensen Schubert
(KingsIsle Entertainment)
Design
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
Gardens of Time: Reinventing Hidden Object Games for Facebook
by Eric Todd
(Playdom)
Production
GDC Online 2011
Get Over Yourself: Making Someone Else's Game
by Laralyn McWilliams
(iWin)
Production
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
HTML5 Games for the Real World
by Jiri Kupiainen
(Disney Interactive Media Group)
Programming
GDC Online 2011
International Micro-Talks: Developing and Distributing Games for Japan, ...
by Caryl Shaw
(ngmoco)
Smartphone and Tablet Games Summit
GDC Online 2011
Intrinsic and Extrinsic Motivation of Players: Impact and Implications f...
by Scott Rigby
(Immersyve)
Customer Experience
GDC Online 2011
It's All Games Now! How Games and Social Media are Converging
by Raph Koster
(Playdom)
Customer Experience
GDC Online 2011
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Mary De Marle
(Eidos Montreal)
Game Narrative Summit
GDC Online 2011
Just Go: A Roundtable Q&A with Valve's Writers
by Mary De Marle
(Eidos Montreal)
Game Narrative Summit