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 Europe 2009
Advanced Racing Game AI in PURE
by Iain Gilfeather
(Black Rock Studios)
Business & Management
GDC Europe 2009
AION Game Design
by Yongchan Jee
(NCsoft Corporation)
Game Design
GDC Europe 2009
Alternative Finance and New Development Business Models: Re- constructin...
by Peter Kirsch
(Attaction GmbH)
Business & Management
GDC Europe 2009
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Bob Bates
(Bobbates.com)
Production
GDC Europe 2009
Ask the Decision Makers: Find Out What Publishers Want And How To Get Wh...
by Sebastien Motte
(Microsoft Game Studios)
Business & Management
GDC Europe 2009
Ask the Decision Makers: Find Out What Publishers Want And How To Get Wh...
by Sebastien Motte
(Microsoft Game Studios)
Business & Management
GDC Europe 2009
Balance of Power: Mechanics and Assets for Flow Maximization
by Andre Beccu
(Spellbound Entertainment AG)
Business & Management
GDC Europe 2009
Battle-Tested Deferred Rendering on PS3, Xbox 360 and PC
by Tibor Klajnscek
(ZootFly)
Business & Management
GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Business 101
by Mario Wynands
(Sidhe Interactive)
Student Education Track
GDC Europe 2009
CCP: Winning the War
by Hilmar Veigar Petursson
(CCP)
Business & Management
GDC Europe 2009
CCP: Winning the War
by Hilmar Veigar Petursson
(CCP)
Business & Management
GDC Europe 2009
Changes in the Games Industry: Free-to-play vs. Payment Models
by Klaas Kersting
(Gameforge Productions, GmbH)
Business & Management
GDC Europe 2009
Choice: The Ultimate Game Mechanic
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC Europe 2009
Choice: The Ultimate Game Mechanic
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC Europe 2009
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
GDC Europe 2009
Creating Visual Identity for Games
by Viktor Antonov
(The Building Studios)
Visual Arts
GDC Europe 2009
Design, Constraints and Integrity
by Dino Dini
(NHTV)
Game Design
GDC Europe 2009
Designing for New Audiences
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC Europe 2009
Designing for New Audiences
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC Europe 2009
Designing Social Games
by Steve Meretzky
(Playdom)
Game Design
GDC Europe 2009
Designing Women
by Margaret Wallace
(Rebel Monkey, Playmatics)
Game Design
GDC Europe 2009
Digital Distribution
by Nils-Holger Henning
(Bigpoint GmbH)
Business & Management
GDC Europe 2009
Dual Numbers: Simple Math, Easy C++ Coding, and Lots of Tricks
by Gino van den Bergen
(DTECTA)
Programming
GDC Europe 2009
Effective In-Game Advertising Placements: The Good, The Bad, and The Ugly
by Brian Blau
(Double Fusion)
Game Design
GDC Europe 2009
Efficiency Through Common Sense: Lead with your Gut
by Edoardo De Martin
(Next Level Games Inc.)
Business & Management
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
GDC Europe 2009
FLOWER: Design Postmortem
by Kellee Santiago
(thatgamecompany, LLC)
Game Design
GDC Europe 2009
From Max Payne to Alan Wake: Creating Intellectual Properties the Remedy...
by Matias Myllyrinne
(Remedy Entertainment)
Business & Management
GDC Europe 2009
From Max Payne to Alan Wake: Creating Intellectual Properties the Remedy...
by Matias Myllyrinne
(Remedy Entertainment)
Business & Management
GDC Europe 2009
Game Design 101
by Christoph Quas
(Sproing)
Game Design
GDC Europe 2009
Games in Stereoscopic 3D – The Next Dimension is Finally Here?
by Andrew Oliver
(Blitz Games)
Production
GDC Europe 2009
Immediate-Mode GUI in Practice
by Nicholas Francis
(Unity Technologies)
Programming
GDC Europe 2009
It's Showtime!': How Trion is Working with the SyFy Channel to Herald th...
by Kevin Beardslee
(Trion World Network, San Diego)
Business & Management
GDC Europe 2009
Knights Of The Round Table: How Publishers Can Make their Developers Cre...
by Erik Simon
(iES)
Production
GDC Europe 2009
Localizing Today, Cost-Aware Quality Models for Market Expansion
by Fabio Minazzi
(Binari Sonori)
Production
GDC Europe 2009
Marketing and Communications for a Whole New Ballgame
by Courtney Simmons
(Disney Interactive Media Group)
Business & Management
GDC Europe 2009
Mobile Impossible?: Development, In-House Porting and Distribution with ...
by Matthias Hellmund
(Exozet Games GmbH)
Mobile Games
GDC Europe 2009
Musing About Clouds: How Cloud Technology Will Affect Game Developers a...
by Denis Dyack
(Silicon Knights)
Business & Management
GDC Europe 2009
New Human Machine Interfaces from Europe for Games
by Andreas Stock
(Scoreloop AG)
Business & Management
GDC Europe 2009
Off-Road Racing Physics, Indie Style
by Jim Buck
(Twitchy Thumbs Entertainment, Inc.)
Programming
GDC Europe 2009
Outsourcing & Distributed Development: Smarter, Better, Faster Way to De...
by Olya Nikitova
(Nikitova Games)
Production
GDC Europe 2009
Practical Techniques for Managing Code and Assets for Multiple Cross Pla...
by Julien Koenen
(keen games GmbH)
Programming
GDC Europe 2009
Procedural Content Generation Taken to Extremes
by Dierk Ohlerich
(49 Games)
Programming
GDC Europe 2009
Quadtree Displacement Mapping with Height Blending: Practical Detailed M...
by Michal Drobot
(Reality Pump Game Development Studios)
Programming
GDC Europe 2009
Serious Games: New Business Opportunities for the Games Industry?
by Stephane de Buttet
(Simlinx)
Serious Games
GDC Europe 2009
Services, Social Hubs & Game Development
by Jonas Antonsson
(Gogogic)
Game Design
GDC Europe 2009
Social Networking: Lessons Learned
by Hugh de Loayza
(Zynga)
Business & Management
GDC Europe 2009
Specing out AAA Art Development: Know the Hell You're Getting Into!
by Stefan Baier
(Streamline Studios B.V.)
Production
GDC Europe 2009
Successful iPhone Product Development Experiences
by Martijn Reuvers
(Two Tribes B.V.)
Mobile Games
GDC Europe 2009
Surviving Project Cancellation in the Economic Downturn
by Bostjan Troha
(ZootFly)
Business & Management
GDC Europe 2009
The Challenge of Multisite Game Development: International Project Manag...
by Harald Riegler
(Sproing Interactive Media GmbH)
Production
GDC Europe 2009
The Current State of Game Development Contracts
by David S Rosenbaum
(Law Offices of David S Rosenbaum)
Business & Management
GDC Europe 2009
The Future of Gaming Graphics
by Cevat Yerli
(Crytek)
Programming
GDC Europe 2009
The Future of Gaming Graphics
by Cevat Yerli
(Crytek)
Programming
GDC Europe 2009
The Glacier 2 Deferred Rendering Pipeline: Tools and Techniques
by Calle Lejdfors
(IO Interactive)
Programming
GDC Europe 2009
The Top Trends in Casual Games
by Ariella Lehrer
(Legacy Interactive)
Business & Management
GDC Europe 2009
What Is a Living Plan and How Can We Achieve It?
by Dorian Kieken
(BioWare)
Production
GDC Europe 2009
What Television Can Learn from Episodic Gaming
by Dan Connors
(Telltale Games)
Business & Management
GDC Europe 2009
Why have a Publisher for iPhone Products?
by Bob Wallace
(Strategic Alternatives)
Business & Management
GDC Europe 2009
Writing Interactive Narrative for a Mature Audience
by David Cage
(Quantic Dream)
Game Design
GDC Europe 2009
Writing Interactive Narrative for a Mature Audience
by David Cage
(Quantic Dream)
Game Design